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https://salsa.debian.org/games-team/bsdgames
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608 lines
11 KiB
C
608 lines
11 KiB
C
/* $NetBSD: execute.c,v 1.4 2004/01/27 20:30:29 jsm Exp $ */
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/*
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* Copyright (c) 1983-2003, Regents of the University of California.
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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*
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* + Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* + Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* + Neither the name of the University of California, San Francisco nor
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* the names of its contributors may be used to endorse or promote
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* products derived from this software without specific prior written
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* permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
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* IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
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* PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#include <sys/cdefs.h>
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#ifndef lint
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__RCSID("$NetBSD: execute.c,v 1.4 2004/01/27 20:30:29 jsm Exp $");
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#endif /* not lint */
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# include <stdlib.h>
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# include "hunt.h"
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static void cloak(PLAYER *);
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static void face(PLAYER *, int);
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static void fire(PLAYER *, int);
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static void fire_slime(PLAYER *, int);
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static void move_player(PLAYER *, int);
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static void pickup(PLAYER *, int, int, int, int);
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static void scan(PLAYER *);
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# ifdef MONITOR
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/*
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* mon_execute:
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* Execute a single monitor command
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*/
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void
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mon_execute(pp)
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PLAYER *pp;
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{
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char ch;
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ch = pp->p_cbuf[pp->p_ncount++];
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switch (ch) {
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case CTRL('L'):
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sendcom(pp, REDRAW);
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break;
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case 'q':
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(void) strcpy(pp->p_death, "| Quit |");
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break;
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}
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}
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# endif
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/*
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* execute:
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* Execute a single command
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*/
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void
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execute(pp)
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PLAYER *pp;
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{
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char ch;
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ch = pp->p_cbuf[pp->p_ncount++];
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# ifdef FLY
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if (pp->p_flying >= 0) {
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switch (ch) {
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case CTRL('L'):
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sendcom(pp, REDRAW);
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break;
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case 'q':
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(void) strcpy(pp->p_death, "| Quit |");
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break;
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}
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return;
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}
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# endif
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switch (ch) {
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case CTRL('L'):
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sendcom(pp, REDRAW);
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break;
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case 'h':
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move_player(pp, LEFTS);
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break;
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case 'H':
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face(pp, LEFTS);
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break;
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case 'j':
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move_player(pp, BELOW);
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break;
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case 'J':
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face(pp, BELOW);
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break;
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case 'k':
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move_player(pp, ABOVE);
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break;
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case 'K':
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face(pp, ABOVE);
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break;
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case 'l':
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move_player(pp, RIGHT);
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break;
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case 'L':
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face(pp, RIGHT);
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break;
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case 'f':
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case '1':
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fire(pp, 0); /* SHOT */
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break;
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case 'g':
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case '2':
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fire(pp, 1); /* GRENADE */
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break;
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case 'F':
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case '3':
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fire(pp, 2); /* SATCHEL */
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break;
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case 'G':
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case '4':
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fire(pp, 3); /* 7x7 BOMB */
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break;
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case '5':
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fire(pp, 4); /* 9x9 BOMB */
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break;
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case '6':
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fire(pp, 5); /* 11x11 BOMB */
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break;
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case '7':
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fire(pp, 6); /* 13x13 BOMB */
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break;
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case '8':
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fire(pp, 7); /* 15x15 BOMB */
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break;
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case '9':
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fire(pp, 8); /* 17x17 BOMB */
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break;
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case '0':
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fire(pp, 9); /* 19x19 BOMB */
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break;
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case '@':
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fire(pp, 10); /* 21x21 BOMB */
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break;
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# ifdef OOZE
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case 'o':
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fire_slime(pp, 0); /* SLIME */
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break;
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case 'O':
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fire_slime(pp, 1); /* SSLIME */
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break;
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case 'p':
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fire_slime(pp, 2);
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break;
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case 'P':
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fire_slime(pp, 3);
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break;
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# endif
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case 's':
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scan(pp);
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break;
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case 'c':
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cloak(pp);
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break;
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case 'q':
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(void) strcpy(pp->p_death, "| Quit |");
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break;
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}
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}
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/*
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* move_player:
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* Execute a move in the given direction
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*/
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static void
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move_player(pp, dir)
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PLAYER *pp;
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int dir;
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{
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PLAYER *newp;
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int x, y;
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FLAG moved;
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BULLET *bp;
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y = pp->p_y;
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x = pp->p_x;
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switch (dir) {
