mirror of
https://salsa.debian.org/games-team/bsdgames
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1170 lines
22 KiB
C
1170 lines
22 KiB
C
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/* $NetBSD: shots.c,v 1.5 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: shots.c,v 1.5 2004/01/27 20:30:29 jsm Exp $");
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#endif /* not lint */
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# include <err.h>
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# include <signal.h>
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# include <stdlib.h>
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# include "hunt.h"
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# define PLUS_DELTA(x, max) if (x < max) x++; else x--
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# define MINUS_DELTA(x, min) if (x > min) x--; else x++
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static void chkshot(BULLET *, BULLET *);
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static void chkslime(BULLET *, BULLET *);
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static void explshot(BULLET *, int, int);
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static void find_under(BULLET *, BULLET *);
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static int iswall(int, int);
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static void mark_boot(BULLET *);
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static void mark_player(BULLET *);
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#ifdef DRONE
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static void move_drone(BULLET *);
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#endif
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static void move_flyer(PLAYER *);
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static int move_normal_shot(BULLET *);
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static void move_slime(BULLET *, int, BULLET *);
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static void save_bullet(BULLET *);
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static void zapshot(BULLET *, BULLET *);
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/*
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* moveshots:
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* Move the shots already in the air, taking explosions into account
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*/
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void
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moveshots()
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{
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BULLET *bp, *next;
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PLAYER *pp;
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int x, y;
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BULLET *blist;
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rollexpl();
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if (Bullets == NULL)
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goto ret;
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/*
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* First we move through the bullet list BULSPD times, looking
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* for things we may have run into. If we do run into
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* something, we set up the explosion and disappear, checking
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* for damage to any player who got in the way.
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*/
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blist = Bullets;
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Bullets = NULL;
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for (bp = blist; bp != NULL; bp = next) {
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next = bp->b_next;
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x = bp->b_x;
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y = bp->b_y;
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Maze[y][x] = bp->b_over;
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for (pp = Player; pp < End_player; pp++)
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check(pp, y, x);
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# ifdef MONITOR
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for (pp = Monitor; pp < End_monitor; pp++)
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check(pp, y, x);
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# endif
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switch (bp->b_type) {
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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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if (move_normal_shot(bp)) {
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bp->b_next = Bullets;
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Bullets = bp;
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}
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break;
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# ifdef OOZE
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case SLIME:
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if (bp->b_expl || move_normal_shot(bp)) {
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bp->b_next = Bullets;
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Bullets = bp;
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}
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break;
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# endif
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# ifdef DRONE
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case DSHOT:
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if (move_drone(bp)) {
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bp->b_next = Bullets;
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Bullets = bp;
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}
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break;
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# endif
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default:
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bp->b_next = Bullets;
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Bullets = bp;
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break;
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}
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}
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blist = Bullets;
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Bullets = NULL;
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for (bp = blist; bp != NULL; bp = next) {
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next = bp->b_next;
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if (!bp->b_expl) {
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save_bullet(bp);
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# ifdef MONITOR
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for (pp = Monitor; pp < End_monitor; pp++)
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check(pp, bp->b_y, bp->b_x);
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# endif
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# ifdef DRONE
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if (bp->b_type == DSHOT)
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for (pp = Player; pp < End_player; pp++)
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if (pp->p_scan >= 0)
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check(pp, bp->b_y, bp->b_x);
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# endif
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continue;
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}
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chkshot(bp, next);
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free((char *) bp);
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}
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for (pp = Player; pp < End_player; pp++)
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Maze[pp->p_y][pp->p_x] = pp->p_face;
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ret:
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# ifdef BOOTS
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for (pp = Boot; pp < &Boot[NBOOTS]; pp++)
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if (pp->p_flying >= 0)
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move_flyer(pp);
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# endif
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for (pp = Player; pp < End_player; pp++) {
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# ifdef FLY
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if (pp->p_flying >= 0)
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move_flyer(pp);
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# endif
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sendcom(pp, REFRESH); /* Flush out the explosions */
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look(pp);
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sendcom(pp, REFRESH);
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}
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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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return;
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}
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/*
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* move_normal_shot:
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* Move a normal shot along its trajectory
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*/
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static int
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move_normal_shot(bp)
