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shots.c revision 1.1.1.2
      1      1.1  mrg /*
      2  1.1.1.2  wiz  * Copyright (c) 1983-2003, Regents of the University of California.
      3  1.1.1.2  wiz  * All rights reserved.
      4  1.1.1.2  wiz  *
      5  1.1.1.2  wiz  * Redistribution and use in source and binary forms, with or without
      6  1.1.1.2  wiz  * modification, are permitted provided that the following conditions are
      7  1.1.1.2  wiz  * met:
      8  1.1.1.2  wiz  *
      9  1.1.1.2  wiz  * + Redistributions of source code must retain the above copyright
     10  1.1.1.2  wiz  *   notice, this list of conditions and the following disclaimer.
     11  1.1.1.2  wiz  * + Redistributions in binary form must reproduce the above copyright
     12  1.1.1.2  wiz  *   notice, this list of conditions and the following disclaimer in the
     13  1.1.1.2  wiz  *   documentation and/or other materials provided with the distribution.
     14  1.1.1.2  wiz  * + Neither the name of the University of California, San Francisco nor
     15  1.1.1.2  wiz  *   the names of its contributors may be used to endorse or promote
     16  1.1.1.2  wiz  *   products derived from this software without specific prior written
     17  1.1.1.2  wiz  *   permission.
     18  1.1.1.2  wiz  *
     19  1.1.1.2  wiz  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
     20  1.1.1.2  wiz  * IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
     21  1.1.1.2  wiz  * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
     22  1.1.1.2  wiz  * PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
     23  1.1.1.2  wiz  * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
     24  1.1.1.2  wiz  * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
     25  1.1.1.2  wiz  * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
     26  1.1.1.2  wiz  * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
     27  1.1.1.2  wiz  * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
     28  1.1.1.2  wiz  * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
     29  1.1.1.2  wiz  * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
     30      1.1  mrg  */
     31      1.1  mrg 
     32      1.1  mrg # include	"hunt.h"
     33      1.1  mrg # include	<signal.h>
     34      1.1  mrg 
     35      1.1  mrg # define	PLUS_DELTA(x, max)	if (x < max) x++; else x--
     36      1.1  mrg # define	MINUS_DELTA(x, min)	if (x > min) x--; else x++
     37      1.1  mrg 
     38      1.1  mrg /*
     39      1.1  mrg  * moveshots:
     40      1.1  mrg  *	Move the shots already in the air, taking explosions into account
     41      1.1  mrg  */
     42      1.1  mrg moveshots()
     43      1.1  mrg {
     44      1.1  mrg 	register BULLET	*bp, *next;
     45      1.1  mrg 	register PLAYER	*pp;
     46      1.1  mrg 	register int	x, y;
     47      1.1  mrg 	register BULLET	*blist;
     48      1.1  mrg 
     49      1.1  mrg 	rollexpl();
     50      1.1  mrg 	if (Bullets == NULL)
     51      1.1  mrg 		goto ret;
     52      1.1  mrg 
     53      1.1  mrg 	/*
     54      1.1  mrg 	 * First we move through the bullet list BULSPD times, looking
     55      1.1  mrg 	 * for things we may have run into.  If we do run into
     56      1.1  mrg 	 * something, we set up the explosion and disappear, checking
     57      1.1  mrg 	 * for damage to any player who got in the way.
     58      1.1  mrg 	 */
     59      1.1  mrg 
     60      1.1  mrg 	blist = Bullets;
     61      1.1  mrg 	Bullets = NULL;
     62      1.1  mrg 	for (bp = blist; bp != NULL; bp = next) {
     63      1.1  mrg 		next = bp->b_next;
     64      1.1  mrg 		x = bp->b_x;
     65      1.1  mrg 		y = bp->b_y;
     66      1.1  mrg 		Maze[y][x] = bp->b_over;
     67      1.1  mrg 		for (pp = Player; pp < End_player; pp++)
     68      1.1  mrg 			check(pp, y, x);
     69      1.1  mrg # ifdef MONITOR
     70      1.1  mrg 		for (pp = Monitor; pp < End_monitor; pp++)
     71      1.1  mrg 			check(pp, y, x);
     72      1.1  mrg # endif
     73      1.1  mrg 
     74      1.1  mrg 		switch (bp->b_type) {
     75      1.1  mrg 		  case SHOT:
     76      1.1  mrg 		  case GRENADE:
     77      1.1  mrg 		  case SATCHEL:
     78      1.1  mrg 		  case BOMB:
     79      1.1  mrg 			if (move_normal_shot(bp)) {
     80      1.1  mrg 				bp->b_next = Bullets;
     81      1.1  mrg 				Bullets = bp;
     82      1.1  mrg 			}
     83      1.1  mrg 			break;
     84      1.1  mrg # ifdef OOZE
     85      1.1  mrg 		  case SLIME:
     86      1.1  mrg 			if (bp->b_expl || move_normal_shot(bp)) {
     87      1.1  mrg 				bp->b_next = Bullets;
     88      1.1  mrg 				Bullets = bp;
     89      1.1  mrg 			}
     90      1.1  mrg 			break;
     91      1.1  mrg # endif
     92      1.1  mrg # ifdef DRONE
     93      1.1  mrg 		  case DSHOT:
     94      1.1  mrg 			if (move_drone(bp)) {
     95      1.1  mrg 				bp->b_next = Bullets;
     96      1.1  mrg 				Bullets = bp;
     97      1.1  mrg 			}
     98      1.1  mrg 			break;
     99      1.1  mrg # endif
    100      1.1  mrg 		  default:
    101      1.1  mrg 			bp->b_next = Bullets;
    102      1.1  mrg 			Bullets = bp;
    103      1.1  mrg 			break;
    104      1.1  mrg 		}
    105      1.1  mrg 	}
    106      1.1  mrg 
    107      1.1  mrg 	blist = Bullets;
    108      1.1  mrg 	Bullets = NULL;
    109      1.1  mrg 	for (bp = blist; bp != NULL; bp = next) {
    110      1.1  mrg 		next = bp->b_next;
    111      1.1  mrg 		if (!bp->b_expl) {
    112      1.1  mrg 			save_bullet(bp);
    113      1.1  mrg # ifdef MONITOR
    114      1.1  mrg 			for (pp = Monitor; pp < End_monitor; pp++)
    115      1.1  mrg 				check(pp, bp->b_y, bp->b_x);
    116      1.1  mrg # endif
    117      1.1  mrg # ifdef DRONE
    118      1.1  mrg 			if (bp->b_type == DSHOT)
    119      1.1  mrg 				for (pp = Player; pp < End_player; pp++)
    120      1.1  mrg 					if (pp->p_scan >= 0)
    121      1.1  mrg 						check(pp, bp->b_y, bp->b_x);
    122      1.1  mrg # endif
    123      1.1  mrg 			continue;
    124      1.1  mrg 		}
    125      1.1  mrg 
    126      1.1  mrg 		chkshot(bp, next);
    127      1.1  mrg 		free((char *) bp);
    128      1.1  mrg 	}
    129      1.1  mrg 
    130      1.1  mrg 	for (pp = Player; pp < End_player; pp++)
    131      1.1  mrg 		Maze[pp->p_y][pp->p_x] = pp->p_face;
    132      1.1  mrg 
    133      1.1  mrg ret:
    134      1.1  mrg # ifdef BOOTS
    135      1.1  mrg 	for (pp = Boot; pp < &Boot[NBOOTS]; pp++)
    136      1.1  mrg 		if (pp->p_flying >= 0)
    137      1.1  mrg 			move_flyer(pp);
    138      1.1  mrg # endif
    139      1.1  mrg 	for (pp = Player; pp < End_player; pp++) {
