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shots.c revision 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 # include	<signal.h>
      9  1.1  mrg 
     10  1.1  mrg # define	PLUS_DELTA(x, max)	if (x < max) x++; else x--
     11  1.1  mrg # define	MINUS_DELTA(x, min)	if (x > min) x--; else x++
     12  1.1  mrg 
     13  1.1  mrg /*
     14  1.1  mrg  * moveshots:
     15  1.1  mrg  *	Move the shots already in the air, taking explosions into account
     16  1.1  mrg  */
     17  1.1  mrg moveshots()
     18  1.1  mrg {
     19  1.1  mrg 	register BULLET	*bp, *next;
     20  1.1  mrg 	register PLAYER	*pp;
     21  1.1  mrg 	register int	x, y;
     22  1.1  mrg 	register BULLET	*blist;
     23  1.1  mrg 
     24  1.1  mrg 	rollexpl();
     25  1.1  mrg 	if (Bullets == NULL)
     26  1.1  mrg 		goto ret;
     27  1.1  mrg 
     28  1.1  mrg 	/*
     29  1.1  mrg 	 * First we move through the bullet list BULSPD times, looking
     30  1.1  mrg 	 * for things we may have run into.  If we do run into
     31  1.1  mrg 	 * something, we set up the explosion and disappear, checking
     32  1.1  mrg 	 * for damage to any player who got in the way.
     33  1.1  mrg 	 */
     34  1.1  mrg 
     35  1.1  mrg 	blist = Bullets;
     36  1.1  mrg 	Bullets = NULL;
     37  1.1  mrg 	for (bp = blist; bp != NULL; bp = next) {
     38  1.1  mrg 		next = bp->b_next;
     39  1.1  mrg 		x = bp->b_x;
     40  1.1  mrg 		y = bp->b_y;
     41  1.1  mrg 		Maze[y][x] = bp->b_over;
     42  1.1  mrg 		for (pp = Player; pp < End_player; pp++)
     43  1.1  mrg 			check(pp, y, x);
     44  1.1  mrg # ifdef MONITOR
     45  1.1  mrg 		for (pp = Monitor; pp < End_monitor; pp++)
     46  1.1  mrg 			check(pp, y, x);
     47  1.1  mrg # endif
     48  1.1  mrg 
     49  1.1  mrg 		switch (bp->b_type) {
     50  1.1  mrg 		  case SHOT:
     51  1.1  mrg 		  case GRENADE:
     52  1.1  mrg 		  case SATCHEL:
     53  1.1  mrg 		  case BOMB:
     54  1.1  mrg 			if (move_normal_shot(bp)) {
     55  1.1  mrg 				bp->b_next = Bullets;
     56  1.1  mrg 				Bullets = bp;
     57  1.1  mrg 			}
     58  1.1  mrg 			break;
     59  1.1  mrg # ifdef OOZE
     60  1.1  mrg 		  case SLIME:
     61  1.1  mrg 			if (bp->b_expl || move_normal_shot(bp)) {
     62  1.1  mrg 				bp->b_next = Bullets;
     63  1.1  mrg 				Bullets = bp;
     64  1.1  mrg 			}
     65  1.1  mrg 			break;
     66  1.1  mrg # endif
     67  1.1  mrg # ifdef DRONE
     68  1.1  mrg 		  case DSHOT:
     69  1.1  mrg 			if (move_drone(bp)) {
     70  1.1  mrg 				bp->b_next = Bullets;
     71  1.1  mrg 				Bullets = bp;
     72  1.1  mrg 			}
     73  1.1  mrg 			break;
     74  1.1  mrg # endif
     75  1.1  mrg 		  default:
     76  1.1  mrg 			bp->b_next = Bullets;
     77  1.1  mrg 			Bullets = bp;
     78  1.1  mrg 			break;
     79  1.1  mrg 		}
     80  1.1  mrg 	}
     81  1.1  mrg 
     82  1.1  mrg 	blist = Bullets;
     83  1.1  mrg 	Bullets = NULL;
     84  1.1  mrg 	for (bp = blist; bp != NULL; bp = next) {
     85  1.1  mrg 		next = bp->b_next;
     86  1.1  mrg 		if (!bp->b_expl) {
     87  1.1  mrg 			save_bullet(bp);
     88  1.1  mrg # ifdef MONITOR
     89  1.1  mrg 			for (pp = Monitor; pp < End_monitor; pp++)
     90  1.1  mrg 				check(pp, bp->b_y, bp->b_x);
     91  1.1  mrg # endif
     92  1.1  mrg # ifdef DRONE
     93  1.1  mrg 			if (bp->b_type == DSHOT)
     94  1.1  mrg 				for (pp = Player; pp < End_player; pp++)
     95  1.1  mrg 					if (pp->p_scan >= 0)
     96  1.1  mrg 						check(pp, bp->b_y, bp->b_x);
     97  1.1  mrg # endif
     98  1.1  mrg 			continue;
     99  1.1  mrg 		}
    100  1.1  mrg 
    101  1.1  mrg 		chkshot(bp, next);
    102  1.1  mrg 		free((char *) bp);
    103  1.1  mrg 	}
    104  1.1  mrg 
    105  1.1  mrg 	for (pp = Player; pp < End_player; pp++)
    106  1.1  mrg 		Maze[pp->p_y][pp->p_x] = pp->p_face;
    107  1.1  mrg 
    108  1.1  mrg ret:
    109  1.1  mrg # ifdef BOOTS
    110  1.1  mrg 	for (pp = Boot; pp < &Boot[NBOOTS]; pp++)
    111  1.1  mrg 		if (pp->p_flying >= 0)
    112  1.1  mrg 			move_flyer(pp);
    113  1.1  mrg # endif
    114  1.1  mrg 	for (pp = Player; pp < End_player; pp++) {
    115  1.1  mrg # ifdef FLY
    116  1.1  mrg 		if (pp->p_flying >= 0)
    117  1.1  mrg 			move_flyer(pp);
    118  1.1  mrg # endif
    119  1.1  mrg 		sendcom(pp, REFRESH);	/* Flush out the explosions */
    120  1.1  mrg 		look(pp);
    121  1.1  mrg 		sendcom(pp, REFRESH);
    122  1.1  mrg 	}
    123  1.1  mrg # ifdef MONITOR
    124  1.1  mrg 	for (pp = Monitor; pp < End_monitor; pp++)
    125  1.1  mrg 		sendcom(pp, REFRESH);
    126  1.1  mrg # endif
    127  1.1  mrg 
    128  1.1  mrg 	return;
    129  1.1  mrg }
    130  1.1  mrg 
    131  1.1  mrg /*
    132  1.1  mrg  * move_normal_shot:
    133  1.1  mrg  *	Move a normal shot along its trajectory
    134  1.1  mrg  */
    135  1.1  mrg move_normal_shot(bp)
    136  1.1  mrg register BULLET	*bp;
    137  1.1  mrg {
    138  1.1  mrg 	register int	i, x, y;
    139  1.1  mrg 	register PLAYER	*pp;
    140  1.1  mrg 
    141  1.1  mrg 	for (i = 0; i < BULSPD; i++) {
