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execute.c revision 1.1.1.2
      1      1.1  mrg /*
      2  1.1.1.2  wiz  * Copyright (c) 1983-2003, Regents of the University of California.
      3  1.1.1.2  wiz  * All rights reserved.
      4  1.1.1.2  wiz  *
      5  1.1.1.2  wiz  * Redistribution and use in source and binary forms, with or without
      6  1.1.1.2  wiz  * modification, are permitted provided that the following conditions are
      7  1.1.1.2  wiz  * met:
      8  1.1.1.2  wiz  *
      9  1.1.1.2  wiz  * + Redistributions of source code must retain the above copyright
     10  1.1.1.2  wiz  *   notice, this list of conditions and the following disclaimer.
     11  1.1.1.2  wiz  * + Redistributions in binary form must reproduce the above copyright
     12  1.1.1.2  wiz  *   notice, this list of conditions and the following disclaimer in the
     13  1.1.1.2  wiz  *   documentation and/or other materials provided with the distribution.
     14  1.1.1.2  wiz  * + Neither the name of the University of California, San Francisco nor
     15  1.1.1.2  wiz  *   the names of its contributors may be used to endorse or promote
     16  1.1.1.2  wiz  *   products derived from this software without specific prior written
     17  1.1.1.2  wiz  *   permission.
     18  1.1.1.2  wiz  *
     19  1.1.1.2  wiz  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
     20  1.1.1.2  wiz  * IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
     21  1.1.1.2  wiz  * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
     22  1.1.1.2  wiz  * PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
     23  1.1.1.2  wiz  * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
     24  1.1.1.2  wiz  * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
     25  1.1.1.2  wiz  * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
     26  1.1.1.2  wiz  * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
     27  1.1.1.2  wiz  * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
     28  1.1.1.2  wiz  * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
     29  1.1.1.2  wiz  * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
     30      1.1  mrg  */
     31      1.1  mrg 
     32      1.1  mrg # include	"hunt.h"
     33      1.1  mrg 
     34      1.1  mrg # ifdef MONITOR
     35      1.1  mrg /*
     36      1.1  mrg  * mon_execute:
     37      1.1  mrg  *	Execute a single monitor command
     38      1.1  mrg  */
     39      1.1  mrg mon_execute(pp)
     40      1.1  mrg register PLAYER	*pp;
     41      1.1  mrg {
     42      1.1  mrg 	register char	ch;
     43      1.1  mrg 
     44      1.1  mrg 	ch = pp->p_cbuf[pp->p_ncount++];
     45      1.1  mrg 	switch (ch) {
     46      1.1  mrg 	  case CTRL('L'):
     47      1.1  mrg 		sendcom(pp, REDRAW);
     48      1.1  mrg 		break;
     49      1.1  mrg 	  case 'q':
     50      1.1  mrg 		(void) strcpy(pp->p_death, "| Quit |");
     51      1.1  mrg 		break;
