xref: /dragonfly/games/hunt/huntd/execute.c (revision 5062ee70)
1 /*-
2  * Copyright (c) 1983-2003, Regents of the University of California.
3  * All rights reserved.
4  *
5  * Redistribution and use in source and binary forms, with or without
6  * modification, are permitted provided that the following conditions are
7  * met:
8  *
9  * 1. Redistributions of source code must retain the above copyright
10  *    notice, this list of conditions and the following disclaimer.
11  * 2. Redistributions in binary form must reproduce the above copyright
12  *    notice, this list of conditions and the following disclaimer in the
13  *    documentation and/or other materials provided with the distribution.
14  * 3. Neither the name of the University of California, San Francisco nor
15  *    the names of its contributors may be used to endorse or promote
16  *    products derived from this software without specific prior written
17  *    permission.
18  *
19  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
20  * IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
21  * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
22  * PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
23  * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
24  * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
25  * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
26  * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
27  * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
28  * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
29  * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
30  *
31  * $OpenBSD: execute.c,v 1.8 2004/01/16 00:13:19 espie Exp $
32  * $NetBSD: execute.c,v 1.2 1997/10/10 16:33:13 lukem Exp $
33  */
34 
35 #include <stdlib.h>
36 #include <string.h>
37 #include <syslog.h>
38 #include "hunt.h"
39 #include "conf.h"
40 #include "server.h"
41 
42 static void	cloak(PLAYER *);
43 static void	face(PLAYER *, int);
44 static void	fire(PLAYER *, int);
45 static void	fire_slime(PLAYER *, int);
46 static void	move_player(PLAYER *, int);
47 static void	pickup(PLAYER *, int, int, int, int);
48 static void	scan(PLAYER *);
49 
50 
51 /*
52  * mon_execute:
53  *	Execute a single monitor command
54  */
55 void
56 mon_execute(PLAYER *pp)
57 {
58 	char	ch;
59 
60 	ch = pp->p_cbuf[pp->p_ncount++];
61 
62 	switch (ch) {
63 	  case CTRL('L'):
64 		/* Redraw messed-up screen */
65 		sendcom(pp, REDRAW);
66 		break;
67 	  case 'q':
68 		/* Quit client */
69 		strlcpy(pp->p_death, "| Quit |", sizeof pp->p_death);
70 		break;
71 	  default:
72 		/* Ignore everything else */
73 		;
74 	}
75 }
76 
77 /*
78  * execute:
79  *	Execute a single command from a player
80  */
81 void
82 execute(PLAYER *pp)
83 {
84 	char	ch;
85 
86 	ch = pp->p_cbuf[pp->p_ncount++];
87 
88 	/* When flying, only allow refresh and quit. */
89 	if (pp->p_flying >= 0) {
90 		switch (ch) {
91 		  case CTRL('L'):
92 			sendcom(pp, REDRAW);
93 			break;
94 		  case 'q':
95 			strlcpy(pp->p_death, "| Quit |",
96 			    sizeof pp->p_death);
97 			break;
98 		}
99 		return;
100 	}
101 
