shots.c revision 1.10 1 1.10 dholland /* $NetBSD: shots.c,v 1.10 2009/07/04 04:29:55 dholland Exp $ */
2 1.1 mrg /*
3 1.4 wiz * Copyright (c) 1983-2003, Regents of the University of California.
4 1.4 wiz * All rights reserved.
5 1.4 wiz *
6 1.4 wiz * Redistribution and use in source and binary forms, with or without
7 1.4 wiz * modification, are permitted provided that the following conditions are
8 1.4 wiz * met:
9 1.4 wiz *
10 1.4 wiz * + Redistributions of source code must retain the above copyright
11 1.4 wiz * notice, this list of conditions and the following disclaimer.
12 1.4 wiz * + Redistributions in binary form must reproduce the above copyright
13 1.4 wiz * notice, this list of conditions and the following disclaimer in the
14 1.4 wiz * documentation and/or other materials provided with the distribution.
15 1.4 wiz * + Neither the name of the University of California, San Francisco nor
16 1.4 wiz * the names of its contributors may be used to endorse or promote
17 1.4 wiz * products derived from this software without specific prior written
18 1.4 wiz * permission.
19 1.4 wiz *
20 1.4 wiz * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
21 1.4 wiz * IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
22 1.4 wiz * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
23 1.4 wiz * PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
24 1.4 wiz * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
25 1.4 wiz * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
26 1.4 wiz * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
27 1.4 wiz * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
28 1.4 wiz * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
29 1.4 wiz * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
30 1.4 wiz * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
31 1.1 mrg */
32 1.1 mrg
33 1.2 lukem #include <sys/cdefs.h>
34 1.2 lukem #ifndef lint
35 1.10 dholland __RCSID("$NetBSD: shots.c,v 1.10 2009/07/04 04:29:55 dholland Exp $");
36 1.2 lukem #endif /* not lint */
37 1.2 lukem
38 1.10 dholland #include <err.h>
39 1.10 dholland #include <signal.h>
40 1.10 dholland #include <stdlib.h>
41 1.10 dholland #include "hunt.h"
42 1.10 dholland
43 1.10 dholland #define PLUS_DELTA(x, max) if (x < max) x++; else x--
44 1.10 dholland #define MINUS_DELTA(x, min) if (x > min) x--; else x++
45 1.10 dholland
46 1.10 dholland static void chkshot(BULLET *, BULLET *);
47 1.10 dholland static void chkslime(BULLET *, BULLET *);
48 1.10 dholland static void explshot(BULLET *, int, int);
49 1.10 dholland static void find_under(BULLET *, BULLET *);
50 1.10 dholland static int iswall(int, int);
51 1.10 dholland static void mark_boot(BULLET *);
52 1.10 dholland static void mark_player(BULLET *);
53 1.2 lukem #ifdef DRONE
54 1.10 dholland static void move_drone(BULLET *);
55 1.2 lukem #endif
56 1.10 dholland static void move_flyer(PLAYER *);
57 1.10 dholland static int move_normal_shot(BULLET *);
58 1.10 dholland static void move_slime(BULLET *, int, BULLET *);
59 1.10 dholland static void save_bullet(BULLET *);
60 1.10 dholland static void zapshot(BULLET *, BULLET *);
61 1.2 lukem
62 1.1 mrg /*
63 1.1 mrg * moveshots:
64 1.1 mrg * Move the shots already in the air, taking explosions into account
65 1.1 mrg */
66 1.2 lukem void
67 1.9 dholland moveshots(void)
68 1.1 mrg {
69 1.10 dholland BULLET *bp, *next;
70 1.10 dholland PLAYER *pp;
71 1.10 dholland int x, y;
72 1.10 dholland BULLET *blist;
73 1.1 mrg
74 1.1 mrg rollexpl();
75 1.1 mrg if (Bullets == NULL)
76 1.1 mrg goto ret;
77 1.1 mrg
78 1.1 mrg /*
79 1.1 mrg * First we move through the bullet list BULSPD times, looking
80 1.1 mrg * for things we may have run into. If we do run into
81 1.1 mrg * something, we set up the explosion and disappear, checking
82 1.1 mrg * for damage to any player who got in the way.