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case LEFTS:
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x--;
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break;
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case RIGHT:
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x++;
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break;
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case ABOVE:
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y--;
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break;
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case BELOW:
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y++;
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break;
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}
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moved = FALSE;
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switch (Maze[y][x]) {
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case SPACE:
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# ifdef RANDOM
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case DOOR:
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# endif
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moved = TRUE;
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break;
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case WALL1:
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case WALL2:
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case WALL3:
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# ifdef REFLECT
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case WALL4:
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case WALL5:
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# endif
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break;
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case MINE:
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case GMINE:
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if (dir == pp->p_face)
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pickup(pp, y, x, 2, Maze[y][x]);
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else if (opposite(dir, pp->p_face))
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pickup(pp, y, x, 95, Maze[y][x]);
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else
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pickup(pp, y, x, 50, Maze[y][x]);
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Maze[y][x] = SPACE;
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moved = TRUE;
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break;
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case SHOT:
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case GRENADE:
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case SATCHEL:
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case BOMB:
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# ifdef OOZE
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case SLIME:
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# endif
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# ifdef DRONE
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case DSHOT:
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# endif
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bp = is_bullet(y, x);
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if (bp != NULL)
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bp->b_expl = TRUE;
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Maze[y][x] = SPACE;
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moved = TRUE;
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break;
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case LEFTS:
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case RIGHT:
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case ABOVE:
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case BELOW:
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if (dir != pp->p_face)
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sendcom(pp, BELL);
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else {
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newp = play_at(y, x);
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checkdam(newp, pp, pp->p_ident, STABDAM, KNIFE);
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}
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break;
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# ifdef FLY
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case FLYER:
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newp = play_at(y, x);
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message(newp, "Oooh, there's a short guy waving at you!");
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message(pp, "You couldn't quite reach him!");
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break;
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# endif
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# ifdef BOOTS
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case BOOT:
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case BOOT_PAIR:
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if (Maze[y][x] == BOOT)
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pp->p_nboots++;
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else
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pp->p_nboots += 2;
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for (newp = Boot; newp < &Boot[NBOOTS]; newp++) {
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if (newp->p_flying < 0)
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continue;
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if (newp->p_y == y && newp->p_x == x) {
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newp->p_flying = -1;
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if (newp->p_undershot)
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fixshots(y, x, newp->p_over);
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}
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}
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if (pp->p_nboots == 2)
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message(pp, "Wow! A pair of boots!");
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else
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message(pp, "You can hobble around on one boot.");
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Maze[y][x] = SPACE;
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moved = TRUE;
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break;
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# endif
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}
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if (moved) {
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if (pp->p_ncshot > 0)
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if (--pp->p_ncshot == MAXNCSHOT) {
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cgoto(pp, STAT_GUN_ROW, STAT_VALUE_COL);
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outstr(pp, " ok", 3);
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}
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if (pp->p_undershot) {
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fixshots(pp->p_y, pp->p_x, pp->p_over);
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pp->p_undershot = FALSE;
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}
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drawplayer(pp, FALSE);
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pp->p_over = Maze[y][x];
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pp->p_y = y;
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pp->p_x = x;
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drawplayer(pp, TRUE);
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}
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}
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/*
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* face:
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* Change the direction the player is facing
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*/
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static void
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face(pp, dir)
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PLAYER *pp;
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int dir;
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{
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if (pp->p_face != dir) {
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pp->p_face = dir;
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drawplayer(pp, TRUE);
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}
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}
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/*
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* fire:
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* Fire a shot of the given type in the given direction
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*/
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static void
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fire(pp, req_index)
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PLAYER *pp;
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int req_index;
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{
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if (pp == NULL)
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return;
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# ifdef DEBUG
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if (req_index < 0 || req_index >= MAXBOMB)
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message(pp, "What you do?");
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# endif
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while (req_index >= 0 && pp->p_ammo < shot_req[req_index])
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req_index--;
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if (req_index < 0) {
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message(pp, "Not enough charges.");
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return;
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}
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if (pp->p_ncshot > MAXNCSHOT)
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return;
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if (pp->p_ncshot++ == MAXNCSHOT) {
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cgoto(pp, STAT_GUN_ROW, STAT_VALUE_COL);
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outstr(pp, " ", 3);
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}
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pp->p_ammo -= shot_req[req_index];
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(void) sprintf(Buf, "%3d", pp->p_ammo);
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cgoto(pp, STAT_AMMO_ROW, STAT_VALUE_COL);
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outstr(pp, Buf, 3);
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add_shot(shot_type[req_index], pp->p_y, pp->p_x, pp->p_face,
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shot_req[req_index], pp, FALSE, pp->p_face);
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pp->p_undershot = TRUE;
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/*
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* Show the object to everyone
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*/
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showexpl(pp->p_y, pp->p_x, shot_type[req_index]);
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for (pp = Player; pp < End_player; pp++)
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sendcom(pp, REFRESH);
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# ifdef MONITOR
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for (pp = Monitor; pp < End_monitor; pp++)
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sendcom(pp, REFRESH);
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# endif
