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- /*
- * Hunt
- * Copyright (c) 1985 Conrad C. Huang, Gregory S. Couch, Kenneth C.R.C. Arnold
- * San Francisco, California
- */
-
- # include "hunt.h"
-
- # 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
-
- /*
- * 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
-
- switch (ch) {
- case CTRL('L'):
- sendcom(pp, REDRAW);
- break;
- case 'h':
- move_player(pp, LEFTS);
- break;
- case 'H':
- face(pp, LEFTS);
- break;
- case 'j':
- move_player(pp, BELOW);
- break;
- case 'J':
- face(pp, BELOW);
- break;
- case 'k':
- move_player(pp, ABOVE);
- break;
- case 'K':
- face(pp, ABOVE);
- break;
- case 'l':
- move_player(pp, RIGHT);
- break;
- case 'L':
- face(pp, RIGHT);
- break;
- case 'f':
- case '1':
- fire(pp, 0); /* SHOT */
- break;
- case 'g':
- case '2':
- fire(pp, 1); /* GRENADE */
- break;
- case 'F':
- case '3':
- fire(pp, 2); /* SATCHEL */
- break;
- case 'G':
- case '4':
- fire(pp, 3); /* 7x7 BOMB */
- break;
- case '5':
- fire(pp, 4); /* 9x9 BOMB */
- break;
- case '6':
- fire(pp, 5); /* 11x11 BOMB */
- break;
- case '7':
- fire(pp, 6); /* 13x13 BOMB */
- break;
- case '8':
- fire(pp, 7); /* 15x15 BOMB */
- break;
- case '9':
- fire(pp, 8); /* 17x17 BOMB */
- break;
- case '0':
- fire(pp, 9); /* 19x19 BOMB */
- break;
- case '@':
- fire(pp, 10); /* 21x21 BOMB */
- break;
- # ifdef OOZE
- case 'o':
- fire_slime(pp, 0); /* SLIME */
- break;
- case 'O':
- fire_slime(pp, 1); /* SSLIME */
- break;
- case 'p':
- fire_slime(pp, 2);
- break;
- case 'P':
- fire_slime(pp, 3);
- break;
- # endif
- case 's':
- scan(pp);
- break;
- case 'c':
- cloak(pp);
- break;
- case 'q':
- (void) strcpy(pp->p_death, "| Quit |");
- break;
- }
- }
-
- /*
- * move_player:
- * Execute a move in the given direction
- */
- move_player(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
- moved = TRUE;
- break;
- case WALL1:
- case WALL2:
- case WALL3:
- # ifdef REFLECT
- case WALL4:
- case WALL5:
- # endif
- break;
- case MINE:
- case GMINE:
- if (dir == pp->p_face)
- pickup(pp, y, x, 2, 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:
- # ifdef OOZE
- case SLIME:
- # endif
- # ifdef DRONE
- case DSHOT:
- # endif
- 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:
- if (dir != pp->p_face)
- sendcom(pp, BELL);
- else {
- newp = play_at(y, x);
- checkdam(newp, pp, pp->p_ident, STABDAM, KNIFE);
- }
- break;
- # ifdef FLY
- case FLYER:
- newp = play_at(y, x);
- message(newp, "Oooh, there's a short guy waving at you!");
- message(pp, "You couldn't quite reach him!");
- break;
- # endif
- # ifdef BOOTS
- case BOOT:
- case BOOT_PAIR:
- if (Maze[y][x] == BOOT)
- pp->p_nboots++;
- else
- pp->p_nboots += 2;
- for (newp = Boot; newp < &Boot[NBOOTS]; newp++) {
- if (newp->p_flying < 0)
- continue;
- if (newp->p_y == y && newp->p_x == x) {
- newp->p_flying = -1;
- if (newp->p_undershot)
- fixshots(y, x, newp->p_over);
- }
- }
- if (pp->p_nboots == 2)
- message(pp, "Wow! A pair of boots!");
- else
- message(pp, "You can hobble around on one boot.");
- Maze[y][x] = SPACE;
- moved = TRUE;
- break;
- # endif
- }
- 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, req_index)
- register PLAYER *pp;
- register int req_index;
- {
- if (pp == NULL)
- return;
- # ifdef DEBUG
- if (req_index < 0 || req_index >= MAXBOMB)
- message(pp, "What you do?");
- # endif
- while (req_index >= 0 && pp->p_ammo < shot_req[req_index])
- req_index--;
- if (req_index < 0) {
- 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 -= shot_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,
- shot_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
- }
-
- # ifdef OOZE
- /*
- * fire_slime:
- * Fire a slime shot in the given direction
- */
- fire_slime(pp, req_index)
- register PLAYER *pp;
- register int req_index;
- {
- if (pp == NULL)
- return;
- # ifdef DEBUG
- if (req_index < 0 || req_index >= MAXSLIME)
- message(pp, "What you do?");
- # endif
- while (req_index >= 0 && pp->p_ammo < slime_req[req_index])
- req_index--;
- if (req_index < 0) {
- 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 -= slime_req[req_index];
- (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,
- slime_req[req_index] * SLIME_FACTOR, pp, FALSE, pp->p_face);
- pp->p_undershot = TRUE;
-
- /*
- * 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
- }
- # endif
-
- /*
- * add_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;
- register int size;
-
- switch (type) {
- case SHOT:
- case MINE:
- size = 1;
- break;
- case GRENADE:
- case GMINE:
- size = 2;
- break;
- case SATCHEL:
- size = 3;
- break;
- case BOMB:
- for (size = 3; size < MAXBOMB; size++)
- if (shot_req[size] >= charge)
- break;
- size++;
- break;
- default:
- size = 0;
- break;
- }
-
- bp = create_shot(type, y, x, face, charge, size, owner,
- (owner == NULL) ? NULL : owner->p_ident, expl, over);
- bp->b_next = Bullets;
- Bullets = bp;
- }
-
- BULLET *
- create_shot(type, y, x, face, charge, size, owner, score, expl, over)
- int type;
- int y, x;
- char face;
- int charge;
- int size;
- 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_size = size;
- 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;
- }
- # ifdef BOOTS
- if (pp->p_nboots > 0) {
- message(pp, "Boots are too noisy to cloak!");
- return;
- }
- # endif
- (void) sprintf(Buf, "%3d", --pp->p_ammo);
- cgoto(pp, STAT_AMMO_ROW, STAT_VALUE_COL);
- outstr(pp, Buf, 3);
-
- pp->p_cloak += CLOAKLEN;
-
- if (pp->p_scan >= 0)
- pp->p_scan = -1;
-
- 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;
-
- if (pp->p_cloak >= 0)
- pp->p_cloak = -1;
-
- 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);
- }
- }
-