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BULLET *bp;
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{
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int i, x, y;
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PLAYER *pp;
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for (i = 0; i < BULSPD; i++) {
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if (bp->b_expl)
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break;
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x = bp->b_x;
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y = bp->b_y;
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switch (bp->b_face) {
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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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switch (Maze[y][x]) {
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case SHOT:
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if (rand_num(100) < 5) {
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zapshot(Bullets, bp);
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zapshot(bp->b_next, bp);
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}
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break;
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case GRENADE:
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if (rand_num(100) < 10) {
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zapshot(Bullets, bp);
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zapshot(bp->b_next, bp);
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}
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break;
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# ifdef REFLECT
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case WALL4: /* reflecting walls */
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switch (bp->b_face) {
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case LEFTS:
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bp->b_face = BELOW;
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break;
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case RIGHT:
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bp->b_face = ABOVE;
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break;
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case ABOVE:
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bp->b_face = RIGHT;
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break;
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case BELOW:
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bp->b_face = LEFTS;
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break;
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}
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Maze[y][x] = WALL5;
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# ifdef MONITOR
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for (pp = Monitor; pp < End_monitor; pp++)
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check(pp, y, x);
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# endif
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break;
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case WALL5:
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switch (bp->b_face) {
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case LEFTS:
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bp->b_face = ABOVE;
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break;
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case RIGHT:
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bp->b_face = BELOW;
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break;
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case ABOVE:
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bp->b_face = LEFTS;
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break;
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case BELOW:
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bp->b_face = RIGHT;
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break;
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}
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Maze[y][x] = WALL4;
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# ifdef MONITOR
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for (pp = Monitor; pp < End_monitor; pp++)
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check(pp, y, x);
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# endif
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break;
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# endif
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# ifdef RANDOM
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case DOOR:
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switch (rand_num(4)) {
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case 0:
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bp->b_face = ABOVE;
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break;
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case 1:
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bp->b_face = BELOW;
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break;
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case 2:
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bp->b_face = LEFTS;
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break;
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case 3:
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bp->b_face = RIGHT;
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break;
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}
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break;
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# endif
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# ifdef FLY
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case FLYER:
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pp = play_at(y, x);
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message(pp, "Zing!");
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break;
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# endif
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case LEFTS:
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case RIGHT:
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case BELOW:
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case ABOVE:
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/*
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* give the person a chance to catch a
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* grenade if s/he is facing it
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*/
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pp = play_at(y, x);
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pp->p_ident->i_shot += bp->b_charge;
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if (opposite(bp->b_face, Maze[y][x])) {
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if (rand_num(100) < 10) {
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if (bp->b_owner != NULL)
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message(bp->b_owner,
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"Your charge was absorbed!");
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if (bp->b_score != NULL)
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bp->b_score->i_robbed += bp->b_charge;
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pp->p_ammo += bp->b_charge;
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if (pp->p_damage + bp->b_size * MINDAM
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> pp->p_damcap)
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pp->p_ident->i_saved++;
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message(pp, "Absorbed charge (good shield!)");
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pp->p_ident->i_absorbed += bp->b_charge;
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free((char *) bp);
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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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|
return FALSE;
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}
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|
pp->p_ident->i_faced += bp->b_charge;
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|
}
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|
/*
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|
* Small chance that the bullet just misses the
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* person. If so, the bullet just goes on its
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* merry way without exploding.
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||
|
*/
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||
|
if (rand_num(100) < 5) {
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|
pp->p_ident->i_ducked += bp->b_charge;
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|
if (pp->p_damage + bp->b_size * MINDAM
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|
> pp->p_damcap)
|
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|
pp->p_ident->i_saved++;
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|
if (bp->b_score != NULL)
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|
bp->b_score->i_missed += bp->b_charge;
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|
message(pp, "Zing!");
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|
if (bp->b_owner == NULL)
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|
break;
|
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|
message(bp->b_owner,
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((bp->b_score->i_missed & 0x7) == 0x7) ?
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|
"My! What a bad shot you are!" :
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|
"Missed him");
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|
break;
|
||
|
}
|
||
|
/*
|
||
|
* The shot hit that sucker! Blow it up.