    142  1.1  mrg 		if (bp->b_expl)
    143  1.1  mrg 			break;
    144  1.1  mrg 
    145  1.1  mrg 		x = bp->b_x;
    146  1.1  mrg 		y = bp->b_y;
    147  1.1  mrg 
    148  1.1  mrg 		switch (bp->b_face) {
    149  1.1  mrg 		  case LEFTS:
    150  1.1  mrg 			x--;
    151  1.1  mrg 			break;
    152  1.1  mrg 		  case RIGHT:
    153  1.1  mrg 			x++;
    154  1.1  mrg 			break;
    155  1.1  mrg 		  case ABOVE:
    156  1.1  mrg 			y--;
    157  1.1  mrg 			break;
    158  1.1  mrg 		  case BELOW:
    159  1.1  mrg 			y++;
    160  1.1  mrg 			break;
    161  1.1  mrg 		}
    162  1.1  mrg 
    163  1.1  mrg 		switch (Maze[y][x]) {
    164  1.1  mrg 		  case SHOT:
    165  1.1  mrg 			if (rand_num(100) < 5) {
    166  1.1  mrg 				zapshot(Bullets, bp);
    167  1.1  mrg 				zapshot(bp->b_next, bp);
    168  1.1  mrg 			}
    169  1.1  mrg 			break;
    170  1.1  mrg 		  case GRENADE:
    171  1.1  mrg 			if (rand_num(100) < 10) {
    172  1.1  mrg 				zapshot(Bullets, bp);
    173  1.1  mrg 				zapshot(bp->b_next, bp);
    174  1.1  mrg 			}
    175  1.1  mrg 			break;
    176  1.1  mrg # ifdef	REFLECT
    177  1.1  mrg 		  case WALL4:	/* reflecting walls */
    178  1.1  mrg 			switch (bp->b_face) {
    179  1.1  mrg 			  case LEFTS:
    180  1.1  mrg 				bp->b_face = BELOW;
    181  1.1  mrg 				break;
    182  1.1  mrg 			  case RIGHT:
    183  1.1  mrg 				bp->b_face = ABOVE;
    184  1.1  mrg 				break;
    185  1.1  mrg 			  case ABOVE:
    186  1.1  mrg 				bp->b_face = RIGHT;
    187  1.1  mrg 				break;
    188  1.1  mrg 			  case BELOW:
    189  1.1  mrg 				bp->b_face = LEFTS;
    190  1.1  mrg 				break;
    191  1.1  mrg 			}
    192  1.1  mrg 			Maze[y][x] = WALL5;
    193  1.1  mrg # ifdef MONITOR
    194  1.1  mrg 			for (pp = Monitor; pp < End_monitor; pp++)
    195  1.1  mrg 				check(pp, y, x);
    196  1.1  mrg # endif
    197  1.1  mrg 			break;
    198  1.1  mrg 		  case WALL5:
    199  1.1  mrg 			switch (bp->b_face) {
    200  1.1  mrg 			  case LEFTS:
    201  1.1  mrg 				bp->b_face = ABOVE;
    202  1.1  mrg 				break;
    203  1.1  mrg 			  case RIGHT:
    204  1.1  mrg 				bp->b_face = BELOW;
    205  1.1  mrg 				break;
    206  1.1  mrg 			  case ABOVE:
    207  1.1  mrg 				bp->b_face = LEFTS;
    208  1.1  mrg 				break;
    209  1.1  mrg 			  case BELOW:
    210  1.1  mrg 				bp->b_face = RIGHT;
    211  1.1  mrg 				break;
    212  1.1  mrg 			}
    213  1.1  mrg 			Maze[y][x] = WALL4;
    214  1.1  mrg # ifdef MONITOR
    215  1.1  mrg 			for (pp = Monitor; pp < End_monitor; pp++)
    216  1.1  mrg 				check(pp, y, x);
    217  1.1  mrg # endif
    218  1.1  mrg 			break;
    219  1.1  mrg # endif
    220  1.1  mrg # ifdef RANDOM
    221  1.1  mrg 		  case DOOR:
    222  1.1  mrg 			switch (rand_num(4)) {
    223  1.1  mrg 			  case 0:
    224  1.1  mrg 				bp->b_face = ABOVE;
    225  1.1  mrg 				break;
    226  1.1  mrg 			  case 1:
    227  1.1  mrg 				bp->b_face = BELOW;
    228  1.1  mrg 				break;
    229  1.1  mrg 			  case 2:
    230  1.1  mrg 				bp->b_face = LEFTS;
    231  1.1  mrg 				break;
    232  1.1  mrg 			  case 3:
    233  1.1  mrg 				bp->b_face = RIGHT;
    234  1.1  mrg 				break;
    235  1.1  mrg 			}
    236  1.1  mrg 			break;
    237  1.1  mrg # endif
    238  1.1  mrg # ifdef FLY
    239  1.1  mrg 		  case FLYER:
    240  1.1  mrg 			pp = play_at(y, x);
    241  1.1  mrg 			message(pp, "Zing!");
    242  1.1  mrg 			break;
    243  1.1  mrg # endif
    244  1.1  mrg 		  case LEFTS:
    245  1.1  mrg 		  case RIGHT:
    246  1.1  mrg 		  case BELOW:
    247  1.1  mrg 		  case ABOVE:
    248  1.1  mrg 			/*
    249  1.1  mrg 			 * give the person a chance to catch a
    250  1.1  mrg 			 * grenade if s/he is facing it
    251  1.1  mrg 			 */
    252  1.1  mrg 			pp = play_at(y, x);
    253  1.1  mrg 			pp->p_ident->i_shot += bp->b_charge;
    254  1.1  mrg 			if (opposite(bp->b_face, Maze[y][x])) {
    255  1.1  mrg 			    if (rand_num(100) < 10) {
    256  1.1  mrg 				if (bp->b_owner != NULL)
    257  1.1  mrg 					message(bp->b_owner,
    258  1.1  mrg 					    "Your charge was absorbed!");
    259  1.1  mrg 				if (bp->b_score != NULL)
    260  1.1  mrg 					bp->b_score->i_robbed += bp->b_charge;
    261  1.1  mrg 				pp->p_ammo += bp->b_charge;
    262  1.1  mrg 				if (pp->p_damage + bp->b_size * MINDAM
    263  1.1  mrg 				    > pp->p_damcap)
    264  1.1  mrg 					pp->p_ident->i_saved++;
    265  1.1  mrg 				message(pp, "Absorbed charge (good shield!)");
    266  1.1  mrg 				pp->p_ident->i_absorbed += bp->b_charge;
    267  1.1  mrg 				free((char *) bp);
    268  1.1  mrg 				(void) sprintf(Buf, "%3d", pp->p_ammo);
    269  1.1  mrg 				cgoto(pp, STAT_AMMO_ROW, STAT_VALUE_COL);
    270  1.1  mrg 				outstr(pp, Buf, 3);
    271  1.1  mrg 				return FALSE;
    272  1.1  mrg 			    }
    273  1.1  mrg 			    pp->p_ident->i_faced += bp->b_charge;
    274  1.1  mrg 			}
    275  1.1  mrg 			/*
    276  1.1  mrg 			 * Small chance that the bullet just misses the
    277  1.1  mrg 			 * person.  If so, the bullet just goes on its
    278  1.1  mrg 			 * merry way without exploding.
