Home | History | Annotate | Line # | Download | only in huntd
execute.c revision 1.1.1.1
      1  1.1  mrg /*
      2  1.1  mrg  *  Hunt
      3  1.1  mrg  *  Copyright (c) 1985 Conrad C. Huang, Gregory S. Couch, Kenneth C.R.C. Arnold
      4  1.1  mrg  *  San Francisco, California
      5  1.1  mrg  */
      6  1.1  mrg 
      7  1.1  mrg # include	"hunt.h"
      8  1.1  mrg 
      9  1.1  mrg # ifdef MONITOR
     10  1.1  mrg /*
     11  1.1  mrg  * mon_execute:
     12  1.1  mrg  *	Execute a single monitor command
     13  1.1  mrg  */
     14  1.1  mrg mon_execute(pp)
     15  1.1  mrg register PLAYER	*pp;
     16  1.1  mrg {
     17  1.1  mrg 	register char	ch;
     18  1.1  mrg 
     19  1.1  mrg 	ch = pp->p_cbuf[pp->p_ncount++];
     20  1.1  mrg 	switch (ch) {
     21  1.1  mrg 	  case CTRL('L'):
     22  1.1  mrg 		sendcom(pp, REDRAW);
     23  1.1  mrg 		break;
     24  1.1  mrg 	  case 'q':
     25  1.1  mrg 		(void) strcpy(pp->p_death, "| Quit |");
     26  1.1  mrg 		break;
     27  1.1  mrg 	}
     28  1.1  mrg }
     29  1.1  mrg # endif
     30  1.1  mrg 
     31  1.1  mrg /*
     32  1.1  mrg  * execute:
     33  1.1  mrg  *	Execute a single command
     34  1.1  mrg  */
     35  1.1  mrg execute(pp)
     36  1.1  mrg register PLAYER	*pp;
     37  1.1  mrg {
     38  1.1  mrg 	register char	ch;
     39  1.1  mrg 
     40  1.1  mrg 	ch = pp->p_cbuf[pp->p_ncount++];
     41  1.1  mrg 
     42  1.1  mrg # ifdef	FLY
     43  1.1  mrg 	if (pp->p_flying >= 0) {
     44  1.1  mrg 		switch (ch) {
     45  1.1  mrg 		  case CTRL('L'):
     46  1.1  mrg 			sendcom(pp, REDRAW);
     47  1.1  mrg 			break;
     48  1.1  mrg 		  case 'q':
     49  1.1  mrg 			(void) strcpy(pp->p_death, "| Quit |");
     50  1.1  mrg 			break;
     51  1.1  mrg 		}
     52  1.1  mrg 		return;
     53  1.1  mrg 	}
     54  1.1  mrg # endif
     55  1.1  mrg 
     56  1.1  mrg 	switch (ch) {
     57  1.1  mrg 	  case CTRL('L'):
     58  1.1  mrg 		sendcom(pp, REDRAW);
     59  1.1  mrg 		break;
     60  1.1  mrg 	  case 'h':
     61  1.1  mrg 		move_player(pp, LEFTS);
     62  1.1  mrg 		break;
     63  1.1  mrg 	  case 'H':
     64  1.1  mrg 		face(pp, LEFTS);
     65  1.1  mrg 		break;
     66  1.1  mrg 	  case 'j':
     67  1.1  mrg 		move_player(pp, BELOW);
     68  1.1  mrg 		break;
     69  1.1  mrg 	  case 'J':
     70  1.1  mrg 		face(pp, BELOW);
     71  1.1  mrg 		break;
     72  1.1  mrg 	  case 'k':
     73  1.1  mrg 		move_player(pp, ABOVE);
     74  1.1  mrg 		break;
     75  1.1  mrg 	  case 'K':
     76  1.1  mrg 		face(pp, ABOVE);
     77  1.1  mrg 		break;
     78  1.1  mrg 	  case 'l':
     79  1.1  mrg 		move_player(pp, RIGHT);
     80  1.1  mrg 		break;
     81  1.1  mrg 	  case 'L':
     82  1.1  mrg 		face(pp, RIGHT);
     83  1.1  mrg 		break;
     84  1.1  mrg 	  case 'f':
