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|
/* $OpenBSD: execute.c,v 1.13 2016/08/27 02:06:40 guenther Exp $ */
/* $NetBSD: execute.c,v 1.2 1997/10/10 16:33:13 lukem Exp $ */
/*
* Copyright (c) 1983-2003, Regents of the University of California.
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* + Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* + Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* + Neither the name of the University of California, San Francisco nor
* the names of its contributors may be used to endorse or promote
* products derived from this software without specific prior written
* permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
* IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
* PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include <sys/select.h>
#include <stdlib.h>
#include <string.h>
#include <syslog.h>
#include "conf.h"
#include "hunt.h"
#include "server.h"
static void cloak(PLAYER *);
static void face(PLAYER *, int);
static void fire(PLAYER *, int);
static void fire_slime(PLAYER *, int);
static void move_player(PLAYER *, int);
static void pickup(PLAYER *, int, int, int, int);
static void scan(PLAYER *);
/*
* mon_execute:
* Execute a single monitor command
*/
void
mon_execute(PLAYER *pp)
{
char ch;
ch = pp->p_cbuf[pp->p_ncount++];
switch (ch) {
case CTRL('L'):
/* Redraw messed-up screen */
sendcom(pp, REDRAW);
break;
case 'q':
/* Quit client */
(void) strlcpy(pp->p_death, "| Quit |", sizeof pp->p_death);
break;
default:
/* Ignore everything else */
;
}
}
/*
* execute:
* Execute a single command from a player
*/
void
execute(PLAYER *pp)
{
char ch;
ch = pp->p_cbuf[pp->p_ncount++];
/* When flying, only allow refresh and quit. */
if (pp->p_flying >= 0) {
switch (ch) {
case CTRL('L'):
sendcom(pp, REDRAW);
break;
case 'q':
(void) strlcpy(pp->p_death, "| Quit |",
sizeof pp->p_death);
break;
}
return;
}
/* Decode the command character: */
switch (ch) {
case CTRL('L'):
sendcom(pp, REDRAW); /* Refresh */
break;
case 'h':
move_player(pp, LEFTS); /* Move left */
break;
case 'H':
face(pp, LEFTS); /* Face left */
break;
case 'j':
move_player(pp, BELOW); /* Move down */
break;
case 'J':
face(pp, BELOW); /* Face down */
break;
case 'k':
move_player(pp, ABOVE); /* Move up */
break;
case 'K':
face(pp, ABOVE); /* Face up */
break;
case 'l':
move_player(pp, RIGHT); /* Move right */
break;
case 'L':
face(pp, RIGHT); /* Face 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;
case 'o':
fire_slime(pp, 0); /* SLIME */
break;
case 'O':
fire_slime(pp, 1); /* SSLIME */
break;
case 'p':
fire_slime(pp, 2); /* large slime */
break;
case 'P':
fire_slime(pp, 3); /* very large slime */
break;
case 's': /* start scanning */
scan(pp);
break;
case 'c': /* start cloaking */
cloak(pp);
break;
case 'q': /* quit */
(void) strlcpy(pp->p_death, "| Quit |", sizeof pp->p_death);
break;
}
}
/*
* move_player:
* Try to move player 'pp' in direction 'dir'.