    279  1.1  mrg 			 */
    280  1.1  mrg 			if (rand_num(100) < 5) {
    281  1.1  mrg 				pp->p_ident->i_ducked += bp->b_charge;
    282  1.1  mrg 				if (pp->p_damage + bp->b_size * MINDAM
    283  1.1  mrg 				    > pp->p_damcap)
    284  1.1  mrg 					pp->p_ident->i_saved++;
    285  1.1  mrg 				if (bp->b_score != NULL)
    286  1.1  mrg 					bp->b_score->i_missed += bp->b_charge;
    287  1.1  mrg 				message(pp, "Zing!");
    288  1.1  mrg 				if (bp->b_owner == NULL)
    289  1.1  mrg 					break;
    290  1.1  mrg 				message(bp->b_owner,
    291  1.1  mrg 					((bp->b_score->i_missed & 0x7) == 0x7) ?
    292  1.1  mrg 					"My!  What a bad shot you are!" :
    293  1.1  mrg 					"Missed him");
    294  1.1  mrg 				break;
    295  1.1  mrg 			}
    296  1.1  mrg 			/*
    297  1.1  mrg 			 * The shot hit that sucker!  Blow it up.
    298  1.1  mrg 			 */
    299  1.1  mrg 			/* FALLTHROUGH */
    300  1.1  mrg # ifndef RANDOM
    301  1.1  mrg 		  case DOOR:
    302  1.1  mrg # endif
    303  1.1  mrg 		  case WALL1:
    304  1.1  mrg 		  case WALL2:
    305  1.1  mrg 		  case WALL3:
    306  1.1  mrg 			bp->b_expl = TRUE;
    307  1.1  mrg 			break;
    308  1.1  mrg 		}
    309  1.1  mrg 
    310  1.1  mrg 		bp->b_x = x;
    311  1.1  mrg 		bp->b_y = y;
    312  1.1  mrg 	}
    313  1.1  mrg 	return TRUE;
    314  1.1  mrg }
    315  1.1  mrg 
    316  1.1  mrg # ifdef	DRONE
    317  1.1  mrg /*
    318  1.1  mrg  * move_drone:
    319  1.1  mrg  *	Move the drone to the next square
    320  1.1  mrg  */
    321  1.1  mrg move_drone(bp)
    322  1.1  mrg register BULLET	*bp;
    323  1.1  mrg {
    324  1.1  mrg 	register int	mask, count;
    325  1.1  mrg 	register int	n, dir;
    326  1.1  mrg 	register PLAYER	*pp;
    327  1.1  mrg 
    328  1.1  mrg 	/*
    329  1.1  mrg 	 * See if we can give someone a blast
    330  1.1  mrg 	 */
    331  1.1  mrg 	if (isplayer(Maze[bp->b_y][bp->b_x - 1])) {
    332  1.1  mrg 		dir = WEST;
    333  1.1  mrg 		goto drone_move;
    334  1.1  mrg 	}
    335  1.1  mrg 	if (isplayer(Maze[bp->b_y - 1][bp->b_x])) {
    336  1.1  mrg 		dir = NORTH;
    337  1.1  mrg 		goto drone_move;
    338  1.1  mrg 	}
    339  1.1  mrg 	if (isplayer(Maze[bp->b_y + 1][bp->b_x])) {
    340  1.1  mrg 		dir = SOUTH;
    341  1.1  mrg 		goto drone_move;
    342  1.1  mrg 	}
    343  1.1  mrg 	if (isplayer(Maze[bp->b_y][bp->b_x + 1])) {
    344  1.1  mrg 		dir = EAST;
    345  1.1  mrg 		goto drone_move;
    346  1.1  mrg 	}
    347  1.1  mrg 
    348  1.1  mrg 	/*
    349  1.1  mrg 	 * Find out what directions are clear
    350  1.1  mrg 	 */
    351  1.1  mrg 	mask = count = 0;
    352  1.1  mrg 	if (!iswall(bp->b_y, bp->b_x - 1))
    353  1.1  mrg 		mask |= WEST, count++;
    354  1.1  mrg 	if (!iswall(bp->b_y - 1, bp->b_x))
    355  1.1  mrg 		mask |= NORTH, count++;
    356  1.1  mrg 	if (!iswall(bp->b_y + 1, bp->b_x))
    357  1.1  mrg 		mask |= SOUTH, count++;
    358  1.1  mrg 	if (!iswall(bp->b_y, bp->b_x + 1))
    359  1.1  mrg 		mask |= EAST, count++;
    360  1.1  mrg 
    361  1.1  mrg 	/*
    362  1.1  mrg 	 * All blocked up, just you wait
    363  1.1  mrg 	 */
    364  1.1  mrg 	if (count == 0)
    365  1.1  mrg 		return TRUE;
    366  1.1  mrg 
    367  1.1  mrg 	/*
    368  1.1  mrg 	 * Only one way to go.
    369  1.1  mrg 	 */
    370  1.1  mrg 	if (count == 1) {
    371  1.1  mrg 		dir = mask;
    372  1.1  mrg 		goto drone_move;
    373  1.1  mrg 	}
    374  1.1  mrg 
    375  1.1  mrg 	/*
    376  1.1  mrg 	 * Get rid of the direction that we came from
    377  1.1  mrg 	 */
    378  1.1  mrg 	switch (bp->b_face) {
    379  1.1  mrg 	  case LEFTS:
    380  1.1  mrg 		if (mask & EAST)
    381  1.1  mrg 			mask &= ~EAST, count--;
    382  1.1  mrg 		break;
    383  1.1  mrg 	  case RIGHT:
    384  1.1  mrg 		if (mask & WEST)
    385  1.1  mrg 			mask &= ~WEST, count--;
    386  1.1  mrg 		break;
    387  1.1  mrg 	  case ABOVE:
    388  1.1  mrg 		if (mask & SOUTH)
    389  1.1  mrg 			mask &= ~SOUTH, count--;
    390  1.1  mrg 		break;
    391  1.1  mrg 	  case BELOW:
    392  1.1  mrg 		if (mask & NORTH)
    393  1.1  mrg 			mask &= ~NORTH, count--;
    394  1.1  mrg 		break;
    395  1.1  mrg 	}
    396  1.1  mrg 
    397  1.1  mrg 	/*
    398  1.1  mrg 	 * Pick one of the remaining directions
    399  1.1  mrg 	 */
    400  1.1  mrg 	n = rand_num(count);
    401  1.1  mrg 	if (n >= 0 && mask & NORTH)
    402  1.1  mrg 		dir = NORTH, n--;
    403  1.1  mrg 	if (n >= 0 && mask & SOUTH)
    404  1.1  mrg 		dir = SOUTH, n--;
    405  1.1  mrg 	if (n >= 0 && mask & EAST)
    406  1.1  mrg 		dir = EAST, n--;
    407  1.1  mrg 	if (n >= 0 && mask & WEST)
    408  1.1  mrg 		dir = WEST, n--;
    409  1.1  mrg 
    410  1.1  mrg 	/*
    411  1.1  mrg 	 * Now that we know the direction of movement,