     85  1.1  mrg 	  case '1':
     86  1.1  mrg 		fire(pp, 0);		/* SHOT */
     87  1.1  mrg 		break;
     88  1.1  mrg 	  case 'g':
     89  1.1  mrg 	  case '2':
     90  1.1  mrg 		fire(pp, 1);		/* GRENADE */
     91  1.1  mrg 		break;
     92  1.1  mrg 	  case 'F':
     93  1.1  mrg 	  case '3':
     94  1.1  mrg 		fire(pp, 2);		/* SATCHEL */
     95  1.1  mrg 		break;
     96  1.1  mrg 	  case 'G':
     97  1.1  mrg 	  case '4':
     98  1.1  mrg 		fire(pp, 3);		/* 7x7 BOMB */
     99  1.1  mrg 		break;
    100  1.1  mrg 	  case '5':
    101  1.1  mrg 		fire(pp, 4);		/* 9x9 BOMB */
    102  1.1  mrg 		break;
    103  1.1  mrg 	  case '6':
    104  1.1  mrg 		fire(pp, 5);		/* 11x11 BOMB */
    105  1.1  mrg 		break;
    106  1.1  mrg 	  case '7':
    107  1.1  mrg 		fire(pp, 6);		/* 13x13 BOMB */
    108  1.1  mrg 		break;
    109  1.1  mrg 	  case '8':
    110  1.1  mrg 		fire(pp, 7);		/* 15x15 BOMB */
    111  1.1  mrg 		break;
    112  1.1  mrg 	  case '9':
    113  1.1  mrg 		fire(pp, 8);		/* 17x17 BOMB */
    114  1.1  mrg 		break;
    115  1.1  mrg 	  case '0':
    116  1.1  mrg 		fire(pp, 9);		/* 19x19 BOMB */
    117  1.1  mrg 		break;
    118  1.1  mrg 	  case '@':
    119  1.1  mrg 		fire(pp, 10);		/* 21x21 BOMB */
    120  1.1  mrg 		break;
    121  1.1  mrg # ifdef	OOZE
    122  1.1  mrg 	  case 'o':
    123  1.1  mrg 		fire_slime(pp, 0);	/* SLIME */
    124  1.1  mrg 		break;
    125  1.1  mrg 	  case 'O':
    126  1.1  mrg 		fire_slime(pp, 1);	/* SSLIME */
    127  1.1  mrg 		break;
    128  1.1  mrg 	  case 'p':
    129  1.1  mrg 		fire_slime(pp, 2);
    130  1.1  mrg 		break;
    131  1.1  mrg 	  case 'P':
    132  1.1  mrg 		fire_slime(pp, 3);
    133  1.1  mrg 		break;
    134  1.1  mrg # endif
    135  1.1  mrg 	  case 's':
    136  1.1  mrg 		scan(pp);
    137  1.1  mrg 		break;
    138  1.1  mrg 	  case 'c':
    139  1.1  mrg 		cloak(pp);
    140  1.1  mrg 		break;
    141  1.1  mrg 	  case 'q':
    142  1.1  mrg 		(void) strcpy(pp->p_death, "| Quit |");
    143  1.1  mrg 		break;
    144  1.1  mrg 	}
    145  1.1  mrg }
    146  1.1  mrg 
    147  1.1  mrg /*
    148  1.1  mrg  * move_player:
    149  1.1  mrg  *	Execute a move in the given direction
    150  1.1  mrg  */
    151  1.1  mrg move_player(pp, dir)
    152  1.1  mrg register PLAYER	*pp;
    153  1.1  mrg int		dir;
    154  1.1  mrg {
    155  1.1  mrg 	register PLAYER	*newp;
    156  1.1  mrg 	register int	x, y;
    157  1.1  mrg 	register FLAG	moved;
    158  1.1  mrg 	register BULLET	*bp;
    159  1.1  mrg 
    160  1.1  mrg 	y = pp->p_y;
    161  1.1  mrg 	x = pp->p_x;
    162  1.1  mrg 
    163  1.1  mrg 	switch (dir) {
    164  1.1  mrg 	  case LEFTS:
    165  1.1  mrg 		x--;
    166  1.1  mrg 		break;
    167  1.1  mrg 	  case RIGHT:
    168  1.1  mrg 		x++;
