+/*
+ * Hunt
+ * Copyright (c) 1985 Conrad C. Huang, Gregory S. Couch, Kenneth C.R.C. Arnold
+ * San Francisco, California
+ *
+ * Copyright (c) 1985 Regents of the University of California.
+ * All rights reserved. The Berkeley software License Agreement
+ * specifies the terms and conditions for redistribution.
+ */
+
+# include "hunt.h"
+
+# undef CTRL
+# define CTRL(x) ('x' & 037)
+
+# ifdef MONITOR
+/*
+ * mon_execute:
+ * Execute a single monitor command
+ */
+mon_execute(pp)
+register PLAYER *pp;
+{
+ register char ch;
+
+ ch = pp->p_cbuf[pp->p_ncount++];
+ switch (ch) {
+ case CTRL(L):
+ sendcom(pp, REDRAW);
+ break;
+ case 'q':
+ (void) strcpy(pp->p_death, "| Quit |");
+ break;
+ }
+}
+# endif MONITOR
+
+/*
+ * execute:
+ * Execute a single command
+ */
+execute(pp)
+register PLAYER *pp;
+{
+ register char ch;
+
+ ch = pp->p_cbuf[pp->p_ncount++];
+
+# ifdef FLY
+ if (pp->p_flying >= 0) {
+ switch (ch) {
+ case CTRL(L):
+ sendcom(pp, REDRAW);
+ break;
+ case 'q':
+ (void) strcpy(pp->p_death, "| Quit |");
+ break;
+ }
+ return;
+ }
+# endif FLY
+
+ switch (ch) {
+ case CTRL(L):
+ sendcom(pp, REDRAW);
+ break;
+ case 'h':
+ move(pp, LEFTS);
+ break;
+ case 'H':
+ face(pp, LEFTS);
+ break;
+ case 'j':
+ move(pp, BELOW);
+ break;
+ case 'J':
+ face(pp, BELOW);
+ break;
+ case 'k':
+ move(pp, ABOVE);
+ break;
+ case 'K':
+ face(pp, ABOVE);
+ break;
+ case 'l':
+ move(pp, RIGHT);
+ break;
+ case 'L':
+ face(pp, RIGHT);
+ break;
+ case 'f':
+ fire(pp, SHOT);
+ break;
+ case 'g':
+ fire(pp, GRENADE);
+ break;
+ case 'F':
+ fire(pp, SATCHEL);
+ break;
+ case 'G':
+ fire(pp, BOMB);
+ break;
+# ifdef OOZE
+ case 'o':
+ fire_slime(pp, SLIMEREQ);
+ break;
+ case 'O':
+ fire_slime(pp, SSLIMEREQ);
+ break;
+# endif OOZE
+ case 's':
+ scan(pp);
+ break;
+ case 'c':
+ cloak(pp);
+ break;
+ case 'q':
+ (void) strcpy(pp->p_death, "| Quit |");
+ break;
+ }
+}
+
+/*
+ * move:
+ * Execute a move in the given direction
+ */
+move(pp, dir)
+register PLAYER *pp;
+int dir;
+{
+ register PLAYER *newp;
+ register int x, y;
+ register FLAG moved;
+ register BULLET *bp;
+
+ y = pp->p_y;
+ x = pp->p_x;
+
+ switch (dir) {
+ case LEFTS:
+ x--;
+ break;
+ case RIGHT:
+ x++;
+ break;
+ case ABOVE:
+ y--;
+ break;
+ case BELOW:
+ y++;
+ break;
+ }
+
+ moved = FALSE;
+ switch (Maze[y][x]) {
+ case SPACE:
+# ifdef RANDOM
+ case DOOR:
+# endif RANDOM
+ moved = TRUE;
+ break;
+ case WALL1:
+ case WALL2:
+ case WALL3:
+# ifdef REFLECT
+ case WALL4:
+ case WALL5:
+# endif REFLECT
+ break;
+ case MINE:
+ case GMINE:
+ if (dir == pp->p_face)
+ pickup(pp, y, x, 5, Maze[y][x]);
+ else if (opposite(dir, pp->p_face))
+ pickup(pp, y, x, 95, Maze[y][x]);
+ else
+ pickup(pp, y, x, 50, Maze[y][x]);
+ Maze[y][x] = SPACE;
+ moved = TRUE;
+ break;
+ case SHOT:
+ case GRENADE:
+ case SATCHEL:
+ case BOMB:
+ bp = is_bullet(y, x);
+ if (bp != NULL)
+ bp->b_expl = TRUE;
+ Maze[y][x] = SPACE;
+ moved = TRUE;
+ break;