    412  1.1  mrg 	 * just update the position of the drone
    413  1.1  mrg 	 */
    414  1.1  mrg drone_move:
    415  1.1  mrg 	switch (dir) {
    416  1.1  mrg 	  case WEST:
    417  1.1  mrg 		bp->b_x--;
    418  1.1  mrg 		bp->b_face = LEFTS;
    419  1.1  mrg 		break;
    420  1.1  mrg 	  case EAST:
    421  1.1  mrg 		bp->b_x++;
    422  1.1  mrg 		bp->b_face = RIGHT;
    423  1.1  mrg 		break;
    424  1.1  mrg 	  case NORTH:
    425  1.1  mrg 		bp->b_y--;
    426  1.1  mrg 		bp->b_face = ABOVE;
    427  1.1  mrg 		break;
    428  1.1  mrg 	  case SOUTH:
    429  1.1  mrg 		bp->b_y++;
    430  1.1  mrg 		bp->b_face = BELOW;
    431  1.1  mrg 		break;
    432  1.1  mrg 	}
    433  1.1  mrg 	switch (Maze[bp->b_y][bp->b_x]) {
    434  1.1  mrg 	  case LEFTS:
    435  1.1  mrg 	  case RIGHT:
    436  1.1  mrg 	  case BELOW:
    437  1.1  mrg 	  case ABOVE:
    438  1.1  mrg 		/*
    439  1.1  mrg 		 * give the person a chance to catch a
    440  1.1  mrg 		 * drone if s/he is facing it
    441  1.1  mrg 		 */
    442  1.1  mrg 		if (rand_num(100) < 1 &&
    443  1.1  mrg 		opposite(bp->b_face, Maze[bp->b_y][bp->b_x])) {
    444  1.1  mrg 			pp = play_at(bp->b_y, bp->b_x);
    445  1.1  mrg 			pp->p_ammo += bp->b_charge;
    446  1.1  mrg 			message(pp, "**** Absorbed drone ****");
    447  1.1  mrg 			free((char *) bp);
    448  1.1  mrg 			(void) sprintf(Buf, "%3d", pp->p_ammo);
    449  1.1  mrg 			cgoto(pp, STAT_AMMO_ROW, STAT_VALUE_COL);
    450  1.1  mrg 			outstr(pp, Buf, 3);
    451  1.1  mrg 			return FALSE;
    452  1.1  mrg 		}
    453  1.1  mrg 		bp->b_expl = TRUE;
    454  1.1  mrg 		break;
    455  1.1  mrg 	}
    456  1.1  mrg 	return TRUE;
    457  1.1  mrg }
    458  1.1  mrg # endif
    459  1.1  mrg 
    460  1.1  mrg /*
    461  1.1  mrg  * save_bullet:
    462  1.1  mrg  *	Put this bullet back onto the bullet list
    463  1.1  mrg  */
    464  1.1  mrg save_bullet(bp)
    465  1.1  mrg register BULLET	*bp;
    466  1.1  mrg {
    467  1.1  mrg 	bp->b_over = Maze[bp->b_y][bp->b_x];
    468  1.1  mrg 	switch (bp->b_over) {
    469  1.1  mrg 	  case SHOT:
    470  1.1  mrg 	  case GRENADE:
    471  1.1  mrg 	  case SATCHEL:
    472  1.1  mrg 	  case BOMB:
    473  1.1  mrg # ifdef OOZE
    474  1.1  mrg 	  case SLIME:
    475  1.1  mrg # ifdef VOLCANO
    476  1.1  mrg 	  case LAVA:
    477  1.1  mrg # endif
    478  1.1  mrg # endif
    479  1.1  mrg # ifdef DRONE
    480  1.1  mrg 	  case DSHOT:
    481  1.1  mrg # endif
    482  1.1  mrg 		find_under(Bullets, bp);
    483  1.1  mrg 		break;
    484  1.1  mrg 	}
    485  1.1  mrg 
    486  1.1  mrg 	switch (bp->b_over) {
    487  1.1  mrg 	  case LEFTS:
    488  1.1  mrg 	  case RIGHT:
    489  1.1  mrg 	  case ABOVE:
    490  1.1  mrg 	  case BELOW:
    491  1.1  mrg # ifdef FLY
    492  1.1  mrg 	  case FLYER:
    493  1.1  mrg # endif
    494  1.1  mrg 		mark_player(bp);
    495  1.1  mrg 		break;
    496  1.1  mrg # ifdef BOOTS
    497  1.1  mrg 	  case BOOT:
    498  1.1  mrg 	  case BOOT_PAIR:
    499  1.1  mrg 		mark_boot(bp);
    500  1.1  mrg # endif
    501  1.1  mrg 
    502  1.1  mrg 	  default:
    503  1.1  mrg 		Maze[bp->b_y][bp->b_x] = bp->b_type;
    504  1.1  mrg 		break;
    505  1.1  mrg 	}
    506  1.1  mrg 
    507  1.1  mrg 	bp->b_next = Bullets;
    508  1.1  mrg 	Bullets = bp;
    509  1.1  mrg }
    510  1.1  mrg 
    511  1.1  mrg /*
    512  1.1  mrg  * move_flyer:
    513  1.1  mrg  *	Update the position of a player in flight
    514  1.1  mrg  */
    515  1.1  mrg move_flyer(pp)
    516  1.1  mrg register PLAYER	*pp;
    517  1.1  mrg {
    518  1.1  mrg 	register int	x, y;
    519  1.1  mrg 
    520  1.1  mrg 	if (pp->p_undershot) {
    521  1.1  mrg 		fixshots(pp->p_y, pp->p_x, pp->p_over);
    522  1.1  mrg 		pp->p_undershot = FALSE;
    523  1.1  mrg 	}
    524  1.1  mrg 	Maze[pp->p_y][pp->p_x] = pp->p_over;
    525  1.1  mrg 	x = pp->p_x + pp->p_flyx;
    526  1.1  mrg 	y = pp->p_y + pp->p_flyy;
    527  1.1  mrg 	if (x < 1) {
    528  1.1  mrg 		x = 1 - x;
    529  1.1  mrg 		pp->p_flyx = -pp->p_flyx;
    530  1.1  mrg 	}
    531  1.1  mrg 	else if (x > WIDTH - 2) {
    532  1.1  mrg 		x = (WIDTH - 2) - (x - (WIDTH - 2));
    533  1.1  mrg 		pp->p_flyx = -pp->p_flyx;
    534  1.1  mrg 	}
    535  1.1  mrg 	if (y < 1) {
    536  1.1  mrg 		y = 1 - y;
    537  1.1  mrg 		pp->p_flyy = -pp->p_flyy;
    538  1.1  mrg 	}
    539  1.1  mrg 	else if (y > HEIGHT - 2) {
    540  1.1  mrg 		y = (HEIGHT - 2) - (y - (HEIGHT - 2));
    541  1.1  mrg 		pp->p_flyy = -pp->p_flyy;
    542  1.1  mrg 	}
    543  1.1  mrg again:
    544  1.1  mrg 	switch (Maze[y][x]) {
    545  1.1  mrg 	  default:
    546  1.1  mrg 		switch (rand_num(4)) {
    547  1.1  mrg 		  case 0:
    548  1.1  mrg 			PLUS_DELTA(x, WIDTH - 2);