102 	/* Decode the command character: */
103 	switch (ch) {
104 	  case CTRL('L'):
105 		sendcom(pp, REDRAW);	/* Refresh */
106 		break;
107 	  case 'h':
108 		move_player(pp, LEFTS); /* Move left */
109 		break;
110 	  case 'H':
111 		face(pp, LEFTS);	/* Face left */
112 		break;
113 	  case 'j':
114 		move_player(pp, BELOW); /* Move down */
115 		break;
116 	  case 'J':
117 		face(pp, BELOW);	/* Face down */
118 		break;
119 	  case 'k':
120 		move_player(pp, ABOVE); /* Move up */
121 		break;
122 	  case 'K':
123 		face(pp, ABOVE);	/* Face up */
124 		break;
125 	  case 'l':
126 		move_player(pp, RIGHT);	/* Move right */
127 		break;
128 	  case 'L':
129 		face(pp, RIGHT);	/* Face right */
130 		break;
131 	  case 'f':
132 	  case '1':
133 		fire(pp, 0);		/* SHOT */
134 		break;
135 	  case 'g':
136 	  case '2':
137 		fire(pp, 1);		/* GRENADE */
138 		break;
139 	  case 'F':
140 	  case '3':
141 		fire(pp, 2);		/* SATCHEL */
142 		break;
143 	  case 'G':
144 	  case '4':
145 		fire(pp, 3);		/* 7x7 BOMB */
146 		break;
147 	  case '5':
148 		fire(pp, 4);		/* 9x9 BOMB */
149 		break;
150 	  case '6':
151 		fire(pp, 5);		/* 11x11 BOMB */
152 		break;
153 	  case '7':
154 		fire(pp, 6);		/* 13x13 BOMB */
155 		break;
156 	  case '8':
157 		fire(pp, 7);		/* 15x15 BOMB */
158 		break;
159 	  case '9':
160 		fire(pp, 8);		/* 17x17 BOMB */
161 		break;
162 	  case '0':
163 		fire(pp, 9);		/* 19x19 BOMB */
164 		break;
165 	  case '@':
166 		fire(pp, 10);		/* 21x21 BOMB */
167 		break;
168 	  case 'o':
169 		fire_slime(pp, 0);	/* SLIME */
170 		break;
171 	  case 'O':
172 		fire_slime(pp, 1);	/* SSLIME */
173 		break;
174 	  case 'p':
175 		fire_slime(pp, 2);	/* large slime */
176 		break;
177 	  case 'P':
178 		fire_slime(pp, 3);	/* very large slime */
179 		break;
180 	  case 's':			/* start scanning */
181 		scan(pp);
182 		break;
183 	  case 'c':			/* start cloaking */
184 		cloak(pp);
185 		break;
186 	  case 'q':			/* quit */
187 		strlcpy(pp->p_death, "| Quit |", sizeof pp->p_death);
188 		break;
189 	}
190 }
191 
192 /*
193  * move_player:
194  *	Try to move player 'pp' in direction 'dir'.
195  */
196 static void
197 move_player(PLAYER *pp, int dir)
198 {
199 	PLAYER	*newp;
200 	int	x, y;
201 	FLAG	moved;
202 	BULLET	*bp;
203 
204 	y = pp->p_y;
205 	x = pp->p_x;
206 
207 	switch (dir) {
208 	  case LEFTS:
209 		x--;
210 		break;
211 	  case RIGHT:
212 		x++;
213 		break;
214 	  case ABOVE:
215 		y--;
216 		break;
217 	  case BELOW:
218 		y++;
219 		break;
220 	}
221 
222 	moved = FALSE;
223 
224 	/* What would the player move over: */
225 	switch (Maze[y][x]) {
226 	  /* Players can move through spaces and doors, no problem: */
227 	  case SPACE:
228 	  case DOOR:
229 		moved = TRUE;
230 		break;
231 	  /* Can't move through walls: */
232 	  case WALL1:
233 	  case WALL2:
234 	  case WALL3:
235 	  case WALL4:
236 	  case WALL5:
237 		break;
238 	  /* Moving over a mine - try to pick it up: */
239 	  case MINE:
240 	  case GMINE:
241 		if (dir == pp->p_face)
242 			/* facing it: 2% chance of trip */
243 			pickup(pp, y, x, conf_ptrip_face, Maze[y][x]);