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||
|
*/
|
||
|
/* FALLTHROUGH */
|
||
|
# ifndef RANDOM
|
||
|
case DOOR:
|
||
|
# endif
|
||
|
case WALL1:
|
||
|
case WALL2:
|
||
|
case WALL3:
|
||
|
bp->b_expl = TRUE;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
bp->b_x = x;
|
||
|
bp->b_y = y;
|
||
|
}
|
||
|
return TRUE;
|
||
|
}
|
||
|
|
||
|
# ifdef DRONE
|
||
|
/*
|
||
|
* move_drone:
|
||
|
* Move the drone to the next square
|
||
|
*/
|
||
|
static void
|
||
|
move_drone(bp)
|
||
|
BULLET *bp;
|
||
|
{
|
||
|
int mask, count;
|
||
|
int n, dir;
|
||
|
PLAYER *pp;
|
||
|
|
||
|
/*
|
||
|
* See if we can give someone a blast
|
||
|
*/
|
||
|
if (is_player(Maze[bp->b_y][bp->b_x - 1])) {
|
||
|
dir = WEST;
|
||
|
goto drone_move;
|
||
|
}
|
||
|
if (is_player(Maze[bp->b_y - 1][bp->b_x])) {
|
||
|
dir = NORTH;
|
||
|
goto drone_move;
|
||
|
}
|
||
|
if (is_player(Maze[bp->b_y + 1][bp->b_x])) {
|
||
|
dir = SOUTH;
|
||
|
goto drone_move;
|
||
|
}
|
||
|
if (is_player(Maze[bp->b_y][bp->b_x + 1])) {
|
||
|
dir = EAST;
|
||
|
goto drone_move;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* Find out what directions are clear
|
||
|
*/
|
||
|
mask = count = 0;
|
||
|
if (!iswall(bp->b_y, bp->b_x - 1))
|
||
|
mask |= WEST, count++;
|
||
|
if (!iswall(bp->b_y - 1, bp->b_x))
|
||
|
mask |= NORTH, count++;
|
||
|
if (!iswall(bp->b_y + 1, bp->b_x))
|
||
|
mask |= SOUTH, count++;
|
||
|
if (!iswall(bp->b_y, bp->b_x + 1))
|
||
|
mask |= EAST, count++;
|
||
|
|
||
|
/*
|
||
|
* All blocked up, just you wait
|
||
|
*/
|
||
|
if (count == 0)
|
||
|
return TRUE;
|
||
|
|
||
|
/*
|
||
|
* Only one way to go.
|
||
|
*/
|
||
|
if (count == 1) {
|
||
|
dir = mask;
|
||
|
goto drone_move;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* Get rid of the direction that we came from
|
||
|
*/
|
||
|
switch (bp->b_face) {
|
||
|
case LEFTS:
|
||
|
if (mask & EAST)
|
||
|
mask &= ~EAST, count--;
|
||
|
break;
|
||
|
case RIGHT:
|
||
|
if (mask & WEST)
|
||
|
mask &= ~WEST, count--;
|
||
|
break;
|
||
|
case ABOVE:
|
||
|
if (mask & SOUTH)
|
||
|
mask &= ~SOUTH, count--;
|
||
|
break;
|
||
|
case BELOW:
|
||
|
if (mask & NORTH)
|
||
|
mask &= ~NORTH, count--;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* Pick one of the remaining directions
|
||
|
*/
|
||
|
n = rand_num(count);
|
||
|
if (n >= 0 && mask & NORTH)
|
||
|
dir = NORTH, n--;
|
||
|
if (n >= 0 && mask & SOUTH)
|
||
|
dir = SOUTH, n--;
|
||
|
if (n >= 0 && mask & EAST)
|
||
|
dir = EAST, n--;
|
||
|
if (n >= 0 && mask & WEST)
|
||
|
dir = WEST, n--;
|
||
|
|
||
|
/*
|
||
|
* Now that we know the direction of movement,
|
||
|
* just update the position of the drone
|
||
|
*/
|
||
|
drone_move:
|
||
|
switch (dir) {
|
||
|
case WEST:
|
||
|
bp->b_x--;
|
||
|
bp->b_face = LEFTS;
|
||
|
break;
|
||
|
case EAST:
|
||
|
bp->b_x++;
|
||
|
bp->b_face = RIGHT;
|
||
|
break;
|
||
|
case NORTH:
|
||
|
bp->b_y--;
|
||
|