    549  1.1  mrg 			break;
    550  1.1  mrg 		  case 1:
    551  1.1  mrg 			MINUS_DELTA(x, 1);
    552  1.1  mrg 			break;
    553  1.1  mrg 		  case 2:
    554  1.1  mrg 			PLUS_DELTA(y, HEIGHT - 2);
    555  1.1  mrg 			break;
    556  1.1  mrg 		  case 3:
    557  1.1  mrg 			MINUS_DELTA(y, 1);
    558  1.1  mrg 			break;
    559  1.1  mrg 		}
    560  1.1  mrg 		goto again;
    561  1.1  mrg 	  case WALL1:
    562  1.1  mrg 	  case WALL2:
    563  1.1  mrg 	  case WALL3:
    564  1.1  mrg # ifdef	REFLECT
    565  1.1  mrg 	  case WALL4:
    566  1.1  mrg 	  case WALL5:
    567  1.1  mrg # endif
    568  1.1  mrg # ifdef	RANDOM
    569  1.1  mrg 	  case DOOR:
    570  1.1  mrg # endif
    571  1.1  mrg 		if (pp->p_flying == 0)
    572  1.1  mrg 			pp->p_flying++;
    573  1.1  mrg 		break;
    574  1.1  mrg 	  case SPACE:
    575  1.1  mrg 		break;
    576  1.1  mrg 	}
    577  1.1  mrg 	pp->p_y = y;
    578  1.1  mrg 	pp->p_x = x;
    579  1.1  mrg 	if (pp->p_flying-- == 0) {
    580  1.1  mrg # ifdef BOOTS
    581  1.1  mrg 		if (pp->p_face != BOOT && pp->p_face != BOOT_PAIR) {
    582  1.1  mrg # endif
    583  1.1  mrg 			checkdam(pp, (PLAYER *) NULL, (IDENT *) NULL,
    584  1.1  mrg 				rand_num(pp->p_damage / 5), FALL);
    585  1.1  mrg 			pp->p_face = rand_dir();
    586  1.1  mrg 			showstat(pp);
    587  1.1  mrg # ifdef BOOTS
    588  1.1  mrg 		}
    589  1.1  mrg 		else {
    590  1.1  mrg 			if (Maze[y][x] == BOOT)
    591  1.1  mrg 				pp->p_face = BOOT_PAIR;
    592  1.1  mrg 			Maze[y][x] = SPACE;
    593  1.1  mrg 		}
    594  1.1  mrg # endif
    595  1.1  mrg 	}
    596  1.1  mrg 	pp->p_over = Maze[y][x];
    597  1.1  mrg 	Maze[y][x] = pp->p_face;
    598  1.1  mrg 	showexpl(y, x, pp->p_face);
    599  1.1  mrg }
    600  1.1  mrg 
    601  1.1  mrg /*
    602  1.1  mrg  * chkshot
    603  1.1  mrg  *	Handle explosions
    604  1.1  mrg  */
    605  1.1  mrg chkshot(bp, next)
    606  1.1  mrg register BULLET	*bp;
    607  1.1  mrg BULLET		*next;
    608  1.1  mrg {
    609  1.1  mrg 	register int	y, x;
    610  1.1  mrg 	register int	dy, dx, absdy;
    611  1.1  mrg 	register int	delta, damage;
    612  1.1  mrg 	register char	expl;
    613  1.1  mrg 	register PLAYER	*pp;
    614  1.1  mrg 
    615  1.1  mrg 	switch (bp->b_type) {
    616  1.1  mrg 	  case SHOT:
    617  1.1  mrg 	  case MINE:
    618  1.1  mrg 	  case GRENADE:
    619  1.1  mrg 	  case GMINE:
    620  1.1  mrg 	  case SATCHEL:
    621  1.1  mrg 	  case BOMB:
    622  1.1  mrg 		delta = bp->b_size - 1;
    623  1.1  mrg 		break;
    624  1.1  mrg # ifdef	OOZE
    625  1.1  mrg 	  case SLIME:
    626  1.1  mrg # ifdef VOLCANO
    627  1.1  mrg 	  case LAVA:
    628  1.1  mrg # endif
    629  1.1  mrg 		chkslime(bp, next);
    630  1.1  mrg 		return;
    631  1.1  mrg # endif
    632  1.1  mrg # ifdef DRONE
    633  1.1  mrg 	  case DSHOT:
    634  1.1  mrg 		bp->b_type = SLIME;
    635  1.1  mrg 		chkslime(bp, next);
    636  1.1  mrg 		return;
    637  1.1  mrg # endif
    638  1.1  mrg 	}
    639  1.1  mrg 	for (y = bp->b_y - delta; y <= bp->b_y + delta; y++) {
    640  1.1  mrg 		if (y < 0 || y >= HEIGHT)
    641  1.1  mrg 			continue;
    642  1.1  mrg 		dy = y - bp->b_y;
    643  1.1  mrg 		absdy = (dy < 0) ? -dy : dy;
    644  1.1  mrg 		for (x = bp->b_x - delta; x <= bp->b_x + delta; x++) {
    645  1.1  mrg 			if (x < 0 || x >= WIDTH)
    646  1.1  mrg 				continue;
    647  1.1  mrg 			dx = x - bp->b_x;
    648  1.1  mrg 			if (dx == 0)
    649  1.1  mrg 				expl = (dy == 0) ? '*' : '|';
    650  1.1  mrg 			else if (dy == 0)
    651  1.1  mrg 				expl = '-';
    652  1.1  mrg 			else if (dx == dy)
    653  1.1  mrg 				expl = '\\';
    654  1.1  mrg 			else if (dx == -dy)
    655  1.1  mrg 				expl = '/';
    656  1.1  mrg 			else
    657  1.1  mrg 				expl = '*';
    658  1.1  mrg 			showexpl(y, x, expl);
    659  1.1  mrg 			switch (Maze[y][x]) {
    660  1.1  mrg 			  case LEFTS:
    661  1.1  mrg 			  case RIGHT:
    662  1.1  mrg 			  case ABOVE:
    663  1.1  mrg 			  case BELOW:
    664  1.1  mrg # ifdef FLY
    665  1.1  mrg 			  case FLYER:
    666  1.1  mrg # endif
    667  1.1  mrg 				if (dx < 0)
    668  1.1  mrg 					dx = -dx;
    669  1.1  mrg 				if (absdy > dx)
    670  1.1  mrg 					damage = bp->b_size - absdy;
    671  1.1  mrg 				else
    672  1.1  mrg 					damage = bp->b_size - dx;
    673  1.1  mrg 				pp = play_at(y, x);
    674  1.1  mrg 				checkdam(pp, bp->b_owner, bp->b_score,
    675  1.1  mrg 					damage * MINDAM, bp->b_type);
    676  1.1  mrg 				break;
    677  1.1  mrg 			  case GMINE:
    678  1.1  mrg 			  case MINE:
    679  1.1  mrg 				add_shot((Maze[y][x] == GMINE) ?
    680  1.1  mrg 					GRENADE : SHOT,
    681  1.1  mrg 					y, x, LEFTS,
    682  1.1  mrg 					(Maze[y][x] == GMINE) ?