*/
static void
move_player(PLAYER *pp, int dir)
{
PLAYER *newp;
int x, y;
FLAG moved;
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;
/* What would the player move over: */
switch (Maze[y][x]) {
/* Players can move through spaces and doors, no problem: */
case SPACE:
case DOOR:
moved = TRUE;
break;
/* Can't move through walls: */
case WALL1:
case WALL2:
case WALL3:
case WALL4:
case WALL5:
break;
/* Moving over a mine - try to pick it up: */
case MINE:
case GMINE:
if (dir == pp->p_face)
/* facing it: 2% chance of trip */
pickup(pp, y, x, conf_ptrip_face, Maze[y][x]);
else if (opposite(dir, pp->p_face))
/* facing away: 95% chance of trip */
pickup(pp, y, x, conf_ptrip_back, Maze[y][x]);
else
/* facing sideways: 50% chance of trip */
pickup(pp, y, x, conf_ptrip_side, Maze[y][x]);
/* Remove the mine: */
Maze[y][x] = SPACE;
moved = TRUE;
break;
/* Moving into a bullet: */
case SHOT:
case GRENADE:
case SATCHEL:
case BOMB:
case SLIME:
case DSHOT:
/* Find which bullet: */
bp = is_bullet(y, x);
if (bp != NULL)
/* Detonate it: */
bp->b_expl = TRUE;
/* Remove it: */
Maze[y][x] = SPACE;
moved = TRUE;
break;
/* Moving into another player: */
case LEFTS:
case RIGHT:
case ABOVE:
case BELOW:
if (dir != pp->p_face)
/* Can't walk backwards/sideways into another player: */
sendcom(pp, BELL);
else {
/* Stab the other player */
newp = play_at(y, x);
checkdam(newp, pp, pp->p_ident, conf_stabdam, KNIFE);
}
break;
/* Moving into a player flying overhead: */
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;
/* Picking up a boot, or two: */
case BOOT_PAIR:
pp->p_nboots++;
case BOOT:
pp->p_nboots++;
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;
}
/* Can the player be moved? */
if (moved) {
/* Check the gun status: */
if (pp->p_ncshot > 0)
if (--pp->p_ncshot == conf_maxncshot)
outyx(pp, STAT_GUN_ROW, STAT_VALUE_COL, " ok");
/* Check for bullets flying past: */
if (pp->p_undershot) {
fixshots(pp->p_y, pp->p_x, pp->p_over);
pp->p_undershot = FALSE;
}
/* Erase the player: */
drawplayer(pp, FALSE);
/* Save under: */
pp->p_over = Maze[y][x];
/* Move the player: */
pp->p_y = y;
pp->p_x = x;
/* Draw the player in their new position */
drawplayer(pp, TRUE);
}
}
/*
* face:
* Change the direction the player is facing
*/
static void
face(PLAYER *pp, 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
*/
static void
fire(PLAYER *pp, int req_index)
{
if (pp == NULL)
return;
/* Drop the shot type down until we can afford it: */
while (req_index >= 0 && pp->p_ammo < shot_req[req_index])
req_index--;
/* Can we shoot at all? */
if (req_index < 0) {
message(pp, "Not enough charges.");
return;
}
/* Check if the gun is too hot: */
if (pp->p_ncshot > conf_maxncshot)
return;
/* Heat up the gun: */
if (pp->p_ncshot++ == conf_maxncshot) {
/* The gun has overheated: */
outyx(pp, STAT_GUN_ROW, STAT_VALUE_COL, " ");
}
/* Use up some ammo: */
pp->p_ammo -= shot_req[req_index];
ammo_update(pp);
/* Start the bullet moving: */
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 bullet to everyone: */
showexpl(pp->p_y, pp->p_x, shot_type[req_index]);
sendcom(ALL_PLAYERS, REFRESH);
}
/*
* fire_slime:
* Fire a slime shot in the given direction
*/
static void
fire_slime(PLAYER *pp, int req_index)
{
if (pp == NULL)
return;
/* Check configuration: */
if (!conf_ooze)
return;
/* Drop the slime type back util we can afford it: */