bp->b_face = ABOVE;
|
||
|
break;
|
||
|
case SOUTH:
|
||
|
bp->b_y++;
|
||
|
bp->b_face = BELOW;
|
||
|
break;
|
||
|
}
|
||
|
switch (Maze[bp->b_y][bp->b_x]) {
|
||
|
case LEFTS:
|
||
|
case RIGHT:
|
||
|
case BELOW:
|
||
|
case ABOVE:
|
||
|
/*
|
||
|
* give the person a chance to catch a
|
||
|
* drone if s/he is facing it
|
||
|
*/
|
||
|
if (rand_num(100) < 1 &&
|
||
|
opposite(bp->b_face, Maze[bp->b_y][bp->b_x])) {
|
||
|
pp = play_at(bp->b_y, bp->b_x);
|
||
|
pp->p_ammo += bp->b_charge;
|
||
|
message(pp, "**** Absorbed drone ****");
|
||
|
free((char *) bp);
|
||
|
(void) sprintf(Buf, "%3d", pp->p_ammo);
|
||
|
cgoto(pp, STAT_AMMO_ROW, STAT_VALUE_COL);
|
||
|
outstr(pp, Buf, 3);
|
||
|
return FALSE;
|
||
|
}
|
||
|
bp->b_expl = TRUE;
|
||
|
break;
|
||
|
}
|
||
|
return TRUE;
|
||
|
}
|
||
|
# endif
|
||
|
|
||
|
/*
|
||
|
* save_bullet:
|
||
|
* Put this bullet back onto the bullet list
|
||
|
*/
|
||
|
static void
|
||
|
save_bullet(bp)
|
||
|
BULLET *bp;
|
||
|
{
|
||
|
bp->b_over = Maze[bp->b_y][bp->b_x];
|
||
|
switch (bp->b_over) {
|
||
|
case SHOT:
|
||
|
case GRENADE:
|
||
|
case SATCHEL:
|
||
|
case BOMB:
|
||
|
# ifdef OOZE
|
||
|
case SLIME:
|
||
|
# ifdef VOLCANO
|
||
|
case LAVA:
|
||
|
# endif
|
||
|
# endif
|
||
|
# ifdef DRONE
|
||
|
case DSHOT:
|
||
|
# endif
|
||
|
find_under(Bullets, bp);
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
switch (bp->b_over) {
|
||
|
case LEFTS:
|
||
|
case RIGHT:
|
||
|
case ABOVE:
|
||
|
case BELOW:
|
||
|
# ifdef FLY
|
||
|
case FLYER:
|
||
|
# endif
|
||
|
mark_player(bp);
|
||
|
break;
|
||
|
# ifdef BOOTS
|
||
|
case BOOT:
|
||
|
case BOOT_PAIR:
|
||
|
mark_boot(bp);
|
||
|
# endif
|
||
|
|
||
|
default:
|
||
|
Maze[bp->b_y][bp->b_x] = bp->b_type;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
bp->b_next = Bullets;
|
||
|
Bullets = bp;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* move_flyer:
|
||
|
* Update the position of a player in flight
|
||
|
*/
|
||
|
static void
|
||
|
move_flyer(pp)
|
||
|
PLAYER *pp;
|
||
|
{
|
||
|
int x, y;
|
||
|
|
||
|
if (pp->p_undershot) {
|
||
|
fixshots(pp->p_y, pp->p_x, pp->p_over);
|
||
|
pp->p_undershot = FALSE;
|
||
|
}
|
||
|
Maze[pp->p_y][pp->p_x] = pp->p_over;
|
||
|
x = pp->p_x + pp->p_flyx;
|
||
|
y = pp->p_y + pp->p_flyy;
|
||
|
if (x < 1) {
|
||
|
x = 1 - x;
|
||
|
pp->p_flyx = -pp->p_flyx;
|
||
|
}
|
||
|
else if (x > WIDTH - 2) {
|
||
|
x = (WIDTH - 2) - (x - (WIDTH - 2));
|
||
|
pp->p_flyx = -pp->p_flyx;
|
||
|
}
|
||
|
if (y < 1) {
|
||
|
y = 1 - y;
|
||
|
pp->p_flyy = -pp->p_flyy;
|
||
|
}
|
||
|
else if (y > HEIGHT - 2) {
|
||
|
y = (HEIGHT - 2) - (y - (HEIGHT - 2));
|
||
|
pp->p_flyy = -pp->p_flyy;
|
||
|
}
|
||
|
again:
|
||
|
switch (Maze[y][x]) {
|
||
|
default:
|
||
|
switch (rand_num(4)) {
|
||
|
case 0:
|
||
|
PLUS_DELTA(x, WIDTH - 2);
|
||
|
break;
|
||
|
case 1:
|
||
|
MINUS_DELTA(x, 1);
|
||
|
break;
|
||
|
case 2:
|
||
|