    169  1.1  mrg 		break;
    170  1.1  mrg 	  case ABOVE:
    171  1.1  mrg 		y--;
    172  1.1  mrg 		break;
    173  1.1  mrg 	  case BELOW:
    174  1.1  mrg 		y++;
    175  1.1  mrg 		break;
    176  1.1  mrg 	}
    177  1.1  mrg 
    178  1.1  mrg 	moved = FALSE;
    179  1.1  mrg 	switch (Maze[y][x]) {
    180  1.1  mrg 	  case SPACE:
    181  1.1  mrg # ifdef RANDOM
    182  1.1  mrg 	  case DOOR:
    183  1.1  mrg # endif
    184  1.1  mrg 		moved = TRUE;
    185  1.1  mrg 		break;
    186  1.1  mrg 	  case WALL1:
    187  1.1  mrg 	  case WALL2:
    188  1.1  mrg 	  case WALL3:
    189  1.1  mrg # ifdef REFLECT
    190  1.1  mrg 	  case WALL4:
    191  1.1  mrg 	  case WALL5:
    192  1.1  mrg # endif
    193  1.1  mrg 		break;
    194  1.1  mrg 	  case MINE:
    195  1.1  mrg 	  case GMINE:
    196  1.1  mrg 		if (dir == pp->p_face)
    197  1.1  mrg 			pickup(pp, y, x, 2, Maze[y][x]);
    198  1.1  mrg 		else if (opposite(dir, pp->p_face))
    199  1.1  mrg 			pickup(pp, y, x, 95, Maze[y][x]);
    200  1.1  mrg 		else
    201  1.1  mrg 			pickup(pp, y, x, 50, Maze[y][x]);
    202  1.1  mrg 		Maze[y][x] = SPACE;
    203  1.1  mrg 		moved = TRUE;
    204  1.1  mrg 		break;
    205  1.1  mrg 	  case SHOT:
    206  1.1  mrg 	  case GRENADE:
    207  1.1  mrg 	  case SATCHEL:
    208  1.1  mrg 	  case BOMB:
    209  1.1  mrg # ifdef OOZE
    210  1.1  mrg 	  case SLIME:
    211  1.1  mrg # endif
    212  1.1  mrg # ifdef DRONE
    213  1.1  mrg 	  case DSHOT:
    214  1.1  mrg # endif
    215  1.1  mrg 		bp = is_bullet(y, x);
    216  1.1  mrg 		if (bp != NULL)
    217  1.1  mrg 			bp->b_expl = TRUE;
    218  1.1  mrg 		Maze[y][x] = SPACE;
    219  1.1  mrg 		moved = TRUE;
    220  1.1  mrg 		break;
    221  1.1  mrg 	  case LEFTS:
    222  1.1  mrg 	  case RIGHT:
    223  1.1  mrg 	  case ABOVE:
    224  1.1  mrg 	  case BELOW:
    225  1.1  mrg 		if (dir != pp->p_face)
    226  1.1  mrg 			sendcom(pp, BELL);
    227  1.1  mrg 		else {
    228  1.1  mrg 			newp = play_at(y, x);
    229  1.1  mrg 			checkdam(newp, pp, pp->p_ident, STABDAM, KNIFE);
    230  1.1  mrg 		}
    231  1.1  mrg 		break;
    232  1.1  mrg # ifdef FLY
    233  1.1  mrg 	  case FLYER:
    234  1.1  mrg 		newp = play_at(y, x);
    235  1.1  mrg 		message(newp, "Oooh, there's a short guy waving at you!");
    236  1.1  mrg 		message(pp, "You couldn't quite reach him!");
    237  1.1  mrg 		break;
    238  1.1  mrg # endif
    239  1.1  mrg # ifdef BOOTS
    240  1.1  mrg 	  case BOOT:
    241  1.1  mrg 	  case BOOT_PAIR:
    242  1.1  mrg 		if (Maze[y][x] == BOOT)
    243  1.1  mrg 			pp->p_nboots++;
    244  1.1  mrg 		else
    245  1.1  mrg 			pp->p_nboots += 2;
    246  1.1  mrg 		for (newp = Boot; newp < &Boot[NBOOTS]; newp++) {
    247  1.1  mrg 			if (newp->p_flying < 0)
    248  1.1  mrg 				continue;