83 1.1 mrg */
84 1.1 mrg
85 1.1 mrg blist = Bullets;
86 1.1 mrg Bullets = NULL;
87 1.1 mrg for (bp = blist; bp != NULL; bp = next) {
88 1.1 mrg next = bp->b_next;
89 1.1 mrg x = bp->b_x;
90 1.1 mrg y = bp->b_y;
91 1.1 mrg Maze[y][x] = bp->b_over;
92 1.1 mrg for (pp = Player; pp < End_player; pp++)
93 1.1 mrg check(pp, y, x);
94 1.10 dholland #ifdef MONITOR
95 1.1 mrg for (pp = Monitor; pp < End_monitor; pp++)
96 1.1 mrg check(pp, y, x);
97 1.10 dholland #endif
98 1.1 mrg
99 1.1 mrg switch (bp->b_type) {
100 1.1 mrg case SHOT:
101 1.1 mrg case GRENADE:
102 1.1 mrg case SATCHEL:
103 1.1 mrg case BOMB:
104 1.1 mrg if (move_normal_shot(bp)) {
105 1.1 mrg bp->b_next = Bullets;
106 1.1 mrg Bullets = bp;
107 1.1 mrg }
108 1.1 mrg break;
109 1.10 dholland #ifdef OOZE
110 1.1 mrg case SLIME:
111 1.1 mrg if (bp->b_expl || move_normal_shot(bp)) {
112 1.1 mrg bp->b_next = Bullets;
113 1.1 mrg Bullets = bp;
114 1.1 mrg }
115 1.1 mrg break;
116 1.10 dholland #endif
117 1.10 dholland #ifdef DRONE
118 1.1 mrg case DSHOT:
119 1.1 mrg if (move_drone(bp)) {
120 1.1 mrg bp->b_next = Bullets;
121 1.1 mrg Bullets = bp;
122 1.1 mrg }
123 1.1 mrg break;
124 1.10 dholland #endif
125 1.1 mrg default:
126 1.1 mrg bp->b_next = Bullets;
127 1.1 mrg Bullets = bp;
128 1.1 mrg break;
129 1.1 mrg }
130 1.1 mrg }
131 1.1 mrg
132 1.1 mrg blist = Bullets;
133 1.1 mrg Bullets = NULL;
134 1.1 mrg for (bp = blist; bp != NULL; bp = next) {
135 1.1 mrg next = bp->b_next;
136 1.1 mrg if (!bp->b_expl) {
137 1.1 mrg save_bullet(bp);
138 1.10 dholland #ifdef MONITOR
139 1.1 mrg for (pp = Monitor; pp < End_monitor; pp++)
140 1.1 mrg check(pp, bp->b_y, bp->b_x);
141 1.10 dholland #endif
142 1.10 dholland #ifdef DRONE
143 1.1 mrg if (bp->b_type == DSHOT)
144 1.1 mrg for (pp = Player; pp < End_player; pp++)
145 1.1 mrg if (pp->p_scan >= 0)
146 1.1 mrg check(pp, bp->b_y, bp->b_x);
147 1.10 dholland #endif
148 1.1 mrg continue;
149 1.1 mrg }
150 1.1 mrg
151 1.1 mrg chkshot(bp, next);
152 1.8 dholland free(bp);
153 1.1 mrg }
154 1.1 mrg
155 1.1 mrg for (pp = Player; pp < End_player; pp++)
156 1.1 mrg Maze[pp->p_y][pp->p_x] = pp->p_face;
157 1.1 mrg
158 1.1 mrg ret:
159 1.10 dholland #ifdef BOOTS
160 1.1 mrg for (pp = Boot; pp < &Boot[NBOOTS]; pp++)
161 1.1 mrg if (pp->p_flying >= 0)
162 1.1 mrg move_flyer(pp);
163 1.10 dholland #endif
164 1.1 mrg for (pp = Player; pp < End_player; pp++) {
165 1.10 dholland #ifdef FLY
166 1.1 mrg if (pp->p_flying >= 0)
167 1.1 mrg move_flyer(pp);
168 1.10 dholland #endif
169 1.1 mrg sendcom(pp, REFRESH); /* Flush out the explosions */
170 1.1 mrg look(pp);