PLUS_DELTA(y, HEIGHT - 2);
|
||
|
break;
|
||
|
case 3:
|
||
|
MINUS_DELTA(y, 1);
|
||
|
break;
|
||
|
}
|
||
|
goto again;
|
||
|
case WALL1:
|
||
|
case WALL2:
|
||
|
case WALL3:
|
||
|
# ifdef REFLECT
|
||
|
case WALL4:
|
||
|
case WALL5:
|
||
|
# endif
|
||
|
# ifdef RANDOM
|
||
|
case DOOR:
|
||
|
# endif
|
||
|
if (pp->p_flying == 0)
|
||
|
pp->p_flying++;
|
||
|
break;
|
||
|
case SPACE:
|
||
|
break;
|
||
|
}
|
||
|
pp->p_y = y;
|
||
|
pp->p_x = x;
|
||
|
if (pp->p_flying-- == 0) {
|
||
|
# ifdef BOOTS
|
||
|
if (pp->p_face != BOOT && pp->p_face != BOOT_PAIR) {
|
||
|
# endif
|
||
|
checkdam(pp, (PLAYER *) NULL, (IDENT *) NULL,
|
||
|
rand_num(pp->p_damage / 5), FALL);
|
||
|
pp->p_face = rand_dir();
|
||
|
showstat(pp);
|
||
|
# ifdef BOOTS
|
||
|
}
|
||
|
else {
|
||
|
if (Maze[y][x] == BOOT)
|
||
|
pp->p_face = BOOT_PAIR;
|
||
|
Maze[y][x] = SPACE;
|
||
|
}
|
||
|
# endif
|
||
|
}
|
||
|
pp->p_over = Maze[y][x];
|
||
|
Maze[y][x] = pp->p_face;
|
||
|
showexpl(y, x, pp->p_face);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* chkshot
|
||
|
* Handle explosions
|
||
|
*/
|
||
|
static void
|
||
|
chkshot(bp, next)
|
||
|
BULLET *bp;
|
||
|
BULLET *next;
|
||
|
{
|
||
|
int y, x;
|
||
|
int dy, dx, absdy;
|
||
|
int delta, damage;
|
||
|
char expl;
|
||
|
PLAYER *pp;
|
||
|
|
||
|
delta = 0;
|
||
|
switch (bp->b_type) {
|
||
|
case SHOT:
|
||
|
case MINE:
|
||
|
case GRENADE:
|
||
|
case GMINE:
|
||
|
case SATCHEL:
|
||
|
case BOMB:
|
||
|
delta = bp->b_size - 1;
|
||
|
break;
|
||
|
# ifdef OOZE
|
||
|
case SLIME:
|
||
|
# ifdef VOLCANO
|
||
|
case LAVA:
|
||
|
# endif
|
||
|
chkslime(bp, next);
|
||
|
return;
|
||
|
# endif
|
||
|
# ifdef DRONE
|
||
|
case DSHOT:
|
||
|
bp->b_type = SLIME;
|
||
|
chkslime(bp, next);
|
||
|
return;
|
||
|
# endif
|
||
|
}
|
||
|
for (y = bp->b_y - delta; y <= bp->b_y + delta; y++) {
|
||
|
if (y < 0 || y >= HEIGHT)
|
||
|
continue;
|
||
|
dy = y - bp->b_y;
|
||
|
absdy = (dy < 0) ? -dy : dy;
|
||
|
for (x = bp->b_x - delta; x <= bp->b_x + delta; x++) {
|
||
|
if (x < 0 || x >= WIDTH)
|
||
|
continue;
|
||
|
dx = x - bp->b_x;
|
||
|
if (dx == 0)
|
||
|
expl = (dy == 0) ? '*' : '|';
|
||
|
else if (dy == 0)
|
||
|
expl = '-';
|
||
|
else if (dx == dy)
|
||
|
expl = '\\';
|
||
|
else if (dx == -dy)
|
||
|
expl = '/';
|
||
|
else
|
||
|
expl = '*';
|
||
|
showexpl(y, x, expl);
|
||
|
switch (Maze[y][x]) {
|
||
|
case LEFTS:
|
||
|
case RIGHT:
|
||
|
case ABOVE:
|
||
|
case BELOW:
|
||
|
# ifdef FLY
|
||
|
case FLYER:
|
||
|
# endif
|
||
|
if (dx < 0)
|
||
|
dx = -dx;
|
||
|
if (absdy > dx)
|
||
|
damage = bp->b_size - absdy;
|
||
|
else
|
||
|
damage = bp->b_size - dx;
|
||
|
pp = play_at(y, x);
|
||
|
checkdam(pp, bp->b_owner, bp->b_score,
|
||
|
damage * MINDAM, bp->b_type);
|
||
|
break;
|
||
|
case GMINE:
|
||
|
case MINE:
|
||
|
add_shot((Maze[y][x] == GMINE) ?
|
||
|
GRENADE : SHOT,
|
||
|
y, x, LEFTS,
|
||
|
(Maze[y][x] == GMINE) ?