     52      1.1  mrg 	}
     53      1.1  mrg }
     54      1.1  mrg # endif
     55      1.1  mrg 
     56      1.1  mrg /*
     57      1.1  mrg  * execute:
     58      1.1  mrg  *	Execute a single command
     59      1.1  mrg  */
     60      1.1  mrg execute(pp)
     61      1.1  mrg register PLAYER	*pp;
     62      1.1  mrg {
     63      1.1  mrg 	register char	ch;
     64      1.1  mrg 
     65      1.1  mrg 	ch = pp->p_cbuf[pp->p_ncount++];
     66      1.1  mrg 
     67      1.1  mrg # ifdef	FLY
     68      1.1  mrg 	if (pp->p_flying >= 0) {
     69      1.1  mrg 		switch (ch) {
     70      1.1  mrg 		  case CTRL('L'):
     71      1.1  mrg 			sendcom(pp, REDRAW);
     72      1.1  mrg 			break;
     73      1.1  mrg 		  case 'q':
     74      1.1  mrg 			(void) strcpy(pp->p_death, "| Quit |");
     75      1.1  mrg 			break;
     76      1.1  mrg 		}
     77      1.1  mrg 		return;
     78      1.1  mrg 	}
     79      1.1  mrg # endif
     80      1.1  mrg 
     81      1.1  mrg 	switch (ch) {
     82      1.1  mrg 	  case CTRL('L'):
     83      1.1  mrg 		sendcom(pp, REDRAW);
     84      1.1  mrg 		break;
     85      1.1  mrg 	  case 'h':
     86      1.1  mrg 		move_player(pp, LEFTS);
     87      1.1  mrg 		break;
     88      1.1  mrg 	  case 'H':
     89      1.1  mrg 		face(pp, LEFTS);
     90      1.1  mrg 		break;
     91      1.1  mrg 	  case 'j':
     92      1.1  mrg 		move_player(pp, BELOW);
     93      1.1  mrg 		break;
     94      1.1  mrg 	  case 'J':
     95      1.1  mrg 		face(pp, BELOW);
     96      1.1  mrg 		break;
     97      1.1  mrg 	  case 'k':
     98      1.1  mrg 		move_player(pp, ABOVE);
     99      1.1  mrg 		break;
    100      1.1  mrg 	  case 'K':
    101      1.1  mrg 		face(pp, ABOVE);
    102      1.1  mrg 		break;
    103      1.1  mrg 	  case 'l':
    104      1.1  mrg 		move_player(pp, RIGHT);
    105      1.1  mrg 		break;
    106      1.1  mrg 	  case 'L':
    107      1.1  mrg 		face(pp, RIGHT);
    108      1.1  mrg 		break;
    109      1.1  mrg 	  case 'f':
    110      1.1  mrg 	  case '1':
    111      1.1  mrg 		fire(pp, 0);		/* SHOT */
    112      1.1  mrg 		break;
    113      1.1  mrg 	  case 'g':
    114      1.1  mrg 	  case '2':
    115      1.1  mrg 		fire(pp, 1);		/* GRENADE */
    116      1.1  mrg 		break;
    117      1.1  mrg 	  case 'F':
    118      1.1  mrg 	  case '3':
    119      1.1  mrg 		fire(pp, 2);		/* SATCHEL */
    120      1.1  mrg 		break;
    121      1.1  mrg 	  case 'G':
    122      1.1  mrg 	  case '4':
    123      1.1  mrg 		fire(pp, 3);		/* 7x7 BOMB */
    124      1.1  mrg 		break;
    125      1.1  mrg 	  case '5':
    126      1.1  mrg 		fire(pp, 4);		/* 9x9 BOMB */
    127      1.1  mrg 		break;
    128      1.1  mrg 	  case '6':
    129      1.1  mrg 		fire(pp, 5);		/* 11x11 BOMB */
    130      1.1  mrg 		break;
    131      1.1  mrg 	  case '7':
    132      1.1  mrg 		fire(pp, 6);		/* 13x13 BOMB */