    140      1.1  mrg # ifdef FLY
    141      1.1  mrg 		if (pp->p_flying >= 0)
    142      1.1  mrg 			move_flyer(pp);
    143      1.1  mrg # endif
    144      1.1  mrg 		sendcom(pp, REFRESH);	/* Flush out the explosions */
    145      1.1  mrg 		look(pp);
    146      1.1  mrg 		sendcom(pp, REFRESH);
    147      1.1  mrg 	}
    148      1.1  mrg # ifdef MONITOR
    149      1.1  mrg 	for (pp = Monitor; pp < End_monitor; pp++)
    150      1.1  mrg 		sendcom(pp, REFRESH);
    151      1.1  mrg # endif
    152      1.1  mrg 
    153      1.1  mrg 	return;
    154      1.1  mrg }
    155      1.1  mrg 
    156      1.1  mrg /*
    157      1.1  mrg  * move_normal_shot:
    158      1.1  mrg  *	Move a normal shot along its trajectory
    159      1.1  mrg  */
    160      1.1  mrg move_normal_shot(bp)
    161      1.1  mrg register BULLET	*bp;
    162      1.1  mrg {
    163      1.1  mrg 	register int	i, x, y;
    164      1.1  mrg 	register PLAYER	*pp;
    165      1.1  mrg 
    166      1.1  mrg 	for (i = 0; i < BULSPD; i++) {
    167      1.1  mrg 		if (bp->b_expl)
    168      1.1  mrg 			break;
    169      1.1  mrg 
    170      1.1  mrg 		x = bp->b_x;
    171      1.1  mrg 		y = bp->b_y;
    172      1.1  mrg 
    173      1.1  mrg 		switch (bp->b_face) {
    174      1.1  mrg 		  case LEFTS:
    175      1.1  mrg 			x--;
    176      1.1  mrg 			break;
    177      1.1  mrg 		  case RIGHT:
    178      1.1  mrg 			x++;
    179      1.1  mrg 			break;
    180      1.1  mrg 		  case ABOVE:
    181      1.1  mrg 			y--;
    182      1.1  mrg 			break;
    183      1.1  mrg 		  case BELOW:
    184      1.1  mrg 			y++;
    185      1.1  mrg 			break;
    186      1.1  mrg 		}
    187      1.1  mrg 
    188      1.1  mrg 		switch (Maze[y][x]) {
    189      1.1  mrg 		  case SHOT:
    190      1.1  mrg 			if (rand_num(100) < 5) {
    191      1.1  mrg 				zapshot(Bullets, bp);
    192      1.1  mrg 				zapshot(bp->b_next, bp);
    193      1.1  mrg 			}
    194      1.1  mrg 			break;
    195      1.1  mrg 		  case GRENADE:
    196      1.1  mrg 			if (rand_num(100) < 10) {
    197      1.1  mrg 				zapshot(Bullets, bp);
    198      1.1  mrg 				zapshot(bp->b_next, bp);
    199      1.1  mrg 			}
    200      1.1  mrg 			break;
    201      1.1  mrg # ifdef	REFLECT
    202      1.1  mrg 		  case WALL4:	/* reflecting walls */
    203      1.1  mrg 			switch (bp->b_face) {
    204      1.1  mrg 			  case LEFTS:
    205      1.1  mrg 				bp->b_face = BELOW;
    206      1.1  mrg 				break;
    207      1.1  mrg 			  case RIGHT:
    208      1.1  mrg 				bp->b_face = ABOVE;
    209      1.1  mrg 				break;
    210      1.1  mrg 			  case ABOVE:
    211      1.1  mrg 				bp->b_face = RIGHT;
    212      1.1  mrg 				break;
    213      1.1  mrg 			  case BELOW:
    214      1.1  mrg 				bp->b_face = LEFTS;
    215      1.1  mrg 				break;
    216      1.1  mrg 			}
    217      1.1  mrg 			Maze[y][x] = WALL5;
    218      1.1  mrg # ifdef MONITOR
    219      1.1  mrg 			for (pp = Monitor; pp < End_monitor; pp++)
    220      1.1  mrg 				check(pp, y, x);
    221      1.1  mrg # endif
    222      1.1  mrg 			break;
    223      1.1  mrg 		  case WALL5:
    224      1.1  mrg 			switch (bp->b_face) {
    225      1.1  mrg 			  case LEFTS:
    226      1.1  mrg 				bp->b_face = ABOVE;
    227      1.1  mrg 				break;
    228      1.1  mrg 			  case RIGHT:
    229      1.1  mrg 				bp->b_face = BELOW;
    230      1.1  mrg 				break;
    231      1.1  mrg 			  case ABOVE:
    232      1.1  mrg 				bp->b_face = LEFTS;
    233      1.1  mrg 				break;
    234      1.1  mrg 			  case BELOW:
    235      1.1  mrg 				bp->b_face = RIGHT;
    236      1.1  mrg 				break;
    237      1.1  mrg 			}
    238      1.1  mrg 			Maze[y][x] = WALL4;
    239      1.1  mrg # ifdef MONITOR
    240      1.1  mrg 			for (pp = Monitor; pp < End_monitor; pp++)
    241      1.1  mrg 				check(pp, y, x);
    242      1.1  mrg # endif
    243      1.1  mrg 			break;
    244      1.1  mrg # endif
    245      1.1  mrg # ifdef RANDOM
    246      1.1  mrg 		  case DOOR:
    247      1.1  mrg 			switch (rand_num(4)) {
    248      1.1  mrg 			  case 0:
    249      1.1  mrg 				bp->b_face = ABOVE;
    250      1.1  mrg 				break;
    251      1.1  mrg 			  case 1:
    252      1.1  mrg 				bp->b_face = BELOW;
    253      1.1  mrg 				break;
    254      1.1  mrg 			  case 2:
    255      1.1  mrg 				bp->b_face = LEFTS;
    256      1.1  mrg 				break;
    257      1.1  mrg 			  case 3:
    258      1.1  mrg 				bp->b_face = RIGHT;
    259      1.1  mrg 				break;
    260      1.1  mrg 			}
    261      1.1  mrg 			break;
    262      1.1  mrg # endif
    263      1.1  mrg # ifdef FLY
    264      1.1  mrg 		  case FLYER:
    265      1.1  mrg 			pp = play_at(y, x);
    266      1.1  mrg 			message(pp, "Zing!");
    267      1.1  mrg 			break;
    268      1.1  mrg # endif
    269      1.1  mrg 		  case LEFTS:
    270      1.1  mrg 		  case RIGHT:
    271      1.1  mrg 		  case BELOW:
    272      1.1  mrg 		  case ABOVE:
    273      1.1  mrg 			/*
    274      1.1  mrg 			 * give the person a chance to catch a
    275      1.1  mrg 			 * grenade if s/he is facing it
    276      1.1  mrg 			 */
    277      1.1  mrg 			pp = play_at(y, x);
    278      1.1  mrg 			pp->p_ident->i_shot += bp->b_charge;
    279      1.1  mrg 			if (opposite(bp->b_face, Maze[y][x])) {
    280      1.1  mrg 			    if (rand_num(100) < 10) {
    281      1.1  mrg 				if (bp->b_owner != NULL)
    282      1.1  mrg 					message(bp->b_owner,
    283      1.1  mrg 					    "Your charge was absorbed!");
    284      1.1  mrg 				if (bp->b_score != NULL)
    285      1.1  mrg 					bp->b_score->i_robbed += bp->b_charge;
    286      1.1  mrg 				pp->p_ammo += bp->b_charge;
    287      1.1  mrg 				if (pp->p_damage + bp->b_size * MINDAM
    288      1.1  mrg 				    > pp->p_damcap)
    289      1.1  mrg 					pp->p_ident->i_saved++;
    290      1.1  mrg 				message(pp, "Absorbed charge (good shield!)");
    291      1.1  mrg 				pp->p_ident->i_absorbed += bp->b_charge;
    292      1.1  mrg 				free((char *) bp);
    293      1.1  mrg 				(void) sprintf(Buf, "%3d", pp->p_ammo);
    294      1.1  mrg 				cgoto(pp, STAT_AMMO_ROW, STAT_VALUE_COL);
    295      1.1  mrg 				outstr(pp, Buf, 3);
    296      1.1  mrg 				return FALSE;
    297      1.1  mrg 			    }
    298      1.1  mrg 			    pp->p_ident->i_faced += bp->b_charge;
    299      1.1  mrg 			}
    300      1.1  mrg 			/*
    301      1.1  mrg 			 * Small chance that the bullet just misses the
    302      1.1  mrg 			 * person.  If so, the bullet just goes on its
    303      1.1  mrg 			 * merry way without exploding.