while (req_index >= 0 && pp->p_ammo < slime_req[req_index])
req_index--;
/* Can we afford to slime at all? */
if (req_index < 0) {
message(pp, "Not enough charges.");
return;
}
/* Is the gun too hot? */
if (pp->p_ncshot > conf_maxncshot)
return;
/* Heat up the gun: */
if (pp->p_ncshot++ == conf_maxncshot) {
/* The gun has overheated: */
outyx(pp, STAT_GUN_ROW, STAT_VALUE_COL, " ");
}
/* Use up some ammo: */
pp->p_ammo -= slime_req[req_index];
ammo_update(pp);
/* Start the slime moving: */
add_shot(SLIME, pp->p_y, pp->p_x, pp->p_face,
slime_req[req_index] * conf_slimefactor, pp, FALSE, pp->p_face);
pp->p_undershot = TRUE;
/* Show the object to everyone: */
showexpl(pp->p_y, pp->p_x, SLIME);
sendcom(ALL_PLAYERS, REFRESH);
}
/*
* add_shot:
* Create a shot with the given properties
*/
void
add_shot(int type, int y, int x, char face, int charge, PLAYER *owner,
int expl, char over)
{
BULLET *bp;
int size;
/* Determine the bullet's size based on its type and charge: */
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;
}
/* Create the bullet: */
bp = create_shot(type, y, x, face, charge, size, owner,
(owner == NULL) ? NULL : owner->p_ident, expl, over);
/* Insert the bullet into the front of the bullet list: */
bp->b_next = Bullets;
Bullets = bp;
}
/*
* create_shot:
* allocate storage for an (unlinked) bullet structure;
* initialize and return it
*/
BULLET *
create_shot(int type, int y, int x, char face, int charge, int size,
PLAYER *owner, IDENT *score, int expl, char over)
{
BULLET *bp;
bp = malloc(sizeof (BULLET));
if (bp == NULL) {
logit(LOG_ERR, "malloc");
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
*/
static void
cloak(PLAYER *pp)
{
/* Check configuration: */
if (!conf_cloak)
return;
/* Can we afford it?: */
if (pp->p_ammo <= 0) {
message(pp, "No more charges");
return;
}
/* Can't cloak with boots: */
if (pp->p_nboots > 0) {
message(pp, "Boots are too noisy to cloak!");
return;
}
/* Consume a unit of ammo: */
pp->p_ammo--;
ammo_update(pp);
/* Add to the duration of a cloak: */
pp->p_cloak += conf_cloaklen;
/* Disable scan, if enabled: */
if (pp->p_scan >= 0)
pp->p_scan = -1;
/* Re-draw the player's scan/cloak status: */
showstat(pp);
}
/*
* scan:
* Turn on or increase length of a scan
*/
static void
scan(PLAYER *pp)
{
/* Check configuration: */
if (!conf_scan)
return;
/* Can we afford it?: */
if (pp->p_ammo <= 0) {
message(pp, "No more charges");
return;
}
/* Consume one unit of ammo: */
pp->p_ammo--;
ammo_update(pp);
/* Increase the scan time: */
pp->p_scan += Nplayer * conf_scanlen;
/* Disable cloak, if enabled: */
if (pp->p_cloak >= 0)
pp->p_cloak = -1;
/* Re-draw the player's scan/cloak status: */
showstat(pp);
}
/*
* pickup:
* pick up a mine or grenade, with some probability of it exploding
*/
static void
pickup(PLAYER *pp, int y, int x, int prob, int obj)
{
int req;
/* Figure out how much ammo the player is trying to pick up: */
switch (obj) {
case MINE:
req = BULREQ;
break;
case GMINE:
req = GRENREQ;
break;
default:
#ifdef DIAGNOSTIC
abort();
#endif
return;
}
/* Does it explode? */
if (rand_num(100) < prob)
/* Ooooh, unlucky: (Boom) */
add_shot(obj, y, x, LEFTS, req, (PLAYER *) NULL,
TRUE, pp->p_face);
else {
/* Safely picked it up. Add to player's ammo: */
pp->p_ammo += req;
ammo_update(pp);
}
}
void
ammo_update(PLAYER *pp)
{
outyx(pp, STAT_AMMO_ROW, STAT_VALUE_COL - 1, "%4d", pp->p_ammo);
}
|