171 1.1 mrg sendcom(pp, REFRESH);
172 1.1 mrg }
173 1.10 dholland #ifdef MONITOR
174 1.1 mrg for (pp = Monitor; pp < End_monitor; pp++)
175 1.1 mrg sendcom(pp, REFRESH);
176 1.10 dholland #endif
177 1.1 mrg
178 1.1 mrg return;
179 1.1 mrg }
180 1.1 mrg
181 1.1 mrg /*
182 1.1 mrg * move_normal_shot:
183 1.1 mrg * Move a normal shot along its trajectory
184 1.1 mrg */
185 1.2 lukem static int
186 1.9 dholland move_normal_shot(BULLET *bp)
187 1.1 mrg {
188 1.10 dholland int i, x, y;
189 1.10 dholland PLAYER *pp;
190 1.1 mrg
191 1.1 mrg for (i = 0; i < BULSPD; i++) {
192 1.1 mrg if (bp->b_expl)
193 1.1 mrg break;
194 1.1 mrg
195 1.1 mrg x = bp->b_x;
196 1.1 mrg y = bp->b_y;
197 1.1 mrg
198 1.1 mrg switch (bp->b_face) {
199 1.1 mrg case LEFTS:
200 1.1 mrg x--;
201 1.1 mrg break;
202 1.1 mrg case RIGHT:
203 1.1 mrg x++;
204 1.1 mrg break;
205 1.1 mrg case ABOVE:
206 1.1 mrg y--;
207 1.1 mrg break;
208 1.1 mrg case BELOW:
209 1.1 mrg y++;
210 1.1 mrg break;
211 1.1 mrg }
212 1.1 mrg
213 1.1 mrg switch (Maze[y][x]) {
214 1.1 mrg case SHOT:
215 1.1 mrg if (rand_num(100) < 5) {
216 1.1 mrg zapshot(Bullets, bp);
217 1.1 mrg zapshot(bp->b_next, bp);
218 1.1 mrg }
219 1.1 mrg break;
220 1.1 mrg case GRENADE:
221 1.1 mrg if (rand_num(100) < 10) {
222 1.1 mrg zapshot(Bullets, bp);
223 1.1 mrg zapshot(bp->b_next, bp);
224 1.1 mrg }
225 1.1 mrg break;
226 1.10 dholland #ifdef REFLECT
227 1.1 mrg case WALL4: /* reflecting walls */
228 1.1 mrg switch (bp->b_face) {
229 1.1 mrg case LEFTS:
230 1.1 mrg bp->b_face = BELOW;
231 1.1 mrg break;
232 1.1 mrg case RIGHT:
233 1.1 mrg bp->b_face = ABOVE;
234 1.1 mrg break;
235 1.1 mrg case ABOVE:
236 1.1 mrg bp->b_face = RIGHT;
237 1.1 mrg break;
238 1.1 mrg case BELOW:
239 1.1 mrg bp->b_face = LEFTS;
240 1.1 mrg break;
241 1.1 mrg }
242 1.1 mrg Maze[y][x] = WALL5;
243 1.10 dholland #ifdef MONITOR
244 1.1 mrg for (pp = Monitor; pp < End_monitor; pp++)
245 1.1 mrg check(pp, y, x);
246 1.10 dholland #endif
247 1.1 mrg break;
248 1.1 mrg case WALL5:
249 1.1 mrg switch (bp->b_face) {
250 1.1 mrg case LEFTS:
251 1.1 mrg bp->b_face = ABOVE;
252 1.1 mrg break;
253 1.1 mrg case RIGHT:
254 1.1 mrg bp->b_face = BELOW;
255 1.1 mrg break;
256 1.1 mrg case ABOVE:
257 1.1 mrg bp->b_face = LEFTS;
258 1.1 mrg break;
259 1.1 mrg case BELOW:
260 1.1 mrg bp->b_face = RIGHT;
261 1.1 mrg break;
262 1.1 mrg }
263 1.1 mrg Maze[y][x] = WALL4;
264 1.10 dholland #ifdef MONITOR
265 1.1 mrg for (pp = Monitor; pp < End_monitor; pp++)
266 1.1 mrg check(pp, y, x);
267 1.10 dholland #endif
268 1.1 mrg break;
269 1.10 dholland #endif