    304      1.1  mrg 			 */
    305      1.1  mrg 			if (rand_num(100) < 5) {
    306      1.1  mrg 				pp->p_ident->i_ducked += bp->b_charge;
    307      1.1  mrg 				if (pp->p_damage + bp->b_size * MINDAM
    308      1.1  mrg 				    > pp->p_damcap)
    309      1.1  mrg 					pp->p_ident->i_saved++;
    310      1.1  mrg 				if (bp->b_score != NULL)
    311      1.1  mrg 					bp->b_score->i_missed += bp->b_charge;
    312      1.1  mrg 				message(pp, "Zing!");
    313      1.1  mrg 				if (bp->b_owner == NULL)
    314      1.1  mrg 					break;
    315      1.1  mrg 				message(bp->b_owner,
    316      1.1  mrg 					((bp->b_score->i_missed & 0x7) == 0x7) ?
    317      1.1  mrg 					"My!  What a bad shot you are!" :
    318      1.1  mrg 					"Missed him");
    319      1.1  mrg 				break;
    320      1.1  mrg 			}
    321      1.1  mrg 			/*
    322      1.1  mrg 			 * The shot hit that sucker!  Blow it up.
    323      1.1  mrg 			 */
    324      1.1  mrg 			/* FALLTHROUGH */
    325      1.1  mrg # ifndef RANDOM
    326      1.1  mrg 		  case DOOR:
    327      1.1  mrg # endif
    328      1.1  mrg 		  case WALL1:
    329      1.1  mrg 		  case WALL2:
    330      1.1  mrg 		  case WALL3:
    331      1.1  mrg 			bp->b_expl = TRUE;
    332      1.1  mrg 			break;
    333      1.1  mrg 		}
    334      1.1  mrg 
    335      1.1  mrg 		bp->b_x = x;
    336      1.1  mrg 		bp->b_y = y;
    337      1.1  mrg 	}
    338      1.1  mrg 	return TRUE;
    339      1.1  mrg }
    340      1.1  mrg 
    341      1.1  mrg # ifdef	DRONE
    342      1.1  mrg /*
    343      1.1  mrg  * move_drone:
    344      1.1  mrg  *	Move the drone to the next square
    345      1.1  mrg  */
    346      1.1  mrg move_drone(bp)
    347      1.1  mrg register BULLET	*bp;
    348      1.1  mrg {
    349      1.1  mrg 	register int	mask, count;
    350      1.1  mrg 	register int	n, dir;
    351      1.1  mrg 	register PLAYER	*pp;
    352      1.1  mrg 
    353      1.1  mrg 	/*
    354      1.1  mrg 	 * See if we can give someone a blast
    355      1.1  mrg 	 */
    356      1.1  mrg 	if (isplayer(Maze[bp->b_y][bp->b_x - 1])) {
    357      1.1  mrg 		dir = WEST;
    358      1.1  mrg 		goto drone_move;
    359      1.1  mrg 	}
    360      1.1  mrg 	if (isplayer(Maze[bp->b_y - 1][bp->b_x])) {
    361      1.1  mrg 		dir = NORTH;
    362      1.1  mrg 		goto drone_move;
    363      1.1  mrg 	}
    364      1.1  mrg 	if (isplayer(Maze[bp->b_y + 1][bp->b_x])) {
    365      1.1  mrg 		dir = SOUTH;
    366      1.1  mrg 		goto drone_move;
    367      1.1  mrg 	}
    368      1.1  mrg 	if (isplayer(Maze[bp->b_y][bp->b_x + 1])) {
    369      1.1  mrg 		dir = EAST;
    370      1.1  mrg 		goto drone_move;
    371      1.1  mrg 	}
    372      1.1  mrg 
    373      1.1  mrg 	/*
    374      1.1  mrg 	 * Find out what directions are clear
    375      1.1  mrg 	 */
    376      1.1  mrg 	mask = count = 0;
    377      1.1  mrg 	if (!iswall(bp->b_y, bp->b_x - 1))
    378      1.1  mrg 		mask |= WEST, count++;
    379      1.1  mrg 	if (!iswall(bp->b_y - 1, bp->b_x))
    380      1.1  mrg 		mask |= NORTH, count++;
    381      1.1  mrg 	if (!iswall(bp->b_y + 1, bp->b_x))
    382      1.1  mrg 		mask |= SOUTH, count++;
    383      1.1  mrg 	if (!iswall(bp->b_y, bp->b_x + 1))
    384      1.1  mrg 		mask |= EAST, count++;
    385      1.1  mrg 
    386      1.1  mrg 	/*
    387      1.1  mrg 	 * All blocked up, just you wait
    388      1.1  mrg 	 */
    389      1.1  mrg 	if (count == 0)
    390      1.1  mrg 		return TRUE;
    391      1.1  mrg 
    392      1.1  mrg 	/*
    393      1.1  mrg 	 * Only one way to go.