    683  1.1  mrg 					GRENREQ : BULREQ,
    684  1.1  mrg 					(PLAYER *) NULL, TRUE, SPACE);
    685  1.1  mrg 				Maze[y][x] = SPACE;
    686  1.1  mrg 				break;
    687  1.1  mrg 			}
    688  1.1  mrg 		}
    689  1.1  mrg 	}
    690  1.1  mrg }
    691  1.1  mrg 
    692  1.1  mrg # ifdef	OOZE
    693  1.1  mrg /*
    694  1.1  mrg  * chkslime:
    695  1.1  mrg  *	handle slime shot exploding
    696  1.1  mrg  */
    697  1.1  mrg chkslime(bp, next)
    698  1.1  mrg register BULLET	*bp;
    699  1.1  mrg BULLET		*next;
    700  1.1  mrg {
    701  1.1  mrg 	register BULLET	*nbp;
    702  1.1  mrg 
    703  1.1  mrg 	switch (Maze[bp->b_y][bp->b_x]) {
    704  1.1  mrg 	  case WALL1:
    705  1.1  mrg 	  case WALL2:
    706  1.1  mrg 	  case WALL3:
    707  1.1  mrg # ifdef	REFLECT
    708  1.1  mrg 	  case WALL4:
    709  1.1  mrg 	  case WALL5:
    710  1.1  mrg # endif
    711  1.1  mrg # ifdef	RANDOM
    712  1.1  mrg 	  case DOOR:
    713  1.1  mrg # endif
    714  1.1  mrg 		switch (bp->b_face) {
    715  1.1  mrg 		  case LEFTS:
    716  1.1  mrg 			bp->b_x++;
    717  1.1  mrg 			break;
    718  1.1  mrg 		  case RIGHT:
    719  1.1  mrg 			bp->b_x--;
    720  1.1  mrg 			break;
    721  1.1  mrg 		  case ABOVE:
    722  1.1  mrg 			bp->b_y++;
    723  1.1  mrg 			break;
    724  1.1  mrg 		  case BELOW:
    725  1.1  mrg 			bp->b_y--;
    726  1.1  mrg 			break;
    727  1.1  mrg 		}
    728  1.1  mrg 		break;
    729  1.1  mrg 	}
    730  1.1  mrg 	nbp = (BULLET *) malloc(sizeof (BULLET));
    731  1.1  mrg 	*nbp = *bp;
    732  1.1  mrg # ifdef VOLCANO
    733  1.1  mrg 	move_slime(nbp, nbp->b_type == SLIME ? SLIMESPEED : LAVASPEED, next);
    734  1.1  mrg # else
    735  1.1  mrg 	move_slime(nbp, SLIMESPEED, next);
    736  1.1  mrg # endif
    737  1.1  mrg }
    738  1.1  mrg 
    739  1.1  mrg /*
    740  1.1  mrg  * move_slime:
    741  1.1  mrg  *	move the given slime shot speed times and add it back if
    742  1.1  mrg  *	it hasn't fizzled yet
    743  1.1  mrg  */
    744  1.1  mrg move_slime(bp, speed, next)
    745  1.1  mrg register BULLET	*bp;
    746  1.1  mrg register int	speed;
    747  1.1  mrg BULLET		*next;
    748  1.1  mrg {
    749  1.1  mrg 	register int	i, j, dirmask, count;
    750  1.1  mrg 	register PLAYER	*pp;
    751  1.1  mrg 	register BULLET	*nbp;
    752  1.1  mrg 
    753  1.1  mrg 	if (speed == 0) {
    754  1.1  mrg 		if (bp->b_charge <= 0)
    755  1.1  mrg 			free((char *) bp);
    756  1.1  mrg 		else
    757  1.1  mrg 			save_bullet(bp);
    758  1.1  mrg 		return;
    759  1.1  mrg 	}
    760  1.1  mrg 
    761  1.1  mrg # ifdef VOLCANO
    762  1.1  mrg 	showexpl(bp->b_y, bp->b_x, bp->b_type == LAVA ? LAVA : '*');
    763  1.1  mrg # else
    764  1.1  mrg 	showexpl(bp->b_y, bp->b_x, '*');
    765  1.1  mrg # endif
    766  1.1  mrg 	switch (Maze[bp->b_y][bp->b_x]) {
    767  1.1  mrg 	  case LEFTS:
    768  1.1  mrg 	  case RIGHT:
    769  1.1  mrg 	  case ABOVE:
    770  1.1  mrg 	  case BELOW:
    771  1.1  mrg # ifdef FLY
    772  1.1  mrg 	  case FLYER:
    773  1.1  mrg # endif
    774  1.1  mrg 		pp = play_at(bp->b_y, bp->b_x);
    775  1.1  mrg 		message(pp, "You've been slimed.");
    776  1.1  mrg 		checkdam(pp, bp->b_owner, bp->b_score, MINDAM, bp->b_type);
    777  1.1  mrg 		break;
    778  1.1  mrg 	  case SHOT:
    779  1.1  mrg 	  case GRENADE:
    780  1.1  mrg 	  case SATCHEL:
    781  1.1  mrg 	  case BOMB:
    782  1.1  mrg # ifdef DRONE
    783  1.1  mrg 	  case DSHOT:
    784  1.1  mrg # endif
    785  1.1  mrg 		explshot(next, bp->b_y, bp->b_x);
    786  1.1  mrg 		explshot(Bullets, bp->b_y, bp->b_x);
    787  1.1  mrg 		break;
    788  1.1  mrg 	}
    789  1.1  mrg 
    790  1.1  mrg 	if (--bp->b_charge <= 0) {
    791  1.1  mrg 		free((char *) bp);
    792  1.1  mrg 		return;
    793  1.1  mrg 	}
    794  1.1  mrg 
    795  1.1  mrg 	dirmask = 0;
    796  1.1  mrg 	count = 0;
    797  1.1  mrg 	switch (bp->b_face) {
    798  1.1  mrg 	  case LEFTS:
    799  1.1  mrg 		if (!iswall(bp->b_y, bp->b_x - 1))
    800  1.1  mrg 			dirmask |= WEST, count++;
    801  1.1  mrg 		if (!iswall(bp->b_y - 1, bp->b_x))
    802  1.1  mrg 			dirmask |= NORTH, count++;
    803  1.1  mrg 		if (!iswall(bp->b_y + 1, bp->b_x))
    804  1.1  mrg 			dirmask |= SOUTH, count++;
    805  1.1  mrg 		if (dirmask == 0)
    806  1.1  mrg 			if (!iswall(bp->b_y, bp->b_x + 1))
    807  1.1  mrg 				dirmask |= EAST, count++;
    808  1.1  mrg 		break;
    809  1.1  mrg 	  case RIGHT:
    810  1.1  mrg 		if (!iswall(bp->b_y, bp->b_x + 1))
    811  1.1  mrg 			dirmask |= EAST, count++;
    812  1.1  mrg 		if (!iswall(bp->b_y - 1, bp->b_x))
    813  1.1  mrg 			dirmask |= NORTH, count++;
    814  1.1  mrg 		if (!iswall(bp->b_y + 1, bp->b_x))
    815  1.1  mrg 			dirmask |= SOUTH, count++;
    816  1.1  mrg 		if (dirmask == 0)
    817  1.1  mrg 			if (!iswall(bp->b_y, bp->b_x - 1))
    818  1.1  mrg 				dirmask |= WEST, count++;
    819  1.1  mrg 		break;
    820  1.1  mrg 	  case ABOVE:
    821  1.1  mrg 		if (!iswall(bp->b_y - 1, bp->b_x))
    822  1.1  mrg 			dirmask |= NORTH, count++;
    823  1.1  mrg 		if (!iswall(bp->b_y, bp->b_x - 1))
    824  1.1  mrg 			dirmask |= WEST, count++;
    825  1.1  mrg 		if (!iswall(bp->b_y, bp->b_x + 1))
    826  1.1  mrg 			dirmask |= EAST, count++;
    827  1.1  mrg 		if (dirmask == 0)
    828  1.1  mrg 			if (!iswall(bp->b_y + 1, bp->b_x))
    829  1.1  mrg 				dirmask |= SOUTH, count++;
    830  1.1  mrg 		break;
    831  1.1  mrg 	  case BELOW:
    832  1.1  mrg 		if (!iswall(bp->b_y + 1, bp->b_x))
    833  1.1  mrg 			dirmask |= SOUTH, count++;
    834  1.1  mrg 		if (!iswall(bp->b_y, bp->b_x - 1))
    835  1.1  mrg 			dirmask |= WEST, count++;
    836  1.1  mrg 		if (!iswall(bp->b_y, bp->b_x + 1))
    837  1.1  mrg 			dirmask |= EAST, count++;
    838  1.1  mrg 		if (dirmask == 0)
    839  1.1  mrg 			if (!iswall(bp->b_y - 1, bp->b_x))
    840  1.1  mrg 				dirmask |= NORTH, count++;
    841  1.1  mrg 		break;
    842  1.1  mrg 	}
    843  1.1  mrg 	if (count == 0) {
    844  1.1  mrg 		/*
    845  1.1  mrg 		 * No place to go.  Just sit here for a while and wait
    846  1.1  mrg 		 * for adjacent squares to clear out.