|
||
|
GRENREQ : BULREQ,
|
||
|
(PLAYER *) NULL, TRUE, SPACE);
|
||
|
Maze[y][x] = SPACE;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
# ifdef OOZE
|
||
|
/*
|
||
|
* chkslime:
|
||
|
* handle slime shot exploding
|
||
|
*/
|
||
|
static void
|
||
|
chkslime(bp, next)
|
||
|
BULLET *bp;
|
||
|
BULLET *next;
|
||
|
{
|
||
|
BULLET *nbp;
|
||
|
|
||
|
switch (Maze[bp->b_y][bp->b_x]) {
|
||
|
case WALL1:
|
||
|
case WALL2:
|
||
|
case WALL3:
|
||
|
# ifdef REFLECT
|
||
|
case WALL4:
|
||
|
case WALL5:
|
||
|
# endif
|
||
|
# ifdef RANDOM
|
||
|
case DOOR:
|
||
|
# endif
|
||
|
switch (bp->b_face) {
|
||
|
case LEFTS:
|
||
|
bp->b_x++;
|
||
|
break;
|
||
|
case RIGHT:
|
||
|
bp->b_x--;
|
||
|
break;
|
||
|
case ABOVE:
|
||
|
bp->b_y++;
|
||
|
break;
|
||
|
case BELOW:
|
||
|
bp->b_y--;
|
||
|
break;
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
nbp = (BULLET *) malloc(sizeof (BULLET));
|
||
|
if (nbp == NULL) {
|
||
|
# ifdef LOG
|
||
|
syslog(LOG_ERR, "Out of memory");
|
||
|
# else
|
||
|
warnx("Out of memory");
|
||
|
# endif
|
||
|
cleanup(1);
|
||
|
}
|
||
|
*nbp = *bp;
|
||
|
# ifdef VOLCANO
|
||
|
move_slime(nbp, nbp->b_type == SLIME ? SLIMESPEED : LAVASPEED, next);
|
||
|
# else
|
||
|
move_slime(nbp, SLIMESPEED, next);
|
||
|
# endif
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* move_slime:
|
||
|
* move the given slime shot speed times and add it back if
|
||
|
* it hasn't fizzled yet
|
||
|
*/
|
||
|
void
|
||
|
move_slime(bp, speed, next)
|
||
|
BULLET *bp;
|
||
|
int speed;
|
||
|
BULLET *next;
|
||
|
{
|
||
|
int i, j, dirmask, count;
|
||
|
PLAYER *pp;
|
||
|
BULLET *nbp;
|
||
|
|
||
|
if (speed == 0) {
|
||
|
if (bp->b_charge <= 0)
|
||
|
free((char *) bp);
|
||
|
else
|
||
|
save_bullet(bp);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
# ifdef VOLCANO
|
||
|
showexpl(bp->b_y, bp->b_x, bp->b_type == LAVA ? LAVA : '*');
|
||
|
# else
|
||
|
showexpl(bp->b_y, bp->b_x, '*');
|
||
|
# endif
|
||
|
switch (Maze[bp->b_y][bp->b_x]) {
|
||
|
case LEFTS:
|
||
|
case RIGHT:
|
||
|
case ABOVE:
|
||
|
case BELOW:
|
||
|
# ifdef FLY
|
||
|
case FLYER:
|
||
|
# endif
|
||
|
pp = play_at(bp->b_y, bp->b_x);
|
||
|
message(pp, "You've been slimed.");
|
||
|
checkdam(pp, bp->b_owner, bp->b_score, MINDAM, bp->b_type);
|
||
|
break;
|
||
|
case SHOT:
|
||
|
case GRENADE:
|
||
|
case SATCHEL:
|
||
|
case BOMB:
|
||
|
# ifdef DRONE
|
||
|
case DSHOT:
|
||
|
# endif
|
||
|
explshot(next, bp->b_y, bp->b_x);
|
||
|
explshot(Bullets, bp->b_y, bp->b_x);
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if (--bp->b_charge <= 0) {
|
||
|
free((char *) bp);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
dirmask = 0;
|
||
|
count = 0;
|
||
|
switch (bp->b_face) {
|
||
|
case LEFTS:
|
||
|
if (!iswall(bp->b_y, bp->b_x - 1))
|
||
|
dirmask |= WEST, count++;
|
||
|
if (!iswall(bp->b_y - 1, bp->b_x))
|
||
|
dirmask |= NORTH, count++;
|
||
|
if (!iswall(bp->b_y + 1, bp->b_x))
|
||
|
dirmask |= SOUTH, count++;
|
||
|
if (dirmask == 0)
|
||
|
if (!iswall(bp->b_y, bp->b_x + 1))
|
||
|
dirmask |= EAST, count++;
|
||
|
break;
|
||
|
case RIGHT:
|
||
|
if (!iswall(bp->b_y, bp->b_x + 1))
|
||
|
dirmask |= EAST, count++;
|
||
|
if (!iswall(bp->b_y - 1, bp->b_x))
|
||
|
dirmask |= NORTH, count++;
|
||
|
if (!iswall(bp->b_y + 1, bp->b_x))
|
||
|
dirmask |= SOUTH, count++;
|
||
|
if (dirmask == 0)
|
||
|
if (!iswall(bp->b_y, bp->b_x - 1))
|
||
|
dirmask |= WEST, count++;
|
||
|
break;
|
||
|
case ABOVE:
|
||
|
if (!iswall(bp->b_y - 1, bp->b_x))
|
||
|
dirmask |= NORTH, count++;
|
||
|
if (!iswall(bp->b_y, bp->b_x - 1))
|
||
|
dirmask |= WEST, count++;
|
||
|
if (!iswall(bp->b_y, bp->b_x + 1))
|
||
|
dirmask |= EAST, count++;
|
||
|
if (dirmask == 0)
|
||
|
if (!iswall(bp->b_y + 1, bp->b_x))
|
||
|
dirmask |= SOUTH, count++;
|
||
|
break;
|
||
|
case BELOW:
|
||
|
if (!iswall(bp->b_y + 1, bp->b_x))
|
||
|
dirmask |= SOUTH, count++;
|
||
|
if (!iswall(bp->b_y, bp->b_x - 1))
|
||
|
dirmask |= WEST, count++;
|
||
|
if (!iswall(bp->b_y, bp->b_x + 1))
|
||
|
dirmask |= EAST, count++;
|
||
|
if (dirmask == 0)
|
||
|
if (!iswall(bp->b_y - 1, bp->b_x))
|
||
|
dirmask |= NORTH, count++;
|
||
|
break;
|
||
|
}
|
||
|
if (count == 0) {
|
||
|
/*
|
||
|
* No place to go. Just sit here for a while and wait
|
||
|
* for adjacent squares to clear out.