    133      1.1  mrg 		break;
    134      1.1  mrg 	  case '8':
    135      1.1  mrg 		fire(pp, 7);		/* 15x15 BOMB */
    136      1.1  mrg 		break;
    137      1.1  mrg 	  case '9':
    138      1.1  mrg 		fire(pp, 8);		/* 17x17 BOMB */
    139      1.1  mrg 		break;
    140      1.1  mrg 	  case '0':
    141      1.1  mrg 		fire(pp, 9);		/* 19x19 BOMB */
    142      1.1  mrg 		break;
    143      1.1  mrg 	  case '@':
    144      1.1  mrg 		fire(pp, 10);		/* 21x21 BOMB */
    145      1.1  mrg 		break;
    146      1.1  mrg # ifdef	OOZE
    147      1.1  mrg 	  case 'o':
    148      1.1  mrg 		fire_slime(pp, 0);	/* SLIME */
    149      1.1  mrg 		break;
    150      1.1  mrg 	  case 'O':
    151      1.1  mrg 		fire_slime(pp, 1);	/* SSLIME */
    152      1.1  mrg 		break;
    153      1.1  mrg 	  case 'p':
    154      1.1  mrg 		fire_slime(pp, 2);
    155      1.1  mrg 		break;
    156      1.1  mrg 	  case 'P':
    157      1.1  mrg 		fire_slime(pp, 3);
    158      1.1  mrg 		break;
    159      1.1  mrg # endif
    160      1.1  mrg 	  case 's':
    161      1.1  mrg 		scan(pp);
    162      1.1  mrg 		break;
    163      1.1  mrg 	  case 'c':
    164      1.1  mrg 		cloak(pp);
    165      1.1  mrg 		break;
    166      1.1  mrg 	  case 'q':
    167      1.1  mrg 		(void) strcpy(pp->p_death, "| Quit |");
    168      1.1  mrg 		break;
    169      1.1  mrg 	}
    170      1.1  mrg }
    171      1.1  mrg 
    172      1.1  mrg /*
    173      1.1  mrg  * move_player:
    174      1.1  mrg  *	Execute a move in the given direction
    175      1.1  mrg  */
    176      1.1  mrg move_player(pp, dir)
    177      1.1  mrg register PLAYER	*pp;
    178      1.1  mrg int		dir;
    179      1.1  mrg {
    180      1.1  mrg 	register PLAYER	*newp;
    181      1.1  mrg 	register int	x, y;
    182      1.1  mrg 	register FLAG	moved;
    183      1.1  mrg 	register BULLET	*bp;
    184      1.1  mrg 
    185      1.1  mrg 	y = pp->p_y;
    186      1.1  mrg 	x = pp->p_x;
    187      1.1  mrg 
    188      1.1  mrg 	switch (dir) {
    189      1.1  mrg 	  case LEFTS:
    190      1.1  mrg 		x--;
    191      1.1  mrg 		break;
    192      1.1  mrg 	  case RIGHT:
    193      1.1  mrg 		x++;
    194      1.1  mrg 		break;
    195      1.1  mrg 	  case ABOVE:
    196      1.1  mrg 		y--;
    197      1.1  mrg 		break;
    198      1.1  mrg 	  case BELOW:
    199      1.1  mrg 		y++;
    200      1.1  mrg 		break;
    201      1.1  mrg 	}
    202      1.1  mrg 
    203      1.1  mrg 	moved = FALSE;
    204      1.1  mrg 	switch (Maze[y][x]) {
    205      1.1  mrg 	  case SPACE:
    206      1.1  mrg # ifdef RANDOM
    207      1.1  mrg 	  case DOOR:
    208      1.1  mrg # endif
    209      1.1  mrg 		moved = TRUE;
    210      1.1  mrg 		break;
    211      1.1  mrg 	  case WALL1:
    212      1.1  mrg 	  case WALL2:
    213      1.1  mrg 	  case WALL3:
    214      1.1  mrg # ifdef REFLECT
    215      1.1  mrg 	  case WALL4:
    216      1.1  mrg 	  case WALL5:
    217      1.1  mrg # endif
    218      1.1  mrg 		break;
    219      1.1  mrg 	  case MINE:
    220      1.1  mrg 	  case GMINE:
    221      1.1  mrg 		if (dir == pp->p_face)
    222      1.1  mrg 			pickup(pp, y, x, 2, Maze[y][x]);
    223      1.1  mrg 		else if (opposite(dir, pp->p_face))
    224      1.1  mrg 			pickup(pp, y, x, 95, Maze[y][x]);
    225      1.1  mrg 		else
    226      1.1  mrg 			pickup(pp, y, x, 50, Maze[y][x]);
    227      1.1  mrg 		Maze[y][x] = SPACE;
    228      1.1  mrg 		moved = TRUE;
    229      1.1  mrg 		break;
    230      1.1  mrg 	  case SHOT:
    231      1.1  mrg 	  case GRENADE:
    232      1.1  mrg 	  case SATCHEL:
    233      1.1  mrg 	  case BOMB:
    234      1.1  mrg # ifdef OOZE
    235      1.1  mrg 	  case SLIME:
    236      1.1  mrg # endif
    237      1.1  mrg # ifdef DRONE
    238      1.1  mrg 	  case DSHOT:
    239      1.1  mrg # endif
    240      1.1  mrg 		bp = is_bullet(y, x);
    241      1.1  mrg 		if (bp != NULL)
    242      1.1  mrg 			bp->b_expl = TRUE;
    243      1.1  mrg 		Maze[y][x] = SPACE;
    244      1.1  mrg 		moved = TRUE;
    245      1.1  mrg 		break;
    246      1.1  mrg 	  case LEFTS:
    247      1.1  mrg 	  case RIGHT:
    248      1.1  mrg 	  case ABOVE:
    249      1.1  mrg 	  case BELOW:
    250      1.1  mrg 		if (dir != pp->p_face)
    251      1.1  mrg 			sendcom(pp, BELL);
    252      1.1  mrg 		else {
    253      1.1  mrg 			newp = play_at(y, x);
    254      1.1  mrg 			checkdam(newp, pp, pp->p_ident, STABDAM, KNIFE);
    255      1.1  mrg 		}
    256      1.1  mrg 		break;
    257      1.1  mrg # ifdef FLY
    258      1.1  mrg 	  case FLYER:
    259      1.1  mrg 		newp = play_at(y, x);
    260      1.1  mrg 		message(newp, "Oooh, there's a short guy waving at you!");
    261      1.1  mrg 		message(pp, "You couldn't quite reach him!");
    262      1.1  mrg 		break;
    263      1.1  mrg # endif
    264      1.1  mrg # ifdef BOOTS
    265      1.1  mrg 	  case BOOT:
    266      1.1  mrg 	  case BOOT_PAIR:
    267      1.1  mrg 		if (Maze[y][x] == BOOT)
    268      1.1  mrg 			pp->p_nboots++;
    269      1.1  mrg 		else
    270      1.1  mrg 			pp->p_nboots += 2;
    271      1.1  mrg 		for (newp = Boot; newp < &Boot[NBOOTS]; newp++) {
    272      1.1  mrg 			if (newp->p_flying < 0)
    273      1.1  mrg 				continue;
    274      1.1  mrg 			if (newp->p_y == y && newp->p_x == x) {
    275      1.1  mrg 				newp->p_flying = -1;
    276      1.1  mrg 				if (newp->p_undershot)
    277      1.1  mrg 					fixshots(y, x, newp->p_over);
    278      1.1  mrg 			}
    279      1.1  mrg 		}
    280      1.1  mrg 		if (pp->p_nboots == 2)
    281      1.1  mrg 			message(pp, "Wow!  A pair of boots!");
    282      1.1  mrg 		else
    283      1.1  mrg 			message(pp, "You can hobble around on one boot.");
    284      1.1  mrg 		Maze[y][x] = SPACE;
    285      1.1  mrg 		moved = TRUE;
    286      1.1  mrg 		break;
