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