    394      1.1  mrg 	 */
    395      1.1  mrg 	if (count == 1) {
    396      1.1  mrg 		dir = mask;
    397      1.1  mrg 		goto drone_move;
    398      1.1  mrg 	}
    399      1.1  mrg 
    400      1.1  mrg 	/*
    401      1.1  mrg 	 * Get rid of the direction that we came from
    402      1.1  mrg 	 */
    403      1.1  mrg 	switch (bp->b_face) {
    404      1.1  mrg 	  case LEFTS:
    405      1.1  mrg 		if (mask & EAST)
    406      1.1  mrg 			mask &= ~EAST, count--;
    407      1.1  mrg 		break;
    408      1.1  mrg 	  case RIGHT:
    409      1.1  mrg 		if (mask & WEST)
    410      1.1  mrg 			mask &= ~WEST, count--;
    411      1.1  mrg 		break;
    412      1.1  mrg 	  case ABOVE:
    413      1.1  mrg 		if (mask & SOUTH)
    414      1.1  mrg 			mask &= ~SOUTH, count--;
    415      1.1  mrg 		break;
    416      1.1  mrg 	  case BELOW:
    417      1.1  mrg 		if (mask & NORTH)
    418      1.1  mrg 			mask &= ~NORTH, count--;
    419      1.1  mrg 		break;
    420      1.1  mrg 	}
    421      1.1  mrg 
    422      1.1  mrg 	/*
    423      1.1  mrg 	 * Pick one of the remaining directions
    424      1.1  mrg 	 */
    425      1.1  mrg 	n = rand_num(count);
    426      1.1  mrg 	if (n >= 0 && mask & NORTH)
    427      1.1  mrg 		dir = NORTH, n--;
    428      1.1  mrg 	if (n >= 0 && mask & SOUTH)
    429      1.1  mrg 		dir = SOUTH, n--;
    430      1.1  mrg 	if (n >= 0 && mask & EAST)
    431      1.1  mrg 		dir = EAST, n--;
    432      1.1  mrg 	if (n >= 0 && mask & WEST)
    433      1.1  mrg 		dir = WEST, n--;
    434      1.1  mrg 
    435      1.1  mrg 	/*
    436      1.1  mrg 	 * Now that we know the direction of movement,
    437      1.1  mrg 	 * just update the position of the drone
    438      1.1  mrg 	 */
    439      1.1  mrg drone_move:
    440      1.1  mrg 	switch (dir) {
    441      1.1  mrg 	  case WEST:
    442      1.1  mrg 		bp->b_x--;
    443      1.1  mrg 		bp->b_face = LEFTS;
    444      1.1  mrg 		break;
    445      1.1  mrg 	  case EAST:
    446      1.1  mrg 		bp->b_x++;
    447      1.1  mrg 		bp->b_face = RIGHT;
    448      1.1  mrg 		break;
    449      1.1  mrg 	  case NORTH:
    450      1.1  mrg 		bp->b_y--;
    451      1.1  mrg 		bp->b_face = ABOVE;
    452      1.1  mrg 		break;
    453      1.1  mrg 	  case SOUTH:
    454      1.1  mrg 		bp->b_y++;
    455      1.1  mrg 		bp->b_face = BELOW;
    456      1.1  mrg 		break;
    457      1.1  mrg 	}
    458      1.1  mrg 	switch (Maze[bp->b_y][bp->b_x]) {
    459      1.1  mrg 	  case LEFTS:
    460      1.1  mrg 	  case RIGHT:
    461      1.1  mrg 	  case BELOW:
    462      1.1  mrg 	  case ABOVE:
    463      1.1  mrg 		/*
    464      1.1  mrg 		 * give the person a chance to catch a
    465      1.1  mrg 		 * drone if s/he is facing it
    466      1.1  mrg 		 */
    467      1.1  mrg 		if (rand_num(100) < 1 &&
    468      1.1  mrg 		opposite(bp->b_face, Maze[bp->b_y][bp->b_x])) {
    469      1.1  mrg 			pp = play_at(bp->b_y, bp->b_x);
    470      1.1  mrg 			pp->p_ammo += bp->b_charge;
    471      1.1  mrg 			message(pp, "**** Absorbed drone ****");
    472      1.1  mrg 			free((char *) bp);
    473      1.1  mrg 			(void) sprintf(Buf, "%3d", pp->p_ammo);
    474      1.1  mrg 			cgoto(pp, STAT_AMMO_ROW, STAT_VALUE_COL);
    475      1.1  mrg 			outstr(pp, Buf, 3);
    476      1.1  mrg 			return FALSE;
    477      1.1  mrg 		}
    478      1.1  mrg 		bp->b_expl = TRUE;
    479      1.1  mrg 		break;
    480      1.1  mrg 	}
    481      1.1  mrg 	return TRUE;
    482      1.1  mrg }
    483      1.1  mrg # endif
    484      1.1  mrg 
    485      1.1  mrg /*
    486      1.1  mrg  * save_bullet:
    487      1.1  mrg  *	Put this bullet back onto the bullet list
    488      1.1  mrg  */
    489      1.1  mrg save_bullet(bp)
    490      1.1  mrg register BULLET	*bp;
    491      1.1  mrg {
    492      1.1  mrg 	bp->b_over = Maze[bp->b_y][bp->b_x];
    493      1.1  mrg 	switch (bp->b_over) {
    494      1.1  mrg 	  case SHOT:
    495      1.1  mrg 	  case GRENADE:
    496      1.1  mrg 	  case SATCHEL:
    497      1.1  mrg 	  case BOMB:
    498      1.1  mrg # ifdef OOZE
    499      1.1  mrg 	  case SLIME:
    500      1.1  mrg # ifdef VOLCANO
    501      1.1  mrg 	  case LAVA:
    502      1.1  mrg # endif
    503      1.1  mrg # endif
    504      1.1  mrg # ifdef DRONE
    505      1.1  mrg 	  case DSHOT:
    506      1.1  mrg # endif
    507      1.1  mrg 		find_under(Bullets, bp);
    508      1.1  mrg 		break;
    509      1.1  mrg 	}
    510      1.1  mrg 
    511      1.1  mrg 	switch (bp->b_over) {
    512      1.1  mrg 	  case LEFTS:
    513      1.1  mrg 	  case RIGHT:
    514      1.1  mrg 	  case ABOVE:
    515      1.1  mrg 	  case BELOW:
    516      1.1  mrg # ifdef FLY
    517      1.1  mrg 	  case FLYER:
    518      1.1  mrg # endif
    519      1.1  mrg 		mark_player(bp);
    520      1.1  mrg 		break;
    521      1.1  mrg # ifdef BOOTS
    522      1.1  mrg 	  case BOOT:
    523      1.1  mrg 	  case BOOT_PAIR:
    524      1.1  mrg 		mark_boot(bp);
    525      1.1  mrg # endif
    526      1.1  mrg 
    527      1.1  mrg 	  default:
    528      1.1  mrg 		Maze[bp->b_y][bp->b_x] = bp->b_type;
    529      1.1  mrg 		break;
    530      1.1  mrg 	}
    531      1.1  mrg 
    532      1.1  mrg 	bp->b_next = Bullets;
    533      1.1  mrg 	Bullets = bp;
    534      1.1  mrg }
    535      1.1  mrg 
    536      1.1  mrg /*
    537      1.1  mrg  * move_flyer:
    538      1.1  mrg  *	Update the position of a player in flight
    539      1.1  mrg  */
    540      1.1  mrg move_flyer(pp)
    541      1.1  mrg register PLAYER	*pp;
    542      1.1  mrg {
    543      1.1  mrg 	register int	x, y;
    544      1.1  mrg 
    545      1.1  mrg 	if (pp->p_undershot) {
    546      1.1  mrg 		fixshots(pp->p_y, pp->p_x, pp->p_over);
    547      1.1  mrg 		pp->p_undershot = FALSE;
    548      1.1  mrg 	}
    549      1.1  mrg 	Maze[pp->p_y][pp->p_x] = pp->p_over;
    550      1.1  mrg 	x = pp->p_x + pp->p_flyx;
    551      1.1  mrg 	y = pp->p_y + pp->p_flyy;
    552      1.1  mrg 	if (x < 1) {
    553      1.1  mrg 		x = 1 - x;