    249  1.1  mrg 			if (newp->p_y == y && newp->p_x == x) {
    250  1.1  mrg 				newp->p_flying = -1;
    251  1.1  mrg 				if (newp->p_undershot)
    252  1.1  mrg 					fixshots(y, x, newp->p_over);
    253  1.1  mrg 			}
    254  1.1  mrg 		}
    255  1.1  mrg 		if (pp->p_nboots == 2)
    256  1.1  mrg 			message(pp, "Wow!  A pair of boots!");
    257  1.1  mrg 		else
    258  1.1  mrg 			message(pp, "You can hobble around on one boot.");
    259  1.1  mrg 		Maze[y][x] = SPACE;
    260  1.1  mrg 		moved = TRUE;
    261  1.1  mrg 		break;
    262  1.1  mrg # endif
    263  1.1  mrg 	}
    264  1.1  mrg 	if (moved) {
    265  1.1  mrg 		if (pp->p_ncshot > 0)
    266  1.1  mrg 			if (--pp->p_ncshot == MAXNCSHOT) {
    267  1.1  mrg 				cgoto(pp, STAT_GUN_ROW, STAT_VALUE_COL);
    268  1.1  mrg 				outstr(pp, " ok", 3);
    269  1.1  mrg 			}
    270  1.1  mrg 		if (pp->p_undershot) {
    271  1.1  mrg 			fixshots(pp->p_y, pp->p_x, pp->p_over);
    272  1.1  mrg 			pp->p_undershot = FALSE;
    273  1.1  mrg 		}
    274  1.1  mrg 		drawplayer(pp, FALSE);
    275  1.1  mrg 		pp->p_over = Maze[y][x];
    276  1.1  mrg 		pp->p_y = y;
    277  1.1  mrg 		pp->p_x = x;
    278  1.1  mrg 		drawplayer(pp, TRUE);
    279  1.1  mrg 	}
    280  1.1  mrg }
    281  1.1  mrg 
    282  1.1  mrg /*
    283  1.1  mrg  * face:
    284  1.1  mrg  *	Change the direction the player is facing
    285  1.1  mrg  */
    286  1.1  mrg face(pp, dir)
    287  1.1  mrg register PLAYER	*pp;
    288  1.1  mrg register int	dir;
    289  1.1  mrg {
    290  1.1  mrg 	if (pp->p_face != dir) {
    291  1.1  mrg 		pp->p_face = dir;
    292  1.1  mrg 		drawplayer(pp, TRUE);
    293  1.1  mrg 	}
    294  1.1  mrg }
    295  1.1  mrg 
    296  1.1  mrg /*
    297  1.1  mrg  * fire:
    298  1.1  mrg  *	Fire a shot of the given type in the given direction
    299  1.1  mrg  */
    300  1.1  mrg fire(pp, req_index)
    301  1.1  mrg register PLAYER	*pp;
    302  1.1  mrg register int	req_index;
    303  1.1  mrg {
    304  1.1  mrg 	if (pp == NULL)
    305  1.1  mrg 		return;
    306  1.1  mrg # ifdef DEBUG
    307  1.1  mrg 	if (req_index < 0 || req_index >= MAXBOMB)
    308  1.1  mrg 		message(pp, "What you do?");
    309  1.1  mrg # endif
    310  1.1  mrg 	while (req_index >= 0 && pp->p_ammo < shot_req[req_index])
    311  1.1  mrg 		req_index--;
    312  1.1  mrg 	if (req_index < 0) {
    313  1.1  mrg 		message(pp, "Not enough charges.");
    314  1.1  mrg 		return;
    315  1.1  mrg 	}
    316  1.1  mrg 	if (pp->p_ncshot > MAXNCSHOT)
    317  1.1  mrg 		return;
    318  1.1  mrg 	if (pp->p_ncshot++ == MAXNCSHOT) {
    319  1.1  mrg 		cgoto(pp, STAT_GUN_ROW, STAT_VALUE_COL);
    320  1.1  mrg 		outstr(pp, "   ", 3);
    321  1.1  mrg 	}
    322  1.1  mrg 	pp->p_ammo -= shot_req[req_index];