270 1.10 dholland #ifdef RANDOM
271 1.1 mrg case DOOR:
272 1.1 mrg switch (rand_num(4)) {
273 1.1 mrg case 0:
274 1.1 mrg bp->b_face = ABOVE;
275 1.1 mrg break;
276 1.1 mrg case 1:
277 1.1 mrg bp->b_face = BELOW;
278 1.1 mrg break;
279 1.1 mrg case 2:
280 1.1 mrg bp->b_face = LEFTS;
281 1.1 mrg break;
282 1.1 mrg case 3:
283 1.1 mrg bp->b_face = RIGHT;
284 1.1 mrg break;
285 1.1 mrg }
286 1.1 mrg break;
287 1.10 dholland #endif
288 1.10 dholland #ifdef FLY
289 1.1 mrg case FLYER:
290 1.1 mrg pp = play_at(y, x);
291 1.1 mrg message(pp, "Zing!");
292 1.1 mrg break;
293 1.10 dholland #endif
294 1.1 mrg case LEFTS:
295 1.1 mrg case RIGHT:
296 1.1 mrg case BELOW:
297 1.1 mrg case ABOVE:
298 1.1 mrg /*
299 1.1 mrg * give the person a chance to catch a
300 1.1 mrg * grenade if s/he is facing it
301 1.1 mrg */
302 1.1 mrg pp = play_at(y, x);
303 1.1 mrg pp->p_ident->i_shot += bp->b_charge;
304 1.1 mrg if (opposite(bp->b_face, Maze[y][x])) {
305 1.1 mrg if (rand_num(100) < 10) {
306 1.1 mrg if (bp->b_owner != NULL)
307 1.1 mrg message(bp->b_owner,
308 1.1 mrg "Your charge was absorbed!");
309 1.1 mrg if (bp->b_score != NULL)
310 1.1 mrg bp->b_score->i_robbed += bp->b_charge;
311 1.1 mrg pp->p_ammo += bp->b_charge;
312 1.1 mrg if (pp->p_damage + bp->b_size * MINDAM
313 1.1 mrg > pp->p_damcap)
314 1.1 mrg pp->p_ident->i_saved++;
315 1.1 mrg message(pp, "Absorbed charge (good shield!)");
316 1.1 mrg pp->p_ident->i_absorbed += bp->b_charge;
317 1.8 dholland free(bp);
318 1.7 dholland (void) snprintf(Buf, sizeof(Buf),
319 1.7 dholland "%3d", pp->p_ammo);
320 1.1 mrg cgoto(pp, STAT_AMMO_ROW, STAT_VALUE_COL);
321 1.1 mrg outstr(pp, Buf, 3);
322 1.1 mrg return FALSE;
323 1.1 mrg }
324 1.1 mrg pp->p_ident->i_faced += bp->b_charge;
325 1.1 mrg }
326 1.1 mrg /*
327 1.1 mrg * Small chance that the bullet just misses the
328 1.1 mrg * person. If so, the bullet just goes on its
329 1.1 mrg * merry way without exploding.
330 1.1 mrg */
331 1.1 mrg if (rand_num(100) < 5) {
332 1.1 mrg pp->p_ident->i_ducked += bp->b_charge;
333 1.1 mrg if (pp->p_damage + bp->b_size * MINDAM
334 1.1 mrg > pp->p_damcap)
335 1.1 mrg pp->p_ident->i_saved++;
336 1.1 mrg if (bp->b_score != NULL)
337 1.1 mrg bp->b_score->i_missed += bp->b_charge;
338 1.1 mrg message(pp, "Zing!");
339 1.1 mrg if (bp->b_owner == NULL)
340 1.1 mrg break;
341 1.6 abs message(bp->b_owner, bp->b_score &&
342 1.1 mrg ((bp->b_score->i_missed & 0x7) == 0x7) ?
343 1.1 mrg "My! What a bad shot you are!" :
344 1.1 mrg "Missed him");
345 1.1 mrg break;
346 1.1 mrg }
347 1.1 mrg /*
348 1.1 mrg * The shot hit that sucker! Blow it up.