    554      1.1  mrg 		pp->p_flyx = -pp->p_flyx;
    555      1.1  mrg 	}
    556      1.1  mrg 	else if (x > WIDTH - 2) {
    557      1.1  mrg 		x = (WIDTH - 2) - (x - (WIDTH - 2));
    558      1.1  mrg 		pp->p_flyx = -pp->p_flyx;
    559      1.1  mrg 	}
    560      1.1  mrg 	if (y < 1) {
    561      1.1  mrg 		y = 1 - y;
    562      1.1  mrg 		pp->p_flyy = -pp->p_flyy;
    563      1.1  mrg 	}
    564      1.1  mrg 	else if (y > HEIGHT - 2) {
    565      1.1  mrg 		y = (HEIGHT - 2) - (y - (HEIGHT - 2));
    566      1.1  mrg 		pp->p_flyy = -pp->p_flyy;
    567      1.1  mrg 	}
    568      1.1  mrg again:
    569      1.1  mrg 	switch (Maze[y][x]) {
    570      1.1  mrg 	  default:
    571      1.1  mrg 		switch (rand_num(4)) {
    572      1.1  mrg 		  case 0:
    573      1.1  mrg 			PLUS_DELTA(x, WIDTH - 2);
    574      1.1  mrg 			break;
    575      1.1  mrg 		  case 1:
    576      1.1  mrg 			MINUS_DELTA(x, 1);
    577      1.1  mrg 			break;
    578      1.1  mrg 		  case 2:
    579      1.1  mrg 			PLUS_DELTA(y, HEIGHT - 2);
    580      1.1  mrg 			break;
    581      1.1  mrg 		  case 3:
    582      1.1  mrg 			MINUS_DELTA(y, 1);
    583      1.1  mrg 			break;
    584      1.1  mrg 		}
    585      1.1  mrg 		goto again;
    586      1.1  mrg 	  case WALL1:
    587      1.1  mrg 	  case WALL2:
    588      1.1  mrg 	  case WALL3:
    589      1.1  mrg # ifdef	REFLECT
    590      1.1  mrg 	  case WALL4:
    591      1.1  mrg 	  case WALL5:
    592      1.1  mrg # endif
    593      1.1  mrg # ifdef	RANDOM
    594      1.1  mrg 	  case DOOR:
    595      1.1  mrg # endif
    596      1.1  mrg 		if (pp->p_flying == 0)
    597      1.1  mrg 			pp->p_flying++;
    598      1.1  mrg 		break;
    599      1.1  mrg 	  case SPACE:
    600      1.1  mrg 		break;
    601      1.1  mrg 	}
    602      1.1  mrg 	pp->p_y = y;
    603      1.1  mrg 	pp->p_x = x;
    604      1.1  mrg 	if (pp->p_flying-- == 0) {
    605      1.1  mrg # ifdef BOOTS
    606      1.1  mrg 		if (pp->p_face != BOOT && pp->p_face != BOOT_PAIR) {
    607      1.1  mrg # endif
    608      1.1  mrg 			checkdam(pp, (PLAYER *) NULL, (IDENT *) NULL,
    609      1.1  mrg 				rand_num(pp->p_damage / 5), FALL);
    610      1.1  mrg 			pp->p_face = rand_dir();
    611      1.1  mrg 			showstat(pp);
    612      1.1  mrg # ifdef BOOTS
    613      1.1  mrg 		}
    614      1.1  mrg 		else {
    615      1.1  mrg 			if (Maze[y][x] == BOOT)
    616      1.1  mrg 				pp->p_face = BOOT_PAIR;
    617      1.1  mrg 			Maze[y][x] = SPACE;
    618      1.1  mrg 		}
    619      1.1  mrg # endif
    620      1.1  mrg 	}
    621      1.1  mrg 	pp->p_over = Maze[y][x];
    622      1.1  mrg 	Maze[y][x] = pp->p_face;
    623      1.1  mrg 	showexpl(y, x, pp->p_face);
    624      1.1  mrg }
    625      1.1  mrg 
    626      1.1  mrg /*
    627      1.1  mrg  * chkshot
    628      1.1  mrg  *	Handle explosions
    629      1.1  mrg  */
    630      1.1  mrg chkshot(bp, next)
    631      1.1  mrg register BULLET	*bp;
    632      1.1  mrg BULLET		*next;
    633      1.1  mrg {
    634      1.1  mrg 	register int	y, x;
    635      1.1  mrg 	register int	dy, dx, absdy;
    636      1.1  mrg 	register int	delta, damage;
    637      1.1  mrg 	register char	expl;
    638      1.1  mrg 	register PLAYER	*pp;
    639      1.1  mrg 
    640      1.1  mrg 	switch (bp->b_type) {
    641      1.1  mrg 	  case SHOT:
    642      1.1  mrg 	  case MINE:
    643      1.1  mrg 	  case GRENADE:
    644      1.1  mrg 	  case GMINE:
    645      1.1  mrg 	  case SATCHEL:
    646      1.1  mrg 	  case BOMB:
    647      1.1  mrg 		delta = bp->b_size - 1;
    648      1.1  mrg 		break;
    649      1.1  mrg # ifdef	OOZE
    650      1.1  mrg 	  case SLIME:
    651      1.1  mrg # ifdef VOLCANO
    652      1.1  mrg 	  case LAVA:
    653      1.1  mrg # endif
    654      1.1  mrg 		chkslime(bp, next);
    655      1.1  mrg 		return;
    656      1.1  mrg # endif
    657      1.1  mrg # ifdef DRONE
    658      1.1  mrg 	  case DSHOT:
    659      1.1  mrg 		bp->b_type = SLIME;
    660      1.1  mrg 		chkslime(bp, next);
    661      1.1  mrg 		return;
    662      1.1  mrg # endif
    663      1.1  mrg 	}
    664      1.1  mrg 	for (y = bp->b_y - delta; y <= bp->b_y + delta; y++) {
    665      1.1  mrg 		if (y < 0 || y >= HEIGHT)
    666      1.1  mrg 			continue;
    667      1.1  mrg 		dy = y - bp->b_y;
    668      1.1  mrg 		absdy = (dy < 0) ? -dy : dy;
    669      1.1  mrg 		for (x = bp->b_x - delta; x <= bp->b_x + delta; x++) {
    670      1.1  mrg 			if (x < 0 || x >= WIDTH)
    671      1.1  mrg 				continue;
    672      1.1  mrg 			dx = x - bp->b_x;
    673      1.1  mrg 			if (dx == 0)
    674      1.1  mrg 				expl = (dy == 0) ? '*' : '|';
    675      1.1  mrg 			else if (dy == 0)
    676      1.1  mrg 				expl = '-';
    677      1.1  mrg 			else if (dx == dy)
    678      1.1  mrg 				expl = '\\';
    679      1.1  mrg 			else if (dx == -dy)
    680      1.1  mrg 				expl = '/';
    681      1.1  mrg 			else
    682      1.1  mrg 				expl = '*';
    683      1.1  mrg 			showexpl(y, x, expl);
    684      1.1  mrg 			switch (Maze[y][x]) {
    685      1.1  mrg 			  case LEFTS:
    686      1.1  mrg 			  case RIGHT:
    687      1.1  mrg 			  case ABOVE:
    688      1.1  mrg 			  case BELOW:
    689      1.1  mrg # ifdef FLY
    690      1.1  mrg 			  case FLYER:
    691      1.1  mrg # endif
    692      1.1  mrg 				if (dx < 0)
    693      1.1  mrg 					dx = -dx;
    694      1.1  mrg 				if (absdy > dx)
    695      1.1  mrg 					damage = bp->b_size - absdy;
    696      1.1  mrg 				else
    697      1.1  mrg 					damage = bp->b_size - dx;
    698      1.1  mrg 				pp = play_at(y, x);
    699      1.1  mrg 				checkdam(pp, bp->b_owner, bp->b_score,
    700      1.1  mrg 					damage * MINDAM, bp->b_type);
    701      1.1  mrg 				break;
    702      1.1  mrg 			  case GMINE:
    703      1.1  mrg 			  case MINE:
    704      1.1  mrg 				add_shot((Maze[y][x] == GMINE) ?
    705      1.1  mrg 					GRENADE : SHOT,
    706      1.1  mrg 					y, x, LEFTS,
    707      1.1  mrg 					(Maze[y][x] == GMINE) ?