+ case LEFTS:
+ case RIGHT:
+ case ABOVE:
+ case BELOW:
+# ifdef FLY
+ case FLYER:
+# endif FLY
+ if (dir != pp->p_face)
+ sendcom(pp, BELL);
+ else {
+ newp = play_at(y, x);
+ checkdam(newp, pp, pp->p_ident, STABDAM, KNIFE);
+ }
+ break;
+ }
+ if (moved) {
+ if (pp->p_ncshot > 0)
+ if (--pp->p_ncshot == MAXNCSHOT) {
+ cgoto(pp, STAT_GUN_ROW, STAT_VALUE_COL);
+ outstr(pp, " ok", 3);
+ }
+ if (pp->p_undershot) {
+ fixshots(pp->p_y, pp->p_x, pp->p_over);
+ pp->p_undershot = FALSE;
+ }
+ drawplayer(pp, FALSE);
+ pp->p_over = Maze[y][x];
+ pp->p_y = y;
+ pp->p_x = x;
+ drawplayer(pp, TRUE);
+ }
+}
+
+/*
+ * face:
+ * Change the direction the player is facing
+ */
+face(pp, dir)
+register PLAYER *pp;
+register int dir;
+{
+ if (pp->p_face != dir) {
+ pp->p_face = dir;
+ drawplayer(pp, TRUE);
+ }
+}
+
+/*
+ * fire:
+ * Fire a shot of the given type in the given direction
+ */
+fire(pp, type)
+register PLAYER *pp;
+register char type;
+{
+ register int req_index;
+ static int req[4] = { BULREQ, GRENREQ, SATREQ, BOMBREQ };
+ static int shot_type[4] = { SHOT, GRENADE, SATCHEL, BOMB };
+
+ if (pp == NULL)
+ return;
+ if (pp->p_ammo == 0) {
+ message(pp, "No more charges.");
+ return;
+ }
+ if (pp->p_ncshot > MAXNCSHOT)
+ return;
+ if (pp->p_ncshot++ == MAXNCSHOT) {
+ cgoto(pp, STAT_GUN_ROW, STAT_VALUE_COL);
+ outstr(pp, " ", 3);
+ }
+ switch (type) {
+ case SHOT:
+ req_index = 0;
+ break;
+ case GRENADE:
+ req_index = 1;
+ break;
+ case SATCHEL:
+ req_index = 2;
+ break;
+ case BOMB:
+ req_index = 3;
+ break;
+# ifdef DEBUG
+ default:
+ message(pp, "What you do!!!");
+ return;
+# endif DEBUG
+ }
+ while (pp->p_ammo < req[req_index])
+ req_index--;
+ pp->p_ammo -= req[req_index];
+ (void) sprintf(Buf, "%3d", pp->p_ammo);
+ cgoto(pp, STAT_AMMO_ROW, STAT_VALUE_COL);
+ outstr(pp, Buf, 3);
+
+ add_shot(shot_type[req_index], pp->p_y, pp->p_x, pp->p_face,
+ req[req_index], pp, FALSE, pp->p_face);
+ pp->p_undershot = TRUE;
+
+ /*
+ * Show the object to everyone
+ */
+ showexpl(pp->p_y, pp->p_x, shot_type[req_index]);
+ for (pp = Player; pp < End_player; pp++)
+ sendcom(pp, REFRESH);
+# ifdef MONITOR
+ for (pp = Monitor; pp < End_monitor; pp++)
+ sendcom(pp, REFRESH);
+# endif MONITOR
+}
+
+# ifdef OOZE
+/*
+ * fire_slime:
+ * Fire a slime shot in the given direction
+ */
+fire_slime(pp, req)
+register PLAYER *pp;
+register int req;
+{
+ if (pp == NULL)
+ return;
+ if (pp->p_ammo < req) {
+ message(pp, "Not enough charges.");
+ return;
+ }
+ if (pp->p_ncshot > MAXNCSHOT)
+ return;
+ if (pp->p_ncshot++ == MAXNCSHOT) {
+ cgoto(pp, STAT_GUN_ROW, STAT_VALUE_COL);
+ outstr(pp, " ", 3);
+ }
+ pp->p_ammo -= req;
+ (void) sprintf(Buf, "%3d", pp->p_ammo);
+ cgoto(pp, STAT_AMMO_ROW, STAT_VALUE_COL);
+ outstr(pp, Buf, 3);
+
+ add_shot(SLIME, pp->p_y, pp->p_x, pp->p_face, req, pp, FALSE,
+ pp->p_face);
+
+ /*
+ * Show the object to everyone
+ */
+ showexpl(pp->p_y, pp->p_x, SLIME);