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}
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# ifdef OOZE
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/*
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* fire_slime:
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* Fire a slime shot in the given direction
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*/
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static void
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fire_slime(pp, req_index)
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PLAYER *pp;
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int req_index;
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{
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if (pp == NULL)
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return;
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# ifdef DEBUG
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if (req_index < 0 || req_index >= MAXSLIME)
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message(pp, "What you do?");
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# endif
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while (req_index >= 0 && pp->p_ammo < slime_req[req_index])
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req_index--;
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if (req_index < 0) {
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message(pp, "Not enough charges.");
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return;
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}
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if (pp->p_ncshot > MAXNCSHOT)
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return;
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if (pp->p_ncshot++ == MAXNCSHOT) {
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cgoto(pp, STAT_GUN_ROW, STAT_VALUE_COL);
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outstr(pp, " ", 3);
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}
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pp->p_ammo -= slime_req[req_index];
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(void) sprintf(Buf, "%3d", pp->p_ammo);
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cgoto(pp, STAT_AMMO_ROW, STAT_VALUE_COL);
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outstr(pp, Buf, 3);
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add_shot(SLIME, pp->p_y, pp->p_x, pp->p_face,
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slime_req[req_index] * SLIME_FACTOR, pp, FALSE, pp->p_face);
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pp->p_undershot = TRUE;
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/*
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* Show the object to everyone
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*/
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showexpl(pp->p_y, pp->p_x, SLIME);
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for (pp = Player; pp < End_player; pp++)
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sendcom(pp, REFRESH);
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# ifdef MONITOR
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for (pp = Monitor; pp < End_monitor; pp++)
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sendcom(pp, REFRESH);
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# endif
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}
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# endif
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/*
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* add_shot:
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* Create a shot with the given properties
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*/
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void
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add_shot(type, y, x, face, charge, owner, expl, over)
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int type;
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int y, x;
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char face;
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int charge;
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PLAYER *owner;
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int expl;
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char over;
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{
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BULLET *bp;
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int size;
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switch (type) {
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case SHOT:
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case MINE:
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size = 1;
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break;
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case GRENADE:
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case GMINE:
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size = 2;
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break;
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case SATCHEL:
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size = 3;
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break;
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case BOMB:
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for (size = 3; size < MAXBOMB; size++)
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if (shot_req[size] >= charge)
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break;
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size++;
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break;
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default:
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size = 0;
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break;
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}
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bp = create_shot(type, y, x, face, charge, size, owner,
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(owner == NULL) ? NULL : owner->p_ident, expl, over);
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bp->b_next = Bullets;
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Bullets = bp;
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}
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BULLET *
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create_shot(type, y, x, face, charge, size, owner, score, expl, over)
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int type;
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int y, x;
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char face;
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int charge;
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int size;
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PLAYER *owner;
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IDENT *score;
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int expl;
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char over;
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{
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BULLET *bp;
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bp = (BULLET *) malloc(sizeof (BULLET)); /* NOSTRICT */
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if (bp == NULL) {
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if (owner != NULL)
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message(owner, "Out of memory");
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return NULL;
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}
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bp->b_face = face;
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bp->b_x = x;
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bp->b_y = y;
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bp->b_charge = charge;
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bp->b_owner = owner;
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bp->b_score = score;
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bp->b_type = type;
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bp->b_size = size;
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bp->b_expl = expl;
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bp->b_over = over;
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bp->b_next = NULL;
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return bp;
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}
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/*
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* cloak:
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* Turn on or increase length of a cloak
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*/
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static void
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cloak(pp)
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PLAYER *pp;
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{
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if (pp->p_ammo <= 0) {
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message(pp, "No more charges");
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return;
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}
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# ifdef BOOTS
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if (pp->p_nboots > 0) {
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message(pp, "Boots are too noisy to cloak!");
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return;
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}
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# endif
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(void) sprintf(Buf, "%3d", --pp->p_ammo);
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cgoto(pp, STAT_AMMO_ROW, STAT_VALUE_COL);
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outstr(pp, Buf, 3);
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pp->p_cloak += CLOAKLEN;
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if (pp->p_scan >= 0)
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pp->p_scan = -1;
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showstat(pp);
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}
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/*
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* scan:
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* Turn on or increase length of a scan
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*/
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static void
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scan(pp)
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PLAYER *pp;
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{
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if (pp->p_ammo <= 0) {
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message(pp, "No more charges");
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return;
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}
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(void) sprintf(Buf, "%3d", --pp->p_ammo);
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cgoto(pp, STAT_AMMO_ROW, STAT_VALUE_COL);
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outstr(pp, Buf, 3);
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pp->p_scan += SCANLEN;
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if (pp->p_cloak >= 0)
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pp->p_cloak = -1;
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showstat(pp);
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}
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|
|
/*
|
|
* pickup:
|
|
* check whether the object blew up or whether he picked it up
|
|
*/
|
|
void
|
|
pickup(pp, y, x, prob, obj)
|
|
PLAYER *pp;
|
|
int y, x;
|
|
int prob;
|
|
int obj;
|
|
{
|
|
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);
|
|
}
|
|
}
|