    708      1.1  mrg 					GRENREQ : BULREQ,
    709      1.1  mrg 					(PLAYER *) NULL, TRUE, SPACE);
    710      1.1  mrg 				Maze[y][x] = SPACE;
    711      1.1  mrg 				break;
    712      1.1  mrg 			}
    713      1.1  mrg 		}
    714      1.1  mrg 	}
    715      1.1  mrg }
    716      1.1  mrg 
    717      1.1  mrg # ifdef	OOZE
    718      1.1  mrg /*
    719      1.1  mrg  * chkslime:
    720      1.1  mrg  *	handle slime shot exploding
    721      1.1  mrg  */
    722      1.1  mrg chkslime(bp, next)
    723      1.1  mrg register BULLET	*bp;
    724      1.1  mrg BULLET		*next;
    725      1.1  mrg {
    726      1.1  mrg 	register BULLET	*nbp;
    727      1.1  mrg 
    728      1.1  mrg 	switch (Maze[bp->b_y][bp->b_x]) {
    729      1.1  mrg 	  case WALL1:
    730      1.1  mrg 	  case WALL2:
    731      1.1  mrg 	  case WALL3:
    732      1.1  mrg # ifdef	REFLECT
    733      1.1  mrg 	  case WALL4:
    734      1.1  mrg 	  case WALL5:
    735      1.1  mrg # endif
    736      1.1  mrg # ifdef	RANDOM
    737      1.1  mrg 	  case DOOR:
    738      1.1  mrg # endif
    739      1.1  mrg 		switch (bp->b_face) {
    740      1.1  mrg 		  case LEFTS:
    741      1.1  mrg 			bp->b_x++;
    742      1.1  mrg 			break;
    743      1.1  mrg 		  case RIGHT:
    744      1.1  mrg 			bp->b_x--;
    745      1.1  mrg 			break;
    746      1.1  mrg 		  case ABOVE:
    747      1.1  mrg 			bp->b_y++;
    748      1.1  mrg 			break;
    749      1.1  mrg 		  case BELOW:
    750      1.1  mrg 			bp->b_y--;
    751      1.1  mrg 			break;
    752      1.1  mrg 		}
    753      1.1  mrg 		break;
    754      1.1  mrg 	}
    755      1.1  mrg 	nbp = (BULLET *) malloc(sizeof (BULLET));
    756      1.1  mrg 	*nbp = *bp;
    757      1.1  mrg # ifdef VOLCANO
    758      1.1  mrg 	move_slime(nbp, nbp->b_type == SLIME ? SLIMESPEED : LAVASPEED, next);
    759      1.1  mrg # else
    760      1.1  mrg 	move_slime(nbp, SLIMESPEED, next);
    761      1.1  mrg # endif
    762      1.1  mrg }
    763      1.1  mrg 
    764      1.1  mrg /*
    765      1.1  mrg  * move_slime:
    766      1.1  mrg  *	move the given slime shot speed times and add it back if
    767      1.1  mrg  *	it hasn't fizzled yet
    768      1.1  mrg  */
    769      1.1  mrg move_slime(bp, speed, next)
    770      1.1  mrg register BULLET	*bp;
    771      1.1  mrg register int	speed;
    772      1.1  mrg BULLET		*next;
    773      1.1  mrg {
    774      1.1  mrg 	register int	i, j, dirmask, count;
    775      1.1  mrg 	register PLAYER	*pp;
    776      1.1  mrg 	register BULLET	*nbp;
    777      1.1  mrg 
    778      1.1  mrg 	if (speed == 0) {
    779      1.1  mrg 		if (bp->b_charge <= 0)
    780      1.1  mrg 			free((char *) bp);
    781      1.1  mrg 		else
    782      1.1  mrg 			save_bullet(bp);
    783      1.1  mrg 		return;
    784      1.1  mrg 	}
    785      1.1  mrg 
    786      1.1  mrg # ifdef VOLCANO
    787      1.1  mrg 	showexpl(bp->b_y, bp->b_x, bp->b_type == LAVA ? LAVA : '*');
    788      1.1  mrg # else
    789      1.1  mrg 	showexpl(bp->b_y, bp->b_x, '*');
    790      1.1  mrg # endif
    791      1.1  mrg 	switch (Maze[bp->b_y][bp->b_x]) {
    792      1.1  mrg 	  case LEFTS:
    793      1.1  mrg 	  case RIGHT:
    794      1.1  mrg 	  case ABOVE:
    795      1.1  mrg 	  case BELOW:
    796      1.1  mrg # ifdef FLY
    797      1.1  mrg 	  case FLYER:
    798      1.1  mrg # endif
    799      1.1  mrg 		pp = play_at(bp->b_y, bp->b_x);
    800      1.1  mrg 		message(pp, "You've been slimed.");
    801      1.1  mrg 		checkdam(pp, bp->b_owner, bp->b_score, MINDAM, bp->b_type);
    802      1.1  mrg 		break;
    803      1.1  mrg 	  case SHOT:
    804      1.1  mrg 	  case GRENADE:
    805      1.1  mrg 	  case SATCHEL:
    806      1.1  mrg 	  case BOMB:
    807      1.1  mrg # ifdef DRONE
    808      1.1  mrg 	  case DSHOT:
    809      1.1  mrg # endif
    810      1.1  mrg 		explshot(next, bp->b_y, bp->b_x);
    811      1.1  mrg 		explshot(Bullets, bp->b_y, bp->b_x);
    812      1.1  mrg 		break;
    813      1.1  mrg 	}
    814      1.1  mrg 
    815      1.1  mrg 	if (--bp->b_charge <= 0) {
    816      1.1  mrg 		free((char *) bp);
    817      1.1  mrg 		return;
    818      1.1  mrg 	}
    819      1.1  mrg 
    820      1.1  mrg 	dirmask = 0;
    821      1.1  mrg 	count = 0;
    822      1.1  mrg 	switch (bp->b_face) {
    823      1.1  mrg 	  case LEFTS:
    824      1.1  mrg 		if (!iswall(bp->b_y, bp->b_x - 1))
    825      1.1  mrg 			dirmask |= WEST, count++;
    826      1.1  mrg 		if (!iswall(bp->b_y - 1, bp->b_x))
    827      1.1  mrg 			dirmask |= NORTH, count++;
    828      1.1  mrg 		if (!iswall(bp->b_y + 1, bp->b_x))
    829      1.1  mrg 			dirmask |= SOUTH, count++;
    830      1.1  mrg 		if (dirmask == 0)
    831      1.1  mrg 			if (!iswall(bp->b_y, bp->b_x + 1))
    832      1.1  mrg 				dirmask |= EAST, count++;
    833      1.1  mrg 		break;
    834      1.1  mrg 	  case RIGHT:
    835      1.1  mrg 		if (!iswall(bp->b_y, bp->b_x + 1))
    836      1.1  mrg 			dirmask |= EAST, count++;
    837      1.1  mrg 		if (!iswall(bp->b_y - 1, bp->b_x))
    838      1.1  mrg 			dirmask |= NORTH, count++;
    839      1.1  mrg 		if (!iswall(bp->b_y + 1, bp->b_x))
    840      1.1  mrg 			dirmask |= SOUTH, count++;
    841      1.1  mrg 		if (dirmask == 0)
    842      1.1  mrg 			if (!iswall(bp->b_y, bp->b_x - 1))
    843      1.1  mrg 				dirmask |= WEST, count++;
    844      1.1  mrg 		break;
    845      1.1  mrg 	  case ABOVE:
    846      1.1  mrg 		if (!iswall(bp->b_y - 1, bp->b_x))
    847      1.1  mrg 			dirmask |= NORTH, count++;
    848      1.1  mrg 		if (!iswall(bp->b_y, bp->b_x - 1))
    849      1.1  mrg 			dirmask |= WEST, count++;
    850      1.1  mrg 		if (!iswall(bp->b_y, bp->b_x + 1))
    851      1.1  mrg 			dirmask |= EAST, count++;
    852      1.1  mrg 		if (dirmask == 0)
    853      1.1  mrg 			if (!iswall(bp->b_y + 1, bp->b_x))
    854      1.1  mrg 				dirmask |= SOUTH, count++;
    855      1.1  mrg 		break;
    856      1.1  mrg 	  case BELOW:
    857      1.1  mrg 		if (!iswall(bp->b_y + 1, bp->b_x))
    858      1.1  mrg 			dirmask |= SOUTH, count++;
    859      1.1  mrg 		if (!iswall(bp->b_y, bp->b_x - 1))
    860      1.1  mrg 			dirmask |= WEST, count++;
    861      1.1  mrg 		if (!iswall(bp->b_y, bp->b_x + 1))
    862      1.1  mrg 			dirmask |= EAST, count++;
    863      1.1  mrg 		if (dirmask == 0)
    864      1.1  mrg 			if (!iswall(bp->b_y - 1, bp->b_x))
    865      1.1  mrg 				dirmask |= NORTH, count++;
    866      1.1  mrg 		break;
    867      1.1  mrg 	}
    868      1.1  mrg 	if (count == 0) {
    869      1.1  mrg 		/*
    870      1.1  mrg 		 * No place to go.  Just sit here for a while and wait
    871      1.1  mrg 		 * for adjacent squares to clear out.