349 1.1 mrg */
350 1.1 mrg /* FALLTHROUGH */
351 1.10 dholland #ifndef RANDOM
352 1.1 mrg case DOOR:
353 1.10 dholland #endif
354 1.1 mrg case WALL1:
355 1.1 mrg case WALL2:
356 1.1 mrg case WALL3:
357 1.1 mrg bp->b_expl = TRUE;
358 1.1 mrg break;
359 1.1 mrg }
360 1.1 mrg
361 1.1 mrg bp->b_x = x;
362 1.1 mrg bp->b_y = y;
363 1.1 mrg }
364 1.1 mrg return TRUE;
365 1.1 mrg }
366 1.1 mrg
367 1.10 dholland #ifdef DRONE
368 1.1 mrg /*
369 1.1 mrg * move_drone:
370 1.1 mrg * Move the drone to the next square
371 1.1 mrg */
372 1.2 lukem static void
373 1.9 dholland move_drone(BULLET *bp)
374 1.1 mrg {
375 1.10 dholland int mask, count;
376 1.10 dholland int n, dir;
377 1.10 dholland PLAYER *pp;
378 1.1 mrg
379 1.1 mrg /*
380 1.1 mrg * See if we can give someone a blast
381 1.1 mrg */
382 1.1 mrg if (isplayer(Maze[bp->b_y][bp->b_x - 1])) {
383 1.1 mrg dir = WEST;
384 1.1 mrg goto drone_move;
385 1.1 mrg }
386 1.1 mrg if (isplayer(Maze[bp->b_y - 1][bp->b_x])) {
387 1.1 mrg dir = NORTH;
388 1.1 mrg goto drone_move;
389 1.1 mrg }
390 1.1 mrg if (isplayer(Maze[bp->b_y + 1][bp->b_x])) {
391 1.1 mrg dir = SOUTH;
392 1.1 mrg goto drone_move;
393 1.1 mrg }
394 1.1 mrg if (isplayer(Maze[bp->b_y][bp->b_x + 1])) {
395 1.1 mrg dir = EAST;
396 1.1 mrg goto drone_move;
397 1.1 mrg }
398 1.1 mrg
399 1.1 mrg /*
400 1.1 mrg * Find out what directions are clear
401 1.1 mrg */
402 1.1 mrg mask = count = 0;
403 1.1 mrg if (!iswall(bp->b_y, bp->b_x - 1))
404 1.1 mrg mask |= WEST, count++;
405 1.1 mrg if (!iswall(bp->b_y - 1, bp->b_x))
406 1.1 mrg mask |= NORTH, count++;
407 1.1 mrg if (!iswall(bp->b_y + 1, bp->b_x))
408 1.1 mrg mask |= SOUTH, count++;
409 1.1 mrg if (!iswall(bp->b_y, bp->b_x + 1))
410 1.1 mrg mask |= EAST, count++;
411 1.1 mrg
412 1.1 mrg /*
413 1.1 mrg * All blocked up, just you wait
414 1.1 mrg */
415 1.1 mrg if (count == 0)
416 1.1 mrg return TRUE;
417 1.1 mrg
418 1.1 mrg /*
419 1.1 mrg * Only one way to go.
420 1.1 mrg */
421 1.1 mrg if (count == 1) {
422 1.1 mrg dir = mask;
423 1.1 mrg goto drone_move;
424 1.1 mrg }
425 1.1 mrg
426 1.1 mrg /*
427 1.1 mrg * Get rid of the direction that we came from
428 1.1 mrg */
429 1.1 mrg switch (bp->b_face) {
430 1.1 mrg case LEFTS:
431 1.1 mrg if (mask & EAST)
432 1.1 mrg mask &= ~EAST, count--;
433 1.1 mrg break;
434 1.1 mrg case RIGHT:
435 1.1 mrg if (mask & WEST)
436 1.1 mrg mask &= ~WEST, count--;
437 1.1 mrg break;
438 1.1 mrg case ABOVE:
439 1.1 mrg if (mask & SOUTH)
440 1.1 mrg mask &= ~SOUTH, count--;
441 1.1 mrg break;
442 1.1 mrg case BELOW:
443 1.1 mrg if (mask & NORTH)
444 1.1 mrg mask &= ~NORTH, count--;
445 1.1 mrg break;
446 1.1 mrg }
447 1.1 mrg
448 1.1 mrg /*
449 1.1 mrg * Pick one of the remaining directions
450 1.1 mrg */
451 1.1 mrg n = rand_num(count);
452 1.1 mrg if (n >= 0 && mask & NORTH)
453 1.1 mrg dir = NORTH, n--;
454 1.1 mrg if (n >= 0 && mask & SOUTH)
455 1.1 mrg dir = SOUTH, n--;
456 1.1 mrg if (n >= 0 && mask & EAST)
457 1.1 mrg dir = EAST, n--;
458 1.1 mrg if (n >= 0 && mask & WEST)
459 1.1 mrg dir = WEST, n--;