|
||
|
*/
|
||
|
save_bullet(bp);
|
||
|
return;
|
||
|
}
|
||
|
if (bp->b_charge < count) {
|
||
|
/* Only bp->b_charge paths may be taken */
|
||
|
while (count > bp->b_charge) {
|
||
|
if (dirmask & WEST)
|
||
|
dirmask &= ~WEST;
|
||
|
else if (dirmask & EAST)
|
||
|
dirmask &= ~EAST;
|
||
|
else if (dirmask & NORTH)
|
||
|
dirmask &= ~NORTH;
|
||
|
else if (dirmask & SOUTH)
|
||
|
dirmask &= ~SOUTH;
|
||
|
count--;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
i = bp->b_charge / count;
|
||
|
j = bp->b_charge % count;
|
||
|
if (dirmask & WEST) {
|
||
|
count--;
|
||
|
nbp = create_shot(bp->b_type, bp->b_y, bp->b_x - 1, LEFTS,
|
||
|
i, bp->b_size, bp->b_owner, bp->b_score, TRUE, SPACE);
|
||
|
move_slime(nbp, speed - 1, next);
|
||
|
}
|
||
|
if (dirmask & EAST) {
|
||
|
count--;
|
||
|
nbp = create_shot(bp->b_type, bp->b_y, bp->b_x + 1, RIGHT,
|
||
|
(count < j) ? i + 1 : i, bp->b_size, bp->b_owner,
|
||
|
bp->b_score, TRUE, SPACE);
|
||
|
move_slime(nbp, speed - 1, next);
|
||
|
}
|
||
|
if (dirmask & NORTH) {
|
||
|
count--;
|
||
|
nbp = create_shot(bp->b_type, bp->b_y - 1, bp->b_x, ABOVE,
|
||
|
(count < j) ? i + 1 : i, bp->b_size, bp->b_owner,
|
||
|
bp->b_score, TRUE, SPACE);
|
||
|
move_slime(nbp, speed - 1, next);
|
||
|
}
|
||
|
if (dirmask & SOUTH) {
|
||
|
count--;
|
||
|
nbp = create_shot(bp->b_type, bp->b_y + 1, bp->b_x, BELOW,
|
||
|
(count < j) ? i + 1 : i, bp->b_size, bp->b_owner,
|
||
|
bp->b_score, TRUE, SPACE);
|
||
|
move_slime(nbp, speed - 1, next);
|
||
|
}
|
||
|
|
||
|
free((char *) bp);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* iswall:
|
||
|
* returns whether the given location is a wall
|
||
|
*/
|
||
|
static int
|
||
|
iswall(y, x)
|
||
|
int y, x;
|
||
|
{
|
||
|
if (y < 0 || x < 0 || y >= HEIGHT || x >= WIDTH)
|
||
|
return TRUE;
|
||
|
switch (Maze[y][x]) {
|
||
|
case WALL1:
|
||
|
case WALL2:
|
||
|
case WALL3:
|
||
|
# ifdef REFLECT
|
||
|
case WALL4:
|
||
|
case WALL5:
|
||
|
# endif
|
||
|
# ifdef RANDOM
|
||
|
case DOOR:
|
||
|
# endif
|
||
|
# ifdef OOZE
|
||
|
case SLIME:
|
||
|
# ifdef VOLCANO
|
||
|
case LAVA:
|
||
|
# endif
|
||
|
# endif
|
||
|
return TRUE;
|
||
|
}
|
||
|
return FALSE;
|
||
|
}
|
||
|
# endif
|
||
|
|
||
|
/*
|
||
|
* zapshot:
|
||
|
* Take a shot out of the air.
