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expl.c revision 1.1
      1 /*
      2  *  Hunt
      3  *  Copyright (c) 1985 Conrad C. Huang, Gregory S. Couch, Kenneth C.R.C. Arnold
      4  *  San Francisco, California
      5  */
      6 
      7 # include	"hunt.h"
      8 
      9 /*
     10  * showexpl:
     11  *	Show the explosions as they currently are
     12  */
     13 showexpl(y, x, type)
     14 register int	y, x;
     15 char		type;
     16 {
     17 	register PLAYER	*pp;
     18 	register EXPL	*ep;
     19 
     20 	if (y < 0 || y >= HEIGHT)
     21 		return;
     22 	if (x < 0 || x >= WIDTH)
     23 		return;
     24 	ep = (EXPL *) malloc(sizeof (EXPL));	/* NOSTRICT */
     25 	ep->e_y = y;
     26 	ep->e_x = x;
     27 	ep->e_char = type;
     28 	ep->e_next = NULL;
     29 	if (Last_expl == NULL)
     30 		Expl[0] = ep;
     31 	else
     32 		Last_expl->e_next = ep;
     33 	Last_expl = ep;
     34 	for (pp = Player; pp < End_player; pp++) {
     35 		if (pp->p_maze[y][x] == type)
     36 			continue;
     37 		pp->p_maze[y][x] = type;
     38 		cgoto(pp, y, x);
     39 		outch(pp, type);
     40 	}
     41 # ifdef MONITOR
     42 	for (pp = Monitor; pp < End_monitor; pp++) {
     43 		if (pp->p_maze[y][x] == type)
     44 			continue;
     45 		pp->p_maze[y][x] = type;
     46 		cgoto(pp, y, x);
     47 		outch(pp, type);
     48 	}
     49 # endif
     50 	switch (Maze[y][x]) {
     51 	  case WALL1:
     52 	  case WALL2:
     53 	  case WALL3:
     54 # ifdef RANDOM
     55 	  case DOOR:
     56 # endif
     57 # ifdef REFLECT
     58 	  case WALL4:
     59 	  case WALL5:
     60 # endif
     61 		if (y >= UBOUND && y < DBOUND && x >= LBOUND && x < RBOUND)
     62 			remove_wall(y, x);
     63 		break;
     64 	}
     65 }
     66 
     67 /*
     68  * rollexpl:
     69  *	Roll the explosions over, so the next one in the list is at the
     70  *	top
     71  */
     72 rollexpl()
     73 {
     74 	register EXPL	*ep;
     75 	register PLAYER	*pp;
     76 	register int	y, x;
     77 	register char	c;
     78 	register EXPL	*nextep;
     79 
     80 	for (ep = Expl[EXPLEN - 1]; ep != NULL; ep = nextep) {
     81 		nextep = ep->e_next;
     82 		y = ep->e_y;
     83 		x = ep->e_x;
     84 		if (y < UBOUND || y >= DBOUND || x < LBOUND || x >= RBOUND)
     85 			c = Maze[y][x];
     86 		else
     87 			c = SPACE;
     88 		for (pp = Player; pp < End_player; pp++)
     89 			if (pp->p_maze[y][x] == ep->e_char) {
     90 				pp->p_maze[y][x] = c;
     91 				cgoto(pp, y, x);
     92 				outch(pp, c);
     93 			}
     94 # ifdef MONITOR
     95 		for (pp = Monitor; pp < End_monitor; pp++)
     96 			check(pp, y, x);
     97 # endif
     98 		free((char *) ep);
     99 	}
    100 	for (x = EXPLEN - 1; x > 0; x--)
    101 		Expl[x] = Expl[x - 1];
    102 	Last_expl = Expl[0] = NULL;
    103 }
    104 
    105 /* There's about 700 walls in the initial maze.  So we pick a number
    106  * that keeps the maze relatively full. */
    107 # define MAXREMOVE	40
    108 
    109 static	REGEN	removed[MAXREMOVE];
    110 static	REGEN	*rem_index = removed;
    111 
    112 /*
    113  * remove_wall - add a location where the wall was blown away.
    114  *		 if there is no space left over, put the a wall at
    115  *		 the location currently pointed at.
    116  */
    117 remove_wall(y, x)
    118 int	y, x;
    119 {
    120 	register REGEN	*r;
    121 # if defined(MONITOR) || defined(FLY)
    122 	register PLAYER	*pp;
    123 # endif
    124 # ifdef	FLY
    125 	register char	save_char;
    126 # endif
    127 
    128 	r = rem_index;
    129 	while (r->r_y != 0) {
    130 # ifdef FLY
    131 		switch (Maze[r->r_y][r->r_x]) {
    132 		  case SPACE:
    133 		  case LEFTS:
    134 		  case RIGHT:
    135 		  case ABOVE:
    136 		  case BELOW:
    137 		  case FLYER:
    138 			save_char = Maze[r->r_y][r->r_x];
    139 			goto found;
    140 		}
    141 # else
    142 		if (Maze[r->r_y][r->r_x] == SPACE)
    143 			break;
    144 # endif
    145 		if (++r >= &removed[MAXREMOVE])
    146 			r = removed;
    147 	}
    148 
    149 found:
    150 	if (r->r_y != 0) {
    151 		/* Slot being used, put back this wall */
    152 # ifdef FLY
    153 		if (save_char == SPACE)
    154 			Maze[r->r_y][r->r_x] = Orig_maze[r->r_y][r->r_x];
    155 		else {
    156 			pp = play_at(r->r_y, r->r_x);
    157 			if (pp->p_flying >= 0)
    158 				pp->p_flying += rand_num(10);
    159 			else {
    160 				pp->p_flying = rand_num(20);
    161 				pp->p_flyx = 2 * rand_num(6) - 5;
    162 				pp->p_flyy = 2 * rand_num(6) - 5;
    163 			}
    164 			pp->p_over = Orig_maze[r->r_y][r->r_x];
    165 			pp->p_face = FLYER;
    166 			Maze[r->r_y][r->r_x] = FLYER;
    167 			showexpl(r->r_y, r->r_x, FLYER);
    168 		}
    169 # else
    170 		Maze[r->r_y][r->r_x] = Orig_maze[r->r_y][r->r_x];
    171 # endif
    172 # ifdef RANDOM
    173 		if (rand_num(100) == 0)
    174 			Maze[r->r_y][r->r_x] = DOOR;
    175 # endif
    176 # ifdef REFLECT
    177 		if (rand_num(100) == 0)		/* one percent of the time */
    178 			Maze[r->r_y][r->r_x] = WALL4;
    179 # endif
    180 # ifdef MONITOR
    181 		for (pp = Monitor; pp < End_monitor; pp++)
    182 			check(pp, r->r_y, r->r_x);
    183 # endif
    184 	}
    185 
    186 	r->r_y = y;
    187 	r->r_x = x;
    188 	if (++r >= &removed[MAXREMOVE])
    189 		rem_index = removed;
    190 	else
    191 		rem_index = r;
    192 
    193 	Maze[y][x] = SPACE;
    194 # ifdef MONITOR
    195 	for (pp = Monitor; pp < End_monitor; pp++)
    196 		check(pp, y, x);
    197 # endif
    198 }
    199 
    200 /*
    201  * clearwalls:
    202  *	Clear out the walls array
    203  */
    204 clearwalls()
    205 {
    206 	register REGEN	*rp;
    207 
    208 	for (rp = removed; rp < &removed[MAXREMOVE]; rp++)
    209 		rp->r_y = 0;
    210 	rem_index = removed;
    211 }
    212