    872      1.1  mrg 		 */
    873      1.1  mrg 		save_bullet(bp);
    874      1.1  mrg 		return;
    875      1.1  mrg 	}
    876      1.1  mrg 	if (bp->b_charge < count) {
    877      1.1  mrg 		/* Only bp->b_charge paths may be taken */
    878      1.1  mrg 		while (count > bp->b_charge) {
    879      1.1  mrg 			if (dirmask & WEST)
    880      1.1  mrg 				dirmask &= ~WEST;
    881      1.1  mrg 			else if (dirmask & EAST)
    882      1.1  mrg 				dirmask &= ~EAST;
    883      1.1  mrg 			else if (dirmask & NORTH)
    884      1.1  mrg 				dirmask &= ~NORTH;
    885      1.1  mrg 			else if (dirmask & SOUTH)
    886      1.1  mrg 				dirmask &= ~SOUTH;
    887      1.1  mrg 			count--;
    888      1.1  mrg 		}
    889      1.1  mrg 	}
    890      1.1  mrg 
    891      1.1  mrg 	i = bp->b_charge / count;
    892      1.1  mrg 	j = bp->b_charge % count;
    893      1.1  mrg 	if (dirmask & WEST) {
    894      1.1  mrg 		count--;
    895      1.1  mrg 		nbp = create_shot(bp->b_type, bp->b_y, bp->b_x - 1, LEFTS,
    896      1.1  mrg 			i, bp->b_size, bp->b_owner, bp->b_score, TRUE, SPACE);
    897      1.1  mrg 		move_slime(nbp, speed - 1, next);
    898      1.1  mrg 	}
    899      1.1  mrg 	if (dirmask & EAST) {
    900      1.1  mrg 		count--;
    901      1.1  mrg 		nbp = create_shot(bp->b_type, bp->b_y, bp->b_x + 1, RIGHT,
    902      1.1  mrg 			(count < j) ? i + 1 : i, bp->b_size, bp->b_owner,
    903      1.1  mrg 			bp->b_score, TRUE, SPACE);
    904      1.1  mrg 		move_slime(nbp, speed - 1, next);
    905      1.1  mrg 	}
    906      1.1  mrg 	if (dirmask & NORTH) {
    907      1.1  mrg 		count--;
    908      1.1  mrg 		nbp = create_shot(bp->b_type, bp->b_y - 1, bp->b_x, ABOVE,
    909      1.1  mrg 			(count < j) ? i + 1 : i, bp->b_size, bp->b_owner,
    910      1.1  mrg 			bp->b_score, TRUE, SPACE);
    911      1.1  mrg 		move_slime(nbp, speed - 1, next);
    912      1.1  mrg 	}
    913      1.1  mrg 	if (dirmask & SOUTH) {
    914      1.1  mrg 		count--;
    915      1.1  mrg 		nbp = create_shot(bp->b_type, bp->b_y + 1, bp->b_x, BELOW,
    916      1.1  mrg 			(count < j) ? i + 1 : i, bp->b_size, bp->b_owner,
    917      1.1  mrg 			bp->b_score, TRUE, SPACE);
    918      1.1  mrg 		move_slime(nbp, speed - 1, next);
    919      1.1  mrg 	}
    920      1.1  mrg 
    921      1.1  mrg 	free((char *) bp);
    922      1.1  mrg }
    923      1.1  mrg 
    924      1.1  mrg /*
    925      1.1  mrg  * iswall:
    926      1.1  mrg  *	returns whether the given location is a wall
    927      1.1  mrg  */
    928      1.1  mrg iswall(y, x)
    929      1.1  mrg register int	y, x;
    930      1.1  mrg {
    931      1.1  mrg 	if (y < 0 || x < 0 || y >= HEIGHT || x >= WIDTH)
    932      1.1  mrg 		return TRUE;
    933      1.1  mrg 	switch (Maze[y][x]) {
    934      1.1  mrg 	  case WALL1:
    935      1.1  mrg 	  case WALL2:
    936      1.1  mrg 	  case WALL3:
    937      1.1  mrg # ifdef	REFLECT
    938      1.1  mrg 	  case WALL4:
    939      1.1  mrg 	  case WALL5:
    940      1.1  mrg # endif
    941      1.1  mrg # ifdef	RANDOM
    942      1.1  mrg 	  case DOOR:
    943      1.1  mrg # endif
    944      1.1  mrg # ifdef OOZE
    945      1.1  mrg 	  case SLIME:
    946      1.1  mrg # ifdef VOLCANO
    947      1.1  mrg 	  case LAVA:
    948      1.1  mrg # endif
    949      1.1  mrg # endif
    950      1.1  mrg 		return TRUE;
    951      1.1  mrg 	}
    952      1.1  mrg 	return FALSE;
    953      1.1  mrg }
    954      1.1  mrg # endif
    955      1.1  mrg 
    956      1.1  mrg /*
    957      1.1  mrg  * zapshot:
    958      1.1  mrg  *	Take a shot out of the air.