    287      1.1  mrg # endif
    288      1.1  mrg 	}
    289      1.1  mrg 	if (moved) {
    290      1.1  mrg 		if (pp->p_ncshot > 0)
    291      1.1  mrg 			if (--pp->p_ncshot == MAXNCSHOT) {
    292      1.1  mrg 				cgoto(pp, STAT_GUN_ROW, STAT_VALUE_COL);
    293      1.1  mrg 				outstr(pp, " ok", 3);
    294      1.1  mrg 			}
    295      1.1  mrg 		if (pp->p_undershot) {
    296      1.1  mrg 			fixshots(pp->p_y, pp->p_x, pp->p_over);
    297      1.1  mrg 			pp->p_undershot = FALSE;
    298      1.1  mrg 		}
    299      1.1  mrg 		drawplayer(pp, FALSE);
    300      1.1  mrg 		pp->p_over = Maze[y][x];
    301      1.1  mrg 		pp->p_y = y;
    302      1.1  mrg 		pp->p_x = x;
    303      1.1  mrg 		drawplayer(pp, TRUE);
    304      1.1  mrg 	}
    305      1.1  mrg }
    306      1.1  mrg 
    307      1.1  mrg /*
    308      1.1  mrg  * face:
    309      1.1  mrg  *	Change the direction the player is facing
    310      1.1  mrg  */
    311      1.1  mrg face(pp, dir)
    312      1.1  mrg register PLAYER	*pp;
    313      1.1  mrg register int	dir;
    314      1.1  mrg {
    315      1.1  mrg 	if (pp->p_face != dir) {
    316      1.1  mrg 		pp->p_face = dir;
    317      1.1  mrg 		drawplayer(pp, TRUE);
    318      1.1  mrg 	}
    319      1.1  mrg }
    320      1.1  mrg 
    321      1.1  mrg /*
    322      1.1  mrg  * fire:
    323      1.1  mrg  *	Fire a shot of the given type in the given direction
    324      1.1  mrg  */
    325      1.1  mrg fire(pp, req_index)
    326      1.1  mrg register PLAYER	*pp;
    327      1.1  mrg register int	req_index;
    328      1.1  mrg {
    329      1.1  mrg 	if (pp == NULL)
    330      1.1  mrg 		return;
    331      1.1  mrg # ifdef DEBUG
    332      1.1  mrg 	if (req_index < 0 || req_index >= MAXBOMB)
    333      1.1  mrg 		message(pp, "What you do?");
    334      1.1  mrg # endif
    335      1.1  mrg 	while (req_index >= 0 && pp->p_ammo < shot_req[req_index])
    336      1.1  mrg 		req_index--;
    337      1.1  mrg 	if (req_index < 0) {
    338      1.1  mrg 		message(pp, "Not enough charges.");
    339      1.1  mrg 		return;
    340      1.1  mrg 	}
    341      1.1  mrg 	if (pp->p_ncshot > MAXNCSHOT)
    342      1.1  mrg 		return;
    343      1.1  mrg 	if (pp->p_ncshot++ == MAXNCSHOT) {
    344      1.1  mrg 		cgoto(pp, STAT_GUN_ROW, STAT_VALUE_COL);
    345      1.1  mrg 		outstr(pp, "   ", 3);
    346      1.1  mrg 	}
    347      1.1  mrg 	pp->p_ammo -= shot_req[req_index];
    348      1.1  mrg 	(void) sprintf(Buf, "%3d", pp->p_ammo);
    349      1.1  mrg 	cgoto(pp, STAT_AMMO_ROW, STAT_VALUE_COL);
    350      1.1  mrg 	outstr(pp, Buf, 3);
    351      1.1  mrg 
    352      1.1  mrg 	add_shot(shot_type[req_index], pp->p_y, pp->p_x, pp->p_face,
    353      1.1  mrg 		shot_req[req_index], pp, FALSE, pp->p_face);
    354      1.1  mrg 	pp->p_undershot = TRUE;
    355      1.1  mrg 
    356      1.1  mrg 	/*