244 		else if (opposite(dir, pp->p_face))
245 			/* facing away: 95% chance of trip */
246 			pickup(pp, y, x, conf_ptrip_back, Maze[y][x]);
247 		else
248 			/* facing sideways: 50% chance of trip */
249 			pickup(pp, y, x, conf_ptrip_side, Maze[y][x]);
250 		/* Remove the mine: */
251 		Maze[y][x] = SPACE;
252 		moved = TRUE;
253 		break;
254 	  /* Moving into a bullet: */
255 	  case SHOT:
256 	  case GRENADE:
257 	  case SATCHEL:
258 	  case BOMB:
259 	  case SLIME:
260 	  case DSHOT:
261 		/* Find which bullet: */
262 		bp = is_bullet(y, x);
263 		if (bp != NULL)
264 			/* Detonate it: */
265 			bp->b_expl = TRUE;
266 		/* Remove it: */
267 		Maze[y][x] = SPACE;
268 		moved = TRUE;
269 		break;
270 	  /* Moving into another player: */
271 	  case LEFTS:
272 	  case RIGHT:
273 	  case ABOVE:
274 	  case BELOW:
275 		if (dir != pp->p_face)
276 			/* Can't walk backwards/sideways into another player: */
277 			sendcom(pp, BELL);
278 		else {
279 			/* Stab the other player */
280 			newp = play_at(y, x);
281 			checkdam(newp, pp, pp->p_ident, conf_stabdam, KNIFE);
282 		}
283 		break;
284 	  /* Moving into a player flying overhead: */
285 	  case FLYER:
286 		newp = play_at(y, x);
287 		message(newp, "Oooh, there's a short guy waving at you!");
288 		message(pp, "You couldn't quite reach him!");
289 		break;
290 	  /* Picking up a boot, or two: */
291 	  case BOOT_PAIR:
292 		pp->p_nboots++;
293 		/* FALLTHROUGH */
294 	  case BOOT:
295 		pp->p_nboots++;
296 		for (newp = Boot; newp < &Boot[NBOOTS]; newp++) {
297 			if (newp->p_flying < 0)
298 				continue;
299 			if (newp->p_y == y && newp->p_x == x) {
300 				newp->p_flying = -1;
301 				if (newp->p_undershot)
302 					fixshots(y, x, newp->p_over);
303 			}
304 		}
305 		if (pp->p_nboots == 2)
306 			message(pp, "Wow!  A pair of boots!");
307 		else
308 			message(pp, "You can hobble around on one boot.");
309 		Maze[y][x] = SPACE;
310 		moved = TRUE;
311 		break;
312 	}
313 
314 	/* Can the player be moved? */
315 	if (moved) {
316 		/* Check the gun status: */
317 		if (pp->p_ncshot > 0)
318 			if (--pp->p_ncshot == conf_maxncshot)
319 				outyx(pp, STAT_GUN_ROW, STAT_VALUE_COL, " ok");
320 		/* Check for bullets flying past: */
321 		if (pp->p_undershot) {
322 			fixshots(pp->p_y, pp->p_x, pp->p_over);
323 			pp->p_undershot = FALSE;
324 		}
325 		/* Erase the player: */
326 		drawplayer(pp, FALSE);
327 		/* Save under: */
328 		pp->p_over = Maze[y][x];
329 		/* Move the player: */
330 		pp->p_y = y;
331 		pp->p_x = x;
332 		/* Draw the player in their new position */
333 		drawplayer(pp, TRUE);
334 	}
335 }
336 
337 /*
338  * face:
339  *	Change the direction the player is facing
340  */
341 static void
342 face(PLAYER *pp, int dir)
343 {
344 	if (pp->p_face != dir) {
345 		pp->p_face = dir;
346 		drawplayer(pp, TRUE);
347 	}
348 }
349 
350 /*
351  * fire:
352  *	Fire a shot of the given type in the given direction
353  */
354 static void
355 fire(PLAYER *pp, int req_index)
356 {
357 	if (pp == NULL)
358 		return;
359 
360 	/* Drop the shot type down until we can afford it: */
361 	while (req_index >= 0 && pp->p_ammo < shot_req[req_index])