    323  1.1  mrg 	(void) sprintf(Buf, "%3d", pp->p_ammo);
    324  1.1  mrg 	cgoto(pp, STAT_AMMO_ROW, STAT_VALUE_COL);
    325  1.1  mrg 	outstr(pp, Buf, 3);
    326  1.1  mrg 
    327  1.1  mrg 	add_shot(shot_type[req_index], pp->p_y, pp->p_x, pp->p_face,
    328  1.1  mrg 		shot_req[req_index], pp, FALSE, pp->p_face);
    329  1.1  mrg 	pp->p_undershot = TRUE;
    330  1.1  mrg 
    331  1.1  mrg 	/*
    332  1.1  mrg 	 * Show the object to everyone
    333  1.1  mrg 	 */
    334  1.1  mrg 	showexpl(pp->p_y, pp->p_x, shot_type[req_index]);
    335  1.1  mrg 	for (pp = Player; pp < End_player; pp++)
    336  1.1  mrg 		sendcom(pp, REFRESH);
    337  1.1  mrg # ifdef MONITOR
    338  1.1  mrg 	for (pp = Monitor; pp < End_monitor; pp++)
    339  1.1  mrg 		sendcom(pp, REFRESH);
    340  1.1  mrg # endif
    341  1.1  mrg }
    342  1.1  mrg 
    343  1.1  mrg # ifdef	OOZE
    344  1.1  mrg /*
    345  1.1  mrg  * fire_slime:
    346  1.1  mrg  *	Fire a slime shot in the given direction
    347  1.1  mrg  */
    348  1.1  mrg fire_slime(pp, req_index)
    349  1.1  mrg register PLAYER	*pp;
    350  1.1  mrg register int	req_index;
    351  1.1  mrg {
    352  1.1  mrg 	if (pp == NULL)
    353  1.1  mrg 		return;
    354  1.1  mrg # ifdef DEBUG
    355  1.1  mrg 	if (req_index < 0 || req_index >= MAXSLIME)
    356  1.1  mrg 		message(pp, "What you do?");
    357  1.1  mrg # endif
    358  1.1  mrg 	while (req_index >= 0 && pp->p_ammo < slime_req[req_index])
    359  1.1  mrg 		req_index--;
    360  1.1  mrg 	if (req_index < 0) {
    361  1.1  mrg 		message(pp, "Not enough charges.");
    362  1.1  mrg 		return;
    363  1.1  mrg 	}
    364  1.1  mrg 	if (pp->p_ncshot > MAXNCSHOT)
    365  1.1  mrg 		return;
    366  1.1  mrg 	if (pp->p_ncshot++ == MAXNCSHOT) {
    367  1.1  mrg 		cgoto(pp, STAT_GUN_ROW, STAT_VALUE_COL);
    368  1.1  mrg 		outstr(pp, "   ", 3);
    369  1.1  mrg 	}
    370  1.1  mrg 	pp->p_ammo -= slime_req[req_index];
    371  1.1  mrg 	(void) sprintf(Buf, "%3d", pp->p_ammo);
    372  1.1  mrg 	cgoto(pp, STAT_AMMO_ROW, STAT_VALUE_COL);
    373  1.1  mrg 	outstr(pp, Buf, 3);
    374  1.1  mrg 
    375  1.1  mrg 	add_shot(SLIME, pp->p_y, pp->p_x, pp->p_face,
    376  1.1  mrg 		slime_req[req_index] * SLIME_FACTOR, pp, FALSE, pp->p_face);
    377  1.1  mrg 	pp->p_undershot = TRUE;
    378  1.1  mrg 
    379  1.1  mrg 	/*
    380  1.1  mrg 	 * Show the object to everyone
    381  1.1  mrg 	 */
    382  1.1  mrg 	showexpl(pp->p_y, pp->p_x, SLIME);
    383  1.1  mrg 	for (pp = Player; pp < End_player; pp++)
    384  1.1  mrg 		sendcom(pp, REFRESH);
    385  1.1  mrg # ifdef MONITOR
    386  1.1  mrg 	for (pp = Monitor; pp < End_monitor; pp++)
    387  1.1  mrg 		sendcom(pp, REFRESH);
    388  1.1  mrg # endif
    389  1.1  mrg }
    390  1.1  mrg # endif
    391  1.1  mrg 