+ for (pp = Player; pp < End_player; pp++)
+ sendcom(pp, REFRESH);
+# ifdef MONITOR
+ for (pp = Monitor; pp < End_monitor; pp++)
+ sendcom(pp, REFRESH);
+# endif MONITOR
+}
+# endif OOZE
+
+/*
+ * create_shot:
+ * Create a shot with the given properties
+ */
+add_shot(type, y, x, face, charge, owner, expl, over)
+int type;
+int y, x;
+char face;
+int charge;
+PLAYER *owner;
+int expl;
+char over;
+{
+ register BULLET *bp;
+
+# ifdef CONSTANT_MOVE
+ /*
+ * if there are no bullets in flight, set up the alarm
+ */
+
+ if (Bullets == NULL)
+ bul_alarm(1);
+# endif CONSTANT_MOVE
+
+ bp = create_shot(type, y, x, face, charge, owner,
+ (owner == NULL) ? NULL : owner->p_ident, expl, over);
+ bp->b_next = Bullets;
+ Bullets = bp;
+}
+
+BULLET *
+create_shot(type, y, x, face, charge, owner, score, expl, over)
+int type;
+int y, x;
+char face;
+int charge;
+PLAYER *owner;
+IDENT *score;
+int expl;
+char over;
+{
+ register BULLET *bp;
+
+ bp = (BULLET *) malloc(sizeof (BULLET)); /* NOSTRICT */
+ if (bp == NULL) {
+ if (owner != NULL)
+ message(owner, "Out of memory");
+ return NULL;
+ }
+
+ bp->b_face = face;
+ bp->b_x = x;
+ bp->b_y = y;
+ bp->b_charge = charge;
+ bp->b_owner = owner;
+ bp->b_score = score;
+ bp->b_type = type;
+ bp->b_expl = expl;
+ bp->b_over = over;
+ bp->b_next = NULL;
+
+ return bp;
+}
+
+/*
+ * cloak:
+ * Turn on or increase length of a cloak
+ */
+cloak(pp)
+register PLAYER *pp;
+{
+ if (pp->p_ammo <= 0) {
+ message(pp, "No more charges");
+ return;
+ }
+ (void) sprintf(Buf, "%3d", --pp->p_ammo);
+ cgoto(pp, STAT_AMMO_ROW, STAT_VALUE_COL);
+ outstr(pp, Buf, 3);
+
+ pp->p_cloak += CLOAKLEN;
+ cgoto(pp, STAT_CLOAK_ROW, STAT_VALUE_COL);
+ outstr(pp, " on", 3);
+
+ if (pp->p_scan >= 0) {
+ pp->p_scan = -1;
+ cgoto(pp, STAT_SCAN_ROW, STAT_VALUE_COL);
+ outstr(pp, " ", 3);
+ }
+
+ showstat(pp);
+}
+
+/*
+ * scan:
+ * Turn on or increase length of a scan
+ */
+scan(pp)
+register PLAYER *pp;
+{
+ if (pp->p_ammo <= 0) {
+ message(pp, "No more charges");
+ return;
+ }
+ (void) sprintf(Buf, "%3d", --pp->p_ammo);
+ cgoto(pp, STAT_AMMO_ROW, STAT_VALUE_COL);
+ outstr(pp, Buf, 3);
+
+ pp->p_scan += SCANLEN;
+ cgoto(pp, STAT_SCAN_ROW, STAT_VALUE_COL);
+ outstr(pp, " on", 3);
+
+ if (pp->p_cloak >= 0) {
+ pp->p_cloak = -1;
+ cgoto(pp, STAT_CLOAK_ROW, STAT_VALUE_COL);
+ outstr(pp, " ", 3);
+ }
+
+ showstat(pp);
+}
+
+/*
+ * pickup:
+ * check whether the object blew up or whether he picked it up
+ */
+pickup(pp, y, x, prob, obj)
+register PLAYER *pp;
+register int y, x;
+int prob;
+int obj;
+{
+ register int req;
+
+ switch (obj) {
+ case MINE:
+ req = BULREQ;
+ break;
+ case GMINE:
+ req = GRENREQ;
+ break;
+ default:
+ abort();
+ }
+ if (rand_num(100) < prob)
+ add_shot(obj, y, x, LEFTS, req, (PLAYER *) NULL,
+ TRUE, pp->p_face);
+ else {
+ pp->p_ammo += req;
+ (void) sprintf(Buf, "%3d", pp->p_ammo);
+ cgoto(pp, STAT_AMMO_ROW, STAT_VALUE_COL);
+ outstr(pp, Buf, 3);
+ }
+}