    357      1.1  mrg 	 * Show the object to everyone
    358      1.1  mrg 	 */
    359      1.1  mrg 	showexpl(pp->p_y, pp->p_x, shot_type[req_index]);
    360      1.1  mrg 	for (pp = Player; pp < End_player; pp++)
    361      1.1  mrg 		sendcom(pp, REFRESH);
    362      1.1  mrg # ifdef MONITOR
    363      1.1  mrg 	for (pp = Monitor; pp < End_monitor; pp++)
    364      1.1  mrg 		sendcom(pp, REFRESH);
    365      1.1  mrg # endif
    366      1.1  mrg }
    367      1.1  mrg 
    368      1.1  mrg # ifdef	OOZE
    369      1.1  mrg /*
    370      1.1  mrg  * fire_slime:
    371      1.1  mrg  *	Fire a slime shot in the given direction
    372      1.1  mrg  */
    373      1.1  mrg fire_slime(pp, req_index)
    374      1.1  mrg register PLAYER	*pp;
    375      1.1  mrg register int	req_index;
    376      1.1  mrg {
    377      1.1  mrg 	if (pp == NULL)
    378      1.1  mrg 		return;
    379      1.1  mrg # ifdef DEBUG
    380      1.1  mrg 	if (req_index < 0 || req_index >= MAXSLIME)
    381      1.1  mrg 		message(pp, "What you do?");
    382      1.1  mrg # endif
    383      1.1  mrg 	while (req_index >= 0 && pp->p_ammo < slime_req[req_index])
    384      1.1  mrg 		req_index--;
    385      1.1  mrg 	if (req_index < 0) {
    386      1.1  mrg 		message(pp, "Not enough charges.");
    387      1.1  mrg 		return;
    388      1.1  mrg 	}
    389      1.1  mrg 	if (pp->p_ncshot > MAXNCSHOT)
    390      1.1  mrg 		return;
    391      1.1  mrg 	if (pp->p_ncshot++ == MAXNCSHOT) {
    392      1.1  mrg 		cgoto(pp, STAT_GUN_ROW, STAT_VALUE_COL);
    393      1.1  mrg 		outstr(pp, "   ", 3);
    394      1.1  mrg 	}
    395      1.1  mrg 	pp->p_ammo -= slime_req[req_index];
    396      1.1  mrg 	(void) sprintf(Buf, "%3d", pp->p_ammo);
    397      1.1  mrg 	cgoto(pp, STAT_AMMO_ROW, STAT_VALUE_COL);
    398      1.1  mrg 	outstr(pp, Buf, 3);
    399      1.1  mrg 
    400      1.1  mrg 	add_shot(SLIME, pp->p_y, pp->p_x, pp->p_face,
    401      1.1  mrg 		slime_req[req_index] * SLIME_FACTOR, pp, FALSE, pp->p_face);
    402      1.1  mrg 	pp->p_undershot = TRUE;
    403      1.1  mrg 
    404      1.1  mrg 	/*
    405      1.1  mrg 	 * Show the object to everyone
    406      1.1  mrg 	 */
    407      1.1  mrg 	showexpl(pp->p_y, pp->p_x, SLIME);
    408      1.1  mrg 	for (pp = Player; pp < End_player; pp++)
    409      1.1  mrg 		sendcom(pp, REFRESH);
    410      1.1  mrg # ifdef MONITOR
    411      1.1  mrg 	for (pp = Monitor; pp < End_monitor; pp++)
    412      1.1  mrg 		sendcom(pp, REFRESH);
    413      1.1  mrg # endif
    414      1.1  mrg }
    415      1.1  mrg # endif
    416      1.1  mrg 
    417      1.1  mrg /*
    418      1.1  mrg  * add_shot:
    419      1.1  mrg  *	Create a shot with the given properties
    420      1.1  mrg  */
    421      1.1  mrg add_shot(type, y, x, face, charge, owner, expl, over)
    422      1.1  mrg int	type;
    423      1.1  mrg int	y, x;
    424      1.1  mrg char	face;
    425      1.1  mrg int	charge;