    847  1.1  mrg 		 */
    848  1.1  mrg 		save_bullet(bp);
    849  1.1  mrg 		return;
    850  1.1  mrg 	}
    851  1.1  mrg 	if (bp->b_charge < count) {
    852  1.1  mrg 		/* Only bp->b_charge paths may be taken */
    853  1.1  mrg 		while (count > bp->b_charge) {
    854  1.1  mrg 			if (dirmask & WEST)
    855  1.1  mrg 				dirmask &= ~WEST;
    856  1.1  mrg 			else if (dirmask & EAST)
    857  1.1  mrg 				dirmask &= ~EAST;
    858  1.1  mrg 			else if (dirmask & NORTH)
    859  1.1  mrg 				dirmask &= ~NORTH;
    860  1.1  mrg 			else if (dirmask & SOUTH)
    861  1.1  mrg 				dirmask &= ~SOUTH;
    862  1.1  mrg 			count--;
    863  1.1  mrg 		}
    864  1.1  mrg 	}
    865  1.1  mrg 
    866  1.1  mrg 	i = bp->b_charge / count;
    867  1.1  mrg 	j = bp->b_charge % count;
    868  1.1  mrg 	if (dirmask & WEST) {
    869  1.1  mrg 		count--;
    870  1.1  mrg 		nbp = create_shot(bp->b_type, bp->b_y, bp->b_x - 1, LEFTS,
    871  1.1  mrg 			i, bp->b_size, bp->b_owner, bp->b_score, TRUE, SPACE);
    872  1.1  mrg 		move_slime(nbp, speed - 1, next);
    873  1.1  mrg 	}
    874  1.1  mrg 	if (dirmask & EAST) {
    875  1.1  mrg 		count--;
    876  1.1  mrg 		nbp = create_shot(bp->b_type, bp->b_y, bp->b_x + 1, RIGHT,
    877  1.1  mrg 			(count < j) ? i + 1 : i, bp->b_size, bp->b_owner,
    878  1.1  mrg 			bp->b_score, TRUE, SPACE);
    879  1.1  mrg 		move_slime(nbp, speed - 1, next);
    880  1.1  mrg 	}
    881  1.1  mrg 	if (dirmask & NORTH) {
    882  1.1  mrg 		count--;
    883  1.1  mrg 		nbp = create_shot(bp->b_type, bp->b_y - 1, bp->b_x, ABOVE,
    884  1.1  mrg 			(count < j) ? i + 1 : i, bp->b_size, bp->b_owner,
    885  1.1  mrg 			bp->b_score, TRUE, SPACE);
    886  1.1  mrg 		move_slime(nbp, speed - 1, next);
    887  1.1  mrg 	}
    888  1.1  mrg 	if (dirmask & SOUTH) {
    889  1.1  mrg 		count--;
    890  1.1  mrg 		nbp = create_shot(bp->b_type, bp->b_y + 1, bp->b_x, BELOW,
    891  1.1  mrg 			(count < j) ? i + 1 : i, bp->b_size, bp->b_owner,
    892  1.1  mrg 			bp->b_score, TRUE, SPACE);
    893  1.1  mrg 		move_slime(nbp, speed - 1, next);
    894  1.1  mrg 	}
    895  1.1  mrg 
    896  1.1  mrg 	free((char *) bp);
    897  1.1  mrg }
    898  1.1  mrg 
    899  1.1  mrg /*
    900  1.1  mrg  * iswall:
    901  1.1  mrg  *	returns whether the given location is a wall
    902  1.1  mrg  */
    903  1.1  mrg iswall(y, x)
    904  1.1  mrg register int	y, x;
    905  1.1  mrg {
    906  1.1  mrg 	if (y < 0 || x < 0 || y >= HEIGHT || x >= WIDTH)
    907  1.1  mrg 		return TRUE;
    908  1.1  mrg 	switch (Maze[y][x]) {
    909  1.1  mrg 	  case WALL1:
    910  1.1  mrg 	  case WALL2:
    911  1.1  mrg 	  case WALL3:
    912  1.1  mrg # ifdef	REFLECT
    913  1.1  mrg 	  case WALL4:
    914  1.1  mrg 	  case WALL5:
    915  1.1  mrg # endif
    916  1.1  mrg # ifdef	RANDOM
    917  1.1  mrg 	  case DOOR:
    918  1.1  mrg # endif
    919  1.1  mrg # ifdef OOZE
    920  1.1  mrg 	  case SLIME:
    921  1.1  mrg # ifdef VOLCANO
    922  1.1  mrg 	  case LAVA:
    923  1.1  mrg # endif
    924  1.1  mrg # endif
    925  1.1  mrg 		return TRUE;
    926  1.1  mrg 	}
    927  1.1  mrg 	return FALSE;
    928  1.1  mrg }
    929  1.1  mrg # endif
    930  1.1  mrg 
    931  1.1  mrg /*
    932  1.1  mrg  * zapshot:
    933  1.1  mrg  *	Take a shot out of the air.