|
||
|
*/
|
||
|
static void
|
||
|
zapshot(blist, obp)
|
||
|
BULLET *blist, *obp;
|
||
|
{
|
||
|
BULLET *bp;
|
||
|
FLAG explode;
|
||
|
|
||
|
explode = FALSE;
|
||
|
for (bp = blist; bp != NULL; bp = bp->b_next) {
|
||
|
if (bp->b_x != obp->b_x || bp->b_y != obp->b_y)
|
||
|
continue;
|
||
|
if (bp->b_face == obp->b_face)
|
||
|
continue;
|
||
|
explode = TRUE;
|
||
|
break;
|
||
|
}
|
||
|
if (!explode)
|
||
|
return;
|
||
|
explshot(blist, obp->b_y, obp->b_x);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* explshot -
|
||
|
* Make all shots at this location blow up
|
||
|
*/
|
||
|
void
|
||
|
explshot(blist, y, x)
|
||
|
BULLET *blist;
|
||
|
int y, x;
|
||
|
{
|
||
|
BULLET *bp;
|
||
|
|
||
|
for (bp = blist; bp != NULL; bp = bp->b_next)
|
||
|
if (bp->b_x == x && bp->b_y == y) {
|
||
|
bp->b_expl = TRUE;
|
||
|
if (bp->b_owner != NULL)
|
||
|
message(bp->b_owner, "Shot intercepted");
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* play_at:
|
||
|
* Return a pointer to the player at the given location
|
||
|
*/
|
||
|
PLAYER *
|
||
|
play_at(y, x)
|
||
|
int y, x;
|
||
|
{
|
||
|
PLAYER *pp;
|
||
|
|
||
|
for (pp = Player; pp < End_player; pp++)
|
||
|
if (pp->p_x == x && pp->p_y == y)
|
||
|
return pp;
|
||
|
errx(1, "driver: couldn't find player at (%d,%d)", x, y);
|
||
|
/* NOTREACHED */
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* opposite:
|
||
|
* Return TRUE if the bullet direction faces the opposite direction
|
||
|
* of the player in the maze
|
||
|
*/
|
||
|
int
|
||
|
opposite(face, dir)
|
||
|
int face;
|
||
|
char dir;
|
||
|
{
|
||
|
switch (face) {
|
||
|
case LEFTS:
|
||
|
return (dir == RIGHT);
|
||
|
case RIGHT:
|
||
|
return (dir == LEFTS);
|
||
|
case ABOVE:
|
||
|
return (dir == BELOW);
|
||
|
case BELOW:
|
||
|
return (dir == ABOVE);
|
||
|
default:
|
||
|
return FALSE;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* is_bullet:
|
||
|
* Is there a bullet at the given coordinates? If so, return
|
||
|
* a pointer to the bullet, otherwise return NULL
|
||
|
*/
|
||
|
BULLET *
|
||
|
is_bullet(y, x)
|
||
|
int y, x;
|
||
|
{
|
||
|
BULLET *bp;
|
||
|
|
||
|
for (bp = Bullets; bp != NULL; bp = bp->b_next)
|
||
|
if (bp->b_y == y && bp->b_x == x)
|
||
|
return bp;
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* fixshots:
|
||
|
* change the underlying character of the shots at a location
|
||
|
* to the given character.
|
||
|
*/
|
||
|
void
|
||
|
fixshots(y, x, over)
|
||
|
int y, x;
|
||
|
char over;
|
||
|
{
|
||
|
BULLET *bp;
|
||
|
|
||
|
for (bp = Bullets; bp != NULL; bp = bp->b_next)
|
||
|
if (bp->b_y == y && bp->b_x == x)
|
||
|
bp->b_over = over;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* find_under:
|
||
|
* find the underlying character for a bullet when it lands
|
||
|
* on another bullet.
|
||
|
*/
|
||
|
static void
|
||
|
find_under(blist, bp)
|
||
|
BULLET *blist, *bp;
|
||
|
{
|
||
|
BULLET *nbp;
|
||
|
|
||
|
for (nbp = blist; nbp != NULL; nbp = nbp->b_next)
|
||
|
if (bp->b_y == nbp->b_y && bp->b_x == nbp->b_x) {
|
||
|
bp->b_over = nbp->b_over;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* mark_player:
|
||
|
* mark a player as under a shot
|
||
|
*/
|
||
|
static void
|
||
|
mark_player(bp)
|
||
|
BULLET *bp;
|
||
|
{
|
||
|
PLAYER *pp;
|
||
|
|
||
|
for (pp = Player; pp < End_player; pp++)
|
||
|
if (pp->p_y == bp->b_y && pp->p_x == bp->b_x) {
|
||
|
pp->p_undershot = TRUE;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
# ifdef BOOTS
|
||
|
/*
|
||
|
* mark_boot:
|
||
|
* mark a boot as under a shot
|
||
|
*/
|
||
|
static void
|
||
|
mark_boot(bp)
|
||
|
BULLET *bp;
|
||
|
{
|
||
|
PLAYER *pp;
|
||
|
|
||
|
for (pp = Boot; pp < &Boot[NBOOTS]; pp++)
|
||
|
if (pp->p_y == bp->b_y && pp->p_x == bp->b_x) {
|
||
|
pp->p_undershot = TRUE;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
# endif
|