    426      1.1  mrg PLAYER	*owner;
    427      1.1  mrg int	expl;
    428      1.1  mrg char	over;
    429      1.1  mrg {
    430      1.1  mrg 	register BULLET	*bp;
    431      1.1  mrg 	register int	size;
    432      1.1  mrg 
    433      1.1  mrg 	switch (type) {
    434      1.1  mrg 	  case SHOT:
    435      1.1  mrg 	  case MINE:
    436      1.1  mrg 		size = 1;
    437      1.1  mrg 		break;
    438      1.1  mrg 	  case GRENADE:
    439      1.1  mrg 	  case GMINE:
    440      1.1  mrg 		size = 2;
    441      1.1  mrg 		break;
    442      1.1  mrg 	  case SATCHEL:
    443      1.1  mrg 		size = 3;
    444      1.1  mrg 		break;
    445      1.1  mrg 	  case BOMB:
    446      1.1  mrg 		for (size = 3; size < MAXBOMB; size++)
    447      1.1  mrg 			if (shot_req[size] >= charge)
    448      1.1  mrg 				break;
    449      1.1  mrg 		size++;
    450      1.1  mrg 		break;
    451      1.1  mrg 	  default:
    452      1.1  mrg 		size = 0;
    453      1.1  mrg 		break;
    454      1.1  mrg 	}
    455      1.1  mrg 
    456      1.1  mrg 	bp = create_shot(type, y, x, face, charge, size, owner,
    457      1.1  mrg 		(owner == NULL) ? NULL : owner->p_ident, expl, over);
    458      1.1  mrg 	bp->b_next = Bullets;
    459      1.1  mrg 	Bullets = bp;
    460      1.1  mrg }
    461      1.1  mrg 
    462      1.1  mrg BULLET *
    463      1.1  mrg create_shot(type, y, x, face, charge, size, owner, score, expl, over)
    464      1.1  mrg int	type;
    465      1.1  mrg int	y, x;
    466      1.1  mrg char	face;
    467      1.1  mrg int	charge;
    468      1.1  mrg int	size;
    469      1.1  mrg PLAYER	*owner;
    470      1.1  mrg IDENT	*score;
    471      1.1  mrg int	expl;
    472      1.1  mrg char	over;
    473      1.1  mrg {
    474      1.1  mrg 	register BULLET	*bp;
    475      1.1  mrg 
    476      1.1  mrg 	bp = (BULLET *) malloc(sizeof (BULLET));	/* NOSTRICT */
    477      1.1  mrg 	if (bp == NULL) {
    478      1.1  mrg 		if (owner != NULL)
    479      1.1  mrg 			message(owner, "Out of memory");
    480      1.1  mrg 		return NULL;
    481      1.1  mrg 	}
    482      1.1  mrg 
    483      1.1  mrg 	bp->b_face = face;
    484      1.1  mrg 	bp->b_x = x;
    485      1.1  mrg 	bp->b_y = y;
    486      1.1  mrg 	bp->b_charge = charge;
    487      1.1  mrg 	bp->b_owner = owner;
    488      1.1  mrg 	bp->b_score = score;
    489      1.1  mrg 	bp->b_type = type;
    490      1.1  mrg 	bp->b_size = size;
    491      1.1  mrg 	bp->b_expl = expl;
    492      1.1  mrg 	bp->b_over = over;
    493      1.1  mrg 	bp->b_next = NULL;
    494      1.1  mrg 
    495      1.1  mrg 	return bp;
    496      1.1  mrg }
    497      1.1  mrg 
    498      1.1  mrg /*
    499      1.1  mrg  * cloak:
    500      1.1  mrg  *	Turn on or increase length of a cloak
    501      1.1  mrg  */
    502      1.1  mrg cloak(pp)
    503      1.1  mrg register PLAYER	*pp;
    504      1.1  mrg {