    392  1.1  mrg /*
    393  1.1  mrg  * add_shot:
    394  1.1  mrg  *	Create a shot with the given properties
    395  1.1  mrg  */
    396  1.1  mrg add_shot(type, y, x, face, charge, owner, expl, over)
    397  1.1  mrg int	type;
    398  1.1  mrg int	y, x;
    399  1.1  mrg char	face;
    400  1.1  mrg int	charge;
    401  1.1  mrg PLAYER	*owner;
    402  1.1  mrg int	expl;
    403  1.1  mrg char	over;
    404  1.1  mrg {
    405  1.1  mrg 	register BULLET	*bp;
    406  1.1  mrg 	register int	size;
    407  1.1  mrg 
    408  1.1  mrg 	switch (type) {
    409  1.1  mrg 	  case SHOT:
    410  1.1  mrg 	  case MINE:
    411  1.1  mrg 		size = 1;
    412  1.1  mrg 		break;
    413  1.1  mrg 	  case GRENADE:
    414  1.1  mrg 	  case GMINE:
    415  1.1  mrg 		size = 2;
    416  1.1  mrg 		break;
    417  1.1  mrg 	  case SATCHEL:
    418  1.1  mrg 		size = 3;
    419  1.1  mrg 		break;
    420  1.1  mrg 	  case BOMB:
    421  1.1  mrg 		for (size = 3; size < MAXBOMB; size++)
    422  1.1  mrg 			if (shot_req[size] >= charge)
    423  1.1  mrg 				break;
    424  1.1  mrg 		size++;
    425  1.1  mrg 		break;
    426  1.1  mrg 	  default:
    427  1.1  mrg 		size = 0;
    428  1.1  mrg 		break;
    429  1.1  mrg 	}
    430  1.1  mrg 
    431  1.1  mrg 	bp = create_shot(type, y, x, face, charge, size, owner,
    432  1.1  mrg 		(owner == NULL) ? NULL : owner->p_ident, expl, over);
    433  1.1  mrg 	bp->b_next = Bullets;
    434  1.1  mrg 	Bullets = bp;
    435  1.1  mrg }
    436  1.1  mrg 
    437  1.1  mrg BULLET *
    438  1.1  mrg create_shot(type, y, x, face, charge, size, owner, score, expl, over)
    439  1.1  mrg int	type;
    440  1.1  mrg int	y, x;
    441  1.1  mrg char	face;
    442  1.1  mrg int	charge;
    443  1.1  mrg int	size;
    444  1.1  mrg PLAYER	*owner;
    445  1.1  mrg IDENT	*score;
    446  1.1  mrg int	expl;
    447  1.1  mrg char	over;
    448  1.1  mrg {
    449  1.1  mrg 	register BULLET	*bp;
    450  1.1  mrg 
    451  1.1  mrg 	bp = (BULLET *) malloc(sizeof (BULLET));	/* NOSTRICT */
    452  1.1  mrg 	if (bp == NULL) {
    453  1.1  mrg 		if (owner != NULL)
    454  1.1  mrg 			message(owner, "Out of memory");
    455  1.1  mrg 		return NULL;
    456  1.1  mrg 	}
    457  1.1  mrg 
    458  1.1  mrg 	bp->b_face = face;
    459  1.1  mrg 	bp->b_x = x;
    460  1.1  mrg 	bp->b_y = y;
    461  1.1  mrg 	bp->b_charge = charge;
    462  1.1  mrg 	bp->b_owner = owner;
    463  1.1  mrg 	bp->b_score = score;
    464  1.1  mrg 	bp->b_type = type;
    465  1.1  mrg 	bp->b_size = size;
    466  1.1  mrg 	bp->b_expl = expl;
    467  1.1  mrg 	bp->b_over = over;
    468  1.1  mrg 	bp->b_next = NULL;
    469  1.1  mrg 
    470  1.1  mrg 	return bp;
    471  1.1  mrg }
    472  1.1  mrg 
    473  1.1  mrg /*
    474  1.1  mrg  * cloak:
    475  1.1  mrg  *	Turn on or increase length of a cloak
    476  1.1  mrg  */
    477  1.1  mrg cloak(pp)
    478  1.1  mrg register PLAYER	*pp;
    479  1.1  mrg {
    480  1.1  mrg 	if (pp->p_ammo <= 0) {
    481  1.1  mrg 		message(pp, "No more charges");
    482  1.1  mrg 		return;
    483  1.1  mrg 	}
    484  1.1  mrg # ifdef BOOTS
    485  1.1  mrg 	if (pp->p_nboots > 0) {
    486  1.1  mrg 		message(pp, "Boots are too noisy to cloak!");
    487  1.1  mrg 		return;
    488  1.1  mrg 	}
    489  1.1  mrg # endif
    490  1.1  mrg 	(void) sprintf(Buf, "%3d", --pp->p_ammo);
    491  1.1  mrg 	cgoto(pp, STAT_AMMO_ROW, STAT_VALUE_COL);
    492  1.1  mrg 	outstr(pp, Buf, 3);
    493  1.1  mrg 
    494  1.1  mrg 	pp->p_cloak += CLOAKLEN;
    495  1.1  mrg 
    496  1.1  mrg 	if (pp->p_scan >= 0)
    497  1.1  mrg 		pp->p_scan = -1;
    498  1.1  mrg 
    499  1.1  mrg 	showstat(pp);
    500  1.1  mrg }
    501  1.1  mrg 
    502  1.1  mrg /*
    503  1.1  mrg  * scan:
    504  1.1  mrg  *	Turn on or increase length of a scan
    505  1.1  mrg  */
    506  1.1  mrg scan(pp)
    507  1.1  mrg register PLAYER	*pp;
    508  1.1  mrg {
    509  1.1  mrg 	if (pp->p_ammo <= 0) {
    510  1.1  mrg 		message(pp, "No more charges");
    511  1.1  mrg 		return;
    512  1.1  mrg 	}
    513  1.1  mrg 	(void) sprintf(Buf, "%3d", --pp->p_ammo);
    514  1.1  mrg 	cgoto(pp, STAT_AMMO_ROW, STAT_VALUE_COL);
    515  1.1  mrg 	outstr(pp, Buf, 3);
    516  1.1  mrg 
    517  1.1  mrg 	pp->p_scan += SCANLEN;
    518  1.1  mrg 
    519  1.1  mrg 	if (pp->p_cloak >= 0)
    520  1.1  mrg 		pp->p_cloak = -1;
    521  1.1  mrg 
    522  1.1  mrg 	showstat(pp);
    523  1.1  mrg }
    524  1.1  mrg 
    525  1.1  mrg /*
    526  1.1  mrg  * pickup:
    527  1.1  mrg  *	check whether the object blew up or whether he picked it up
    528  1.1  mrg  */
    529  1.1  mrg pickup(pp, y, x, prob, obj)
    530  1.1  mrg register PLAYER	*pp;
    531  1.1  mrg register int	y, x;
    532  1.1  mrg int		prob;
    533  1.1  mrg int		obj;
    534  1.1  mrg {
    535  1.1  mrg 	register int	req;
    536  1.1  mrg 
    537  1.1  mrg 	switch (obj) {
    538  1.1  mrg 	  case MINE:
    539  1.1  mrg 		req = BULREQ;
    540  1.1  mrg 		break;
    541  1.1  mrg 	  case GMINE:
    542  1.1  mrg 		req = GRENREQ;
    543  1.1  mrg 		break;
    544  1.1  mrg 	  default:
    545  1.1  mrg 		abort();
    546  1.1  mrg 	}
    547  1.1  mrg 	if (rand_num(100) < prob)
    548  1.1  mrg 		add_shot(obj, y, x, LEFTS, req, (PLAYER *) NULL,
    549  1.1  mrg 			TRUE, pp->p_face);
    550  1.1  mrg 	else {
    551  1.1  mrg 		pp->p_ammo += req;
    552  1.1  mrg 		(void) sprintf(Buf, "%3d", pp->p_ammo);
    553  1.1  mrg 		cgoto(pp, STAT_AMMO_ROW, STAT_VALUE_COL);
    554  1.1  mrg 		outstr(pp, Buf, 3);
    555  1.1  mrg 	}
    556  1.1  mrg }
    557