    959      1.1  mrg  */
    960      1.1  mrg zapshot(blist, obp)
    961      1.1  mrg register BULLET	*blist, *obp;
    962      1.1  mrg {
    963      1.1  mrg 	register BULLET	*bp;
    964      1.1  mrg 	register FLAG	explode;
    965      1.1  mrg 
    966      1.1  mrg 	explode = FALSE;
    967      1.1  mrg 	for (bp = blist; bp != NULL; bp = bp->b_next) {
    968      1.1  mrg 		if (bp->b_x != obp->b_x || bp->b_y != obp->b_y)
    969      1.1  mrg 			continue;
    970      1.1  mrg 		if (bp->b_face == obp->b_face)
    971      1.1  mrg 			continue;
    972      1.1  mrg 		explode = TRUE;
    973      1.1  mrg 		break;
    974      1.1  mrg 	}
    975      1.1  mrg 	if (!explode)
    976      1.1  mrg 		return;
    977      1.1  mrg 	explshot(blist, obp->b_y, obp->b_x);
    978      1.1  mrg }
    979      1.1  mrg 
    980      1.1  mrg /*
    981      1.1  mrg  * explshot -
    982      1.1  mrg  *	Make all shots at this location blow up
    983      1.1  mrg  */
    984      1.1  mrg explshot(blist, y, x)
    985      1.1  mrg register BULLET	*blist;
    986      1.1  mrg register int	y, x;
    987      1.1  mrg {
    988      1.1  mrg 	register BULLET	*bp;
    989      1.1  mrg 
    990      1.1  mrg 	for (bp = blist; bp != NULL; bp = bp->b_next)
    991      1.1  mrg 		if (bp->b_x == x && bp->b_y == y) {
    992      1.1  mrg 			bp->b_expl = TRUE;
    993      1.1  mrg 			if (bp->b_owner != NULL)
    994      1.1  mrg 				message(bp->b_owner, "Shot intercepted");
    995      1.1  mrg 		}
    996      1.1  mrg }
    997      1.1  mrg 
    998      1.1  mrg /*
    999      1.1  mrg  * play_at:
   1000      1.1  mrg  *	Return a pointer to the player at the given location
   1001      1.1  mrg  */
   1002      1.1  mrg PLAYER *
   1003      1.1  mrg play_at(y, x)
   1004      1.1  mrg register int	y, x;
   1005      1.1  mrg {
   1006      1.1  mrg 	register PLAYER	*pp;
   1007      1.1  mrg 
   1008      1.1  mrg 	for (pp = Player; pp < End_player; pp++)
   1009      1.1  mrg 		if (pp->p_x == x && pp->p_y == y)
   1010      1.1  mrg 			return pp;
   1011      1.1  mrg 	fprintf(stderr, "driver: couldn't find player at (%d,%d)\n", x, y);
   1012      1.1  mrg 	abort();
   1013      1.1  mrg 	/* NOTREACHED */
   1014      1.1  mrg }
   1015      1.1  mrg 
   1016      1.1  mrg /*
   1017      1.1  mrg  * opposite:
   1018      1.1  mrg  *	Return TRUE if the bullet direction faces the opposite direction
   1019      1.1  mrg  *	of the player in the maze
   1020      1.1  mrg  */
   1021      1.1  mrg opposite(face, dir)
   1022      1.1  mrg int	face;
   1023      1.1  mrg char	dir;
   1024      1.1  mrg {
   1025      1.1  mrg 	switch (face) {
   1026      1.1  mrg 	  case LEFTS:
   1027      1.1  mrg 		return (dir == RIGHT);
   1028      1.1  mrg 	  case RIGHT:
   1029      1.1  mrg 		return (dir == LEFTS);
   1030      1.1  mrg 	  case ABOVE:
   1031      1.1  mrg 		return (dir == BELOW);
   1032      1.1  mrg 	  case BELOW:
   1033      1.1  mrg 		return (dir == ABOVE);
   1034      1.1  mrg 	  default:
   1035      1.1  mrg 		return FALSE;
   1036      1.1  mrg 	}
   1037      1.1  mrg }
   1038      1.1  mrg 
   1039      1.1  mrg /*
   1040      1.1  mrg  * is_bullet:
   1041      1.1  mrg  *	Is there a bullet at the given coordinates?  If so, return
   1042      1.1  mrg  *	a pointer to the bullet, otherwise return NULL
   1043      1.1  mrg  */
   1044      1.1  mrg BULLET *
   1045      1.1  mrg is_bullet(y, x)
   1046      1.1  mrg register int	y, x;
   1047      1.1  mrg {
   1048      1.1  mrg 	register BULLET	*bp;
   1049      1.1  mrg 
   1050      1.1  mrg 	for (bp = Bullets; bp != NULL; bp = bp->b_next)
   1051      1.1  mrg 		if (bp->b_y == y && bp->b_x == x)
   1052      1.1  mrg 			return bp;
   1053      1.1  mrg 	return NULL;
   1054      1.1  mrg }
   1055      1.1  mrg 
   1056      1.1  mrg /*
   1057      1.1  mrg  * fixshots:
   1058      1.1  mrg  *	change the underlying character of the shots at a location
   1059      1.1  mrg  *	to the given character.
   1060      1.1  mrg  */
   1061      1.1  mrg fixshots(y, x, over)
   1062      1.1  mrg register int	y, x;
   1063      1.1  mrg char		over;
   1064      1.1  mrg {
   1065      1.1  mrg 	register BULLET	*bp;
   1066      1.1  mrg 
   1067      1.1  mrg 	for (bp = Bullets; bp != NULL; bp = bp->b_next)
   1068      1.1  mrg 		if (bp->b_y == y && bp->b_x == x)
   1069      1.1  mrg 			bp->b_over = over;
   1070      1.1  mrg }
   1071      1.1  mrg 
   1072      1.1  mrg /*
   1073      1.1  mrg  * find_under:
   1074      1.1  mrg  *	find the underlying character for a bullet when it lands
   1075      1.1  mrg  *	on another bullet.
   1076      1.1  mrg  */
   1077      1.1  mrg find_under(blist, bp)
   1078      1.1  mrg register BULLET	*blist, *bp;
   1079      1.1  mrg {
   1080      1.1  mrg 	register BULLET	*nbp;
   1081      1.1  mrg 
   1082      1.1  mrg 	for (nbp = blist; nbp != NULL; nbp = nbp->b_next)
   1083      1.1  mrg 		if (bp->b_y == nbp->b_y && bp->b_x == nbp->b_x) {
   1084      1.1  mrg 			bp->b_over = nbp->b_over;
   1085      1.1  mrg 			break;
   1086      1.1  mrg 		}
   1087      1.1  mrg }
   1088      1.1  mrg 
   1089      1.1  mrg /*
   1090      1.1  mrg  * mark_player:
   1091      1.1  mrg  *	mark a player as under a shot
   1092      1.1  mrg  */
   1093      1.1  mrg mark_player(bp)
   1094      1.1  mrg register BULLET	*bp;
   1095      1.1  mrg {
   1096      1.1  mrg 	register PLAYER	*pp;
   1097      1.1  mrg 
   1098      1.1  mrg 	for (pp = Player; pp < End_player; pp++)
   1099      1.1  mrg 		if (pp->p_y == bp->b_y && pp->p_x == bp->b_x) {
   1100      1.1  mrg 			pp->p_undershot = TRUE;
   1101      1.1  mrg 			break;
   1102      1.1  mrg 		}
   1103      1.1  mrg }
   1104      1.1  mrg 
   1105      1.1  mrg # ifdef BOOTS
   1106      1.1  mrg /*
   1107      1.1  mrg  * mark_boot:
   1108      1.1  mrg  *	mark a boot as under a shot
   1109      1.1  mrg  */
   1110      1.1  mrg mark_boot(bp)
   1111      1.1  mrg register BULLET	*bp;
   1112      1.1  mrg {
   1113      1.1  mrg 	register PLAYER	*pp;
   1114      1.1  mrg 
   1115      1.1  mrg 	for (pp = Boot; pp < &Boot[NBOOTS]; pp++)
   1116      1.1  mrg 		if (pp->p_y == bp->b_y && pp->p_x == bp->b_x) {
   1117      1.1  mrg 			pp->p_undershot = TRUE;
   1118      1.1  mrg 			break;
   1119      1.1  mrg 		}
   1120      1.1  mrg }
   1121      1.1  mrg # endif
   1122