    505      1.1  mrg 	if (pp->p_ammo <= 0) {
    506      1.1  mrg 		message(pp, "No more charges");
    507      1.1  mrg 		return;
    508      1.1  mrg 	}
    509      1.1  mrg # ifdef BOOTS
    510      1.1  mrg 	if (pp->p_nboots > 0) {
    511      1.1  mrg 		message(pp, "Boots are too noisy to cloak!");
    512      1.1  mrg 		return;
    513      1.1  mrg 	}
    514      1.1  mrg # endif
    515      1.1  mrg 	(void) sprintf(Buf, "%3d", --pp->p_ammo);
    516      1.1  mrg 	cgoto(pp, STAT_AMMO_ROW, STAT_VALUE_COL);
    517      1.1  mrg 	outstr(pp, Buf, 3);
    518      1.1  mrg 
    519      1.1  mrg 	pp->p_cloak += CLOAKLEN;
    520      1.1  mrg 
    521      1.1  mrg 	if (pp->p_scan >= 0)
    522      1.1  mrg 		pp->p_scan = -1;
    523      1.1  mrg 
    524      1.1  mrg 	showstat(pp);
    525      1.1  mrg }
    526      1.1  mrg 
    527      1.1  mrg /*
    528      1.1  mrg  * scan:
    529      1.1  mrg  *	Turn on or increase length of a scan
    530      1.1  mrg  */
    531      1.1  mrg scan(pp)
    532      1.1  mrg register PLAYER	*pp;
    533      1.1  mrg {
    534      1.1  mrg 	if (pp->p_ammo <= 0) {
    535      1.1  mrg 		message(pp, "No more charges");
    536      1.1  mrg 		return;
    537      1.1  mrg 	}
    538      1.1  mrg 	(void) sprintf(Buf, "%3d", --pp->p_ammo);
    539      1.1  mrg 	cgoto(pp, STAT_AMMO_ROW, STAT_VALUE_COL);
    540      1.1  mrg 	outstr(pp, Buf, 3);
    541      1.1  mrg 
    542      1.1  mrg 	pp->p_scan += SCANLEN;
    543      1.1  mrg 
    544      1.1  mrg 	if (pp->p_cloak >= 0)
    545      1.1  mrg 		pp->p_cloak = -1;
    546      1.1  mrg 
    547      1.1  mrg 	showstat(pp);
    548      1.1  mrg }
    549      1.1  mrg 
    550      1.1  mrg /*
    551      1.1  mrg  * pickup:
    552      1.1  mrg  *	check whether the object blew up or whether he picked it up
    553      1.1  mrg  */
    554      1.1  mrg pickup(pp, y, x, prob, obj)
    555      1.1  mrg register PLAYER	*pp;
    556      1.1  mrg register int	y, x;
    557      1.1  mrg int		prob;
    558      1.1  mrg int		obj;
    559      1.1  mrg {
    560      1.1  mrg 	register int	req;
    561      1.1  mrg 
    562      1.1  mrg 	switch (obj) {
    563      1.1  mrg 	  case MINE:
    564      1.1  mrg 		req = BULREQ;
    565      1.1  mrg 		break;
    566      1.1  mrg 	  case GMINE:
    567      1.1  mrg 		req = GRENREQ;
    568      1.1  mrg 		break;
    569      1.1  mrg 	  default:
    570      1.1  mrg 		abort();
    571      1.1  mrg 	}
    572      1.1  mrg 	if (rand_num(100) < prob)
    573      1.1  mrg 		add_shot(obj, y, x, LEFTS, req, (PLAYER *) NULL,
    574      1.1  mrg 			TRUE, pp->p_face);
    575      1.1  mrg 	else {
    576      1.1  mrg 		pp->p_ammo += req;
    577      1.1  mrg 		(void) sprintf(Buf, "%3d", pp->p_ammo);
    578      1.1  mrg 		cgoto(pp, STAT_AMMO_ROW, STAT_VALUE_COL);
    579      1.1  mrg 		outstr(pp, Buf, 3);
    580      1.1  mrg 	}
    581      1.1  mrg }
    582