362 		req_index--;
363 
364 	/* Can we shoot at all? */
365 	if (req_index < 0) {
366 		message(pp, "Not enough charges.");
367 		return;
368 	}
369 
370 	/* Check if the gun is too hot: */
371 	if (pp->p_ncshot > conf_maxncshot)
372 		return;
373 
374 	/* Heat up the gun: */
375 	if (pp->p_ncshot++ == conf_maxncshot) {
376 		/* The gun has overheated: */
377 		outyx(pp, STAT_GUN_ROW, STAT_VALUE_COL, "   ");
378 	}
379 
380 	/* Use up some ammo: */
381 	pp->p_ammo -= shot_req[req_index];
382 	ammo_update(pp);
383 
384 	/* Start the bullet moving: */
385 	add_shot(shot_type[req_index], pp->p_y, pp->p_x, pp->p_face,
386 		shot_req[req_index], pp, FALSE, pp->p_face);
387 	pp->p_undershot = TRUE;
388 
389 	/* Show the bullet to everyone: */
390 	showexpl(pp->p_y, pp->p_x, shot_type[req_index]);
391 	sendcom(ALL_PLAYERS, REFRESH);
392 }
393 
394 /*
395  * fire_slime:
396  *	Fire a slime shot in the given direction
397  */
398 static void
399 fire_slime(PLAYER *pp, int req_index)
400 {
401 	if (pp == NULL)
402 		return;
403 
404 	/* Check configuration: */
405 	if (!conf_ooze)
406 		return;
407 
408 	/* Drop the slime type back util we can afford it: */
409 	while (req_index >= 0 && pp->p_ammo < slime_req[req_index])
410 		req_index--;
411 
412 	/* Can we afford to slime at all? */
413 	if (req_index < 0) {
414 		message(pp, "Not enough charges.");
415 		return;
416 	}
417 
418 	/* Is the gun too hot? */
419 	if (pp->p_ncshot > conf_maxncshot)
420 		return;
421 
422 	/* Heat up the gun: */
423 	if (pp->p_ncshot++ == conf_maxncshot) {
424 		/* The gun has overheated: */
425 		outyx(pp, STAT_GUN_ROW, STAT_VALUE_COL, "   ");
426 	}
427 
428 	/* Use up some ammo: */
429 	pp->p_ammo -= slime_req[req_index];
430 	ammo_update(pp);
431 
432 	/* Start the slime moving: */
433 	add_shot(SLIME, pp->p_y, pp->p_x, pp->p_face,
434 		slime_req[req_index] * conf_slimefactor, pp, FALSE, pp->p_face);
435 	pp->p_undershot = TRUE;
436 
437 	/* Show the object to everyone: */
438 	showexpl(pp->p_y, pp->p_x, SLIME);
439 	sendcom(ALL_PLAYERS, REFRESH);
440 }
441 
442 /*
443  * add_shot:
444  *	Create a shot with the given properties
445  */
446 void
447 add_shot(int type, int y, int x, char wface, int charge, PLAYER *owner,
448     int expl, char over)
449 {
450 	BULLET	*bp;
451 	int	size;
452 
453 	/* Determine the bullet's size based on its type and charge: */
454 	switch (type) {
455 	  case SHOT:
456 	  case MINE:
457 		size = 1;
458 		break;
459 	  case GRENADE:
460 	  case GMINE:
461 		size = 2;
462 		break;
463 	  case SATCHEL:
464 		size = 3;
465 		break;
466 	  case BOMB:
467 		for (size = 3; size < MAXBOMB; size++)
468 			if (shot_req[size] >= charge)
469 				break;
470 		size++;
471 		break;
472 	  default:
473 		size = 0;
474 		break;
475 	}
476 
477 	/* Create the bullet: */
478 	bp = create_shot(type, y, x, wface, charge, size, owner,
479 		(owner == NULL) ? NULL : owner->p_ident, expl, over);
480 
481 	/* Insert the bullet into the front of the bullet list: */
482 	bp->b_next = Bullets;
483 	Bullets = bp;
484 }
485 
486 /*
487  * create_shot:
488  *	allocate storage for an (unlinked) bullet structure;
489  *	initialize and return it
490  */
491 BULLET *
492 create_shot(int type, int y, int x, char wface, int charge, int size,
493     PLAYER *owner, IDENT *score, int expl, char over)
494 {
495 	BULLET	*bp;
496 
497 	bp = (BULLET *) malloc(sizeof (BULLET));	/* NOSTRICT */
498 	if (bp == NULL) {
499 		logit(LOG_ERR, "malloc");
500 		if (owner != NULL)
501 			message(owner, "Out of memory");
502 		return NULL;
503 	}
504 
505 	bp->b_face = wface;
506 	bp->b_x = x;
507 	bp->b_y = y;
508 	bp->b_charge = charge;
509 	bp->b_owner = owner;
510 	bp->b_score = score;
511 	bp->b_type = type;
512 	bp->b_size = size;
513 	bp->b_expl = expl;
514 	bp->b_over = over;
515 	bp->b_next = NULL;
516 
517 	return bp;
518 }
519 
520 /*
521  * cloak:
522  *	Turn on or increase length of a cloak
523  */
524 static void
525 cloak(PLAYER *pp)
526 {
527 	/* Check configuration: */
528 	if (!conf_cloak)
529 		return;
530 
531 	/* Can we afford it?: */
532 	if (pp->p_ammo <= 0) {
533 		message(pp, "No more charges");
534 		return;
535 	}
536 
537 	/* Can't cloak with boots: */
538 	if (pp->p_nboots > 0) {
539 		message(pp, "Boots are too noisy to cloak!");
540 		return;
541 	}
542 
543 	/* Consume a unit of ammo: */
544 	pp->p_ammo--;
545 	ammo_update(pp);
546 
547 	/* Add to the duration of a cloak: */
548 	pp->p_cloak += conf_cloaklen;
549 
550 	/* Disable scan, if enabled: */
551 	if (pp->p_scan >= 0)
552 		pp->p_scan = -1;
553 
554 	/* Re-draw the player's scan/cloak status: */
555 	showstat(pp);
556 }
557 
558 /*
559  * scan:
560  *	Turn on or increase length of a scan
561  */
562 static void
563 scan(PLAYER *pp)
564 {
565 	/* Check configuration: */
566 	if (!conf_scan)
567 		return;
568 
569 	/* Can we afford it?: */
570 	if (pp->p_ammo <= 0) {
571 		message(pp, "No more charges");
572 		return;
573 	}
574 
575 	/* Consume one unit of ammo: */
576 	pp->p_ammo--;
577 	ammo_update(pp);
578 
579 	/* Increase the scan time: */
580 	pp->p_scan += Nplayer * conf_scanlen;
581 
582 	/* Disable cloak, if enabled: */
583 	if (pp->p_cloak >= 0)
584 		pp->p_cloak = -1;
585 
586 	/* Re-draw the player's scan/cloak status: */
587 	showstat(pp);
588 }
589 
590 /*
591  * pickup:
592  *	pick up a mine or grenade, with some probability of it exploding
593  */
594 static void
595 pickup(PLAYER *pp, int y, int x, int prob, int obj)
596 {
597 	int	req;
598 
599 	/* Figure out how much ammo the player is trying to pick up: */
600 	switch (obj) {
601 	  case MINE:
602 		req = BULREQ;
603 		break;
604 	  case GMINE:
605 		req = GRENREQ;
606 		break;
607 	  default:
608 #ifdef DIAGNOSTIC
609 		abort();
610 #endif
611 		return;
612 	}
613 
614 	/* Does it explode? */
615 	if (rand_num(100) < prob)
616 		/* Ooooh, unlucky: (Boom) */
617 		add_shot(obj, y, x, LEFTS, req, NULL, TRUE, pp->p_face);
618 	else {
619 		/* Safely picked it up. Add to player's ammo: */
620 		pp->p_ammo += req;
621 		ammo_update(pp);
622 	}
623 }
624 
625 void
626 ammo_update(PLAYER *pp)
627 {
628 	outyx(pp, STAT_AMMO_ROW, STAT_VALUE_COL - 1, "%4d", pp->p_ammo);
629 }
630