    934  1.1  mrg  */
    935  1.1  mrg zapshot(blist, obp)
    936  1.1  mrg register BULLET	*blist, *obp;
    937  1.1  mrg {
    938  1.1  mrg 	register BULLET	*bp;
    939  1.1  mrg 	register FLAG	explode;
    940  1.1  mrg 
    941  1.1  mrg 	explode = FALSE;
    942  1.1  mrg 	for (bp = blist; bp != NULL; bp = bp->b_next) {
    943  1.1  mrg 		if (bp->b_x != obp->b_x || bp->b_y != obp->b_y)
    944  1.1  mrg 			continue;
    945  1.1  mrg 		if (bp->b_face == obp->b_face)
    946  1.1  mrg 			continue;
    947  1.1  mrg 		explode = TRUE;
    948  1.1  mrg 		break;
    949  1.1  mrg 	}
    950  1.1  mrg 	if (!explode)
    951  1.1  mrg 		return;
    952  1.1  mrg 	explshot(blist, obp->b_y, obp->b_x);
    953  1.1  mrg }
    954  1.1  mrg 
    955  1.1  mrg /*
    956  1.1  mrg  * explshot -
    957  1.1  mrg  *	Make all shots at this location blow up
    958  1.1  mrg  */
    959  1.1  mrg explshot(blist, y, x)
    960  1.1  mrg register BULLET	*blist;
    961  1.1  mrg register int	y, x;
    962  1.1  mrg {
    963  1.1  mrg 	register BULLET	*bp;
    964  1.1  mrg 
    965  1.1  mrg 	for (bp = blist; bp != NULL; bp = bp->b_next)
    966  1.1  mrg 		if (bp->b_x == x && bp->b_y == y) {
    967  1.1  mrg 			bp->b_expl = TRUE;
    968  1.1  mrg 			if (bp->b_owner != NULL)
    969  1.1  mrg 				message(bp->b_owner, "Shot intercepted");
    970  1.1  mrg 		}
    971  1.1  mrg }
    972  1.1  mrg 
    973  1.1  mrg /*
    974  1.1  mrg  * play_at:
    975  1.1  mrg  *	Return a pointer to the player at the given location
    976  1.1  mrg  */
    977  1.1  mrg PLAYER *
    978  1.1  mrg play_at(y, x)
    979  1.1  mrg register int	y, x;
    980  1.1  mrg {
    981  1.1  mrg 	register PLAYER	*pp;
    982  1.1  mrg 
    983  1.1  mrg 	for (pp = Player; pp < End_player; pp++)
    984  1.1  mrg 		if (pp->p_x == x && pp->p_y == y)
    985  1.1  mrg 			return pp;
    986  1.1  mrg 	fprintf(stderr, "driver: couldn't find player at (%d,%d)\n", x, y);
    987  1.1  mrg 	abort();
    988  1.1  mrg 	/* NOTREACHED */
    989  1.1  mrg }
    990  1.1  mrg 
    991  1.1  mrg /*
    992  1.1  mrg  * opposite:
    993  1.1  mrg  *	Return TRUE if the bullet direction faces the opposite direction
    994  1.1  mrg  *	of the player in the maze
    995  1.1  mrg  */
    996  1.1  mrg opposite(face, dir)
    997  1.1  mrg int	face;
    998  1.1  mrg char	dir;
    999  1.1  mrg {
   1000  1.1  mrg 	switch (face) {
   1001  1.1  mrg 	  case LEFTS:
   1002  1.1  mrg 		return (dir == RIGHT);
   1003  1.1  mrg 	  case RIGHT:
   1004  1.1  mrg 		return (dir == LEFTS);
   1005  1.1  mrg 	  case ABOVE:
   1006  1.1  mrg 		return (dir == BELOW);
   1007  1.1  mrg 	  case BELOW:
   1008  1.1  mrg 		return (dir == ABOVE);
   1009  1.1  mrg 	  default:
   1010  1.1  mrg 		return FALSE;
   1011  1.1  mrg 	}
   1012  1.1  mrg }
   1013  1.1  mrg 
   1014  1.1  mrg /*
   1015  1.1  mrg  * is_bullet:
   1016  1.1  mrg  *	Is there a bullet at the given coordinates?  If so, return
   1017  1.1  mrg  *	a pointer to the bullet, otherwise return NULL
   1018  1.1  mrg  */
   1019  1.1  mrg BULLET *
   1020  1.1  mrg is_bullet(y, x)
   1021  1.1  mrg register int	y, x;
   1022  1.1  mrg {
   1023  1.1  mrg 	register BULLET	*bp;
   1024  1.1  mrg 
   1025  1.1  mrg 	for (bp = Bullets; bp != NULL; bp = bp->b_next)
   1026  1.1  mrg 		if (bp->b_y == y && bp->b_x == x)
   1027  1.1  mrg 			return bp;
   1028  1.1  mrg 	return NULL;
   1029  1.1  mrg }
   1030  1.1  mrg 
   1031  1.1  mrg /*
   1032  1.1  mrg  * fixshots:
   1033  1.1  mrg  *	change the underlying character of the shots at a location
   1034  1.1  mrg  *	to the given character.
   1035  1.1  mrg  */
   1036  1.1  mrg fixshots(y, x, over)
   1037  1.1  mrg register int	y, x;
   1038  1.1  mrg char		over;
   1039  1.1  mrg {
   1040  1.1  mrg 	register BULLET	*bp;
   1041  1.1  mrg 
   1042  1.1  mrg 	for (bp = Bullets; bp != NULL; bp = bp->b_next)
   1043  1.1  mrg 		if (bp->b_y == y && bp->b_x == x)
   1044  1.1  mrg 			bp->b_over = over;
   1045  1.1  mrg }
   1046  1.1  mrg 
   1047  1.1  mrg /*
   1048  1.1  mrg  * find_under:
   1049  1.1  mrg  *	find the underlying character for a bullet when it lands
   1050  1.1  mrg  *	on another bullet.
   1051  1.1  mrg  */
   1052  1.1  mrg find_under(blist, bp)
   1053  1.1  mrg register BULLET	*blist, *bp;
   1054  1.1  mrg {
   1055  1.1  mrg 	register BULLET	*nbp;
   1056  1.1  mrg 
   1057  1.1  mrg 	for (nbp = blist; nbp != NULL; nbp = nbp->b_next)
   1058  1.1  mrg 		if (bp->b_y == nbp->b_y && bp->b_x == nbp->b_x) {
   1059  1.1  mrg 			bp->b_over = nbp->b_over;
   1060  1.1  mrg 			break;
   1061  1.1  mrg 		}
   1062  1.1  mrg }
   1063  1.1  mrg 
   1064  1.1  mrg /*
   1065  1.1  mrg  * mark_player:
   1066  1.1  mrg  *	mark a player as under a shot
   1067  1.1  mrg  */
   1068  1.1  mrg mark_player(bp)
   1069  1.1  mrg register BULLET	*bp;
   1070  1.1  mrg {
   1071  1.1  mrg 	register PLAYER	*pp;
   1072  1.1  mrg 
   1073  1.1  mrg 	for (pp = Player; pp < End_player; pp++)
   1074  1.1  mrg 		if (pp->p_y == bp->b_y && pp->p_x == bp->b_x) {
   1075  1.1  mrg 			pp->p_undershot = TRUE;
   1076  1.1  mrg 			break;
   1077  1.1  mrg 		}
   1078  1.1  mrg }
   1079  1.1  mrg 
   1080  1.1  mrg # ifdef BOOTS
   1081  1.1  mrg /*
   1082  1.1  mrg  * mark_boot:
   1083  1.1  mrg  *	mark a boot as under a shot
   1084  1.1  mrg  */
   1085  1.1  mrg mark_boot(bp)
   1086  1.1  mrg register BULLET	*bp;
   1087  1.1  mrg {
   1088  1.1  mrg 	register PLAYER	*pp;
   1089  1.1  mrg 
   1090  1.1  mrg 	for (pp = Boot; pp < &Boot[NBOOTS]; pp++)
   1091  1.1  mrg 		if (pp->p_y == bp->b_y && pp->p_x == bp->b_x) {
   1092  1.1  mrg 			pp->p_undershot = TRUE;
   1093  1.1  mrg 			break;
   1094  1.1  mrg 		}
   1095  1.1  mrg }
   1096  1.1  mrg # endif
   1097