460 1.1 mrg
461 1.1 mrg /*
462 1.1 mrg * Now that we know the direction of movement,
463 1.1 mrg * just update the position of the drone
464 1.1 mrg */
465 1.1 mrg drone_move:
466 1.1 mrg switch (dir) {
467 1.1 mrg case WEST:
468 1.1 mrg bp->b_x--;
469 1.1 mrg bp->b_face = LEFTS;
470 1.1 mrg break;
471 1.1 mrg case EAST:
472 1.1 mrg bp->b_x++;
473 1.1 mrg bp->b_face = RIGHT;
474 1.1 mrg break;
475 1.1 mrg case NORTH:
476 1.1 mrg bp->b_y--;
477 1.1 mrg bp->b_face = ABOVE;
478 1.1 mrg break;
479 1.1 mrg case SOUTH:
480 1.1 mrg bp->b_y++;
481 1.1 mrg bp->b_face = BELOW;
482 1.1 mrg break;
483 1.1 mrg }
484 1.1 mrg switch (Maze[bp->b_y][bp->b_x]) {
485 1.1 mrg case LEFTS:
486 1.1 mrg case RIGHT:
487 1.1 mrg case BELOW:
488 1.1 mrg case ABOVE:
489 1.1 mrg /*
490 1.1 mrg * give the person a chance to catch a
491 1.1 mrg * drone if s/he is facing it
492 1.1 mrg */
493 1.1 mrg if (rand_num(100) < 1 &&
494 1.1 mrg opposite(bp->b_face, Maze[bp->b_y][bp->b_x])) {
495 1.1 mrg pp = play_at(bp->b_y, bp->b_x);
496 1.1 mrg pp->p_ammo += bp->b_charge;
497 1.1 mrg message(pp, "**** Absorbed drone ****");
498 1.8 dholland free(bp);
499 1.7 dholland (void) snprintf(Buf, sizeof(buf), "%3d", pp->p_ammo);
500 1.1 mrg cgoto(pp, STAT_AMMO_ROW, STAT_VALUE_COL);
501 1.1 mrg outstr(pp, Buf, 3);
502 1.1 mrg return FALSE;
503 1.1 mrg }
504 1.1 mrg bp->b_expl = TRUE;
505 1.1 mrg break;
506 1.1 mrg }
507 1.1 mrg return TRUE;
508 1.1 mrg }
509 1.10 dholland #endif
510 1.1 mrg
511 1.1 mrg /*
512 1.1 mrg * save_bullet:
513 1.1 mrg * Put this bullet back onto the bullet list
514 1.1 mrg */
515 1.2 lukem static void
516 1.9 dholland save_bullet(BULLET *bp)
517 1.1 mrg {
518 1.1 mrg bp->b_over = Maze[bp->b_y][bp->b_x];
519 1.1 mrg switch (bp->b_over) {
520 1.1 mrg case SHOT:
521 1.1 mrg case GRENADE:
522 1.1 mrg case SATCHEL:
523 1.1 mrg case BOMB:
524 1.10 dholland #ifdef OOZE
525 1.1 mrg case SLIME:
526 1.10 dholland #ifdef VOLCANO
527 1.1 mrg case LAVA:
528 1.10 dholland #endif
529 1.10 dholland #endif
530 1.10 dholland #ifdef DRONE
531 1.1 mrg case DSHOT:
532 1.10 dholland #endif
533 1.1 mrg find_under(Bullets, bp);
534 1.1 mrg break;
535 1.1 mrg }
536 1.1 mrg
537 1.1 mrg switch (bp->b_over) {
538 1.1 mrg case LEFTS:
539 1.1 mrg case RIGHT:
540 1.1 mrg case ABOVE:
541 1.1 mrg case BELOW:
542 1.10 dholland #ifdef FLY
543 1.1 mrg case FLYER:
544 1.10 dholland #endif
545 1.1 mrg mark_player(bp);
546 1.1 mrg break;
547 1.10 dholland #ifdef BOOTS
548 1.1 mrg case BOOT:
549 1.1 mrg case BOOT_PAIR:
550 1.1 mrg mark_boot(bp);
551 1.10 dholland #endif
552 1.1 mrg
553 1.1 mrg default:
554 1.1 mrg Maze[bp->b_y][bp->b_x] = bp->b_type;
555 1.1 mrg break;
556 1.1 mrg }
557 1.1 mrg
558 1.1 mrg bp->b_next = Bullets;
559 1.1 mrg Bullets = bp;
560 1.1 mrg }
561 1.1 mrg
562 1.1 mrg /*
563 1.1 mrg * move_flyer:
564 1.1 mrg * Update the position of a player in flight
565 1.1 mrg */
566 1.2 lukem static void
567 1.9 dholland move_flyer(PLAYER *pp)
568 1.1 mrg {
569 1.10 dholland int x, y;
570 1.1 mrg
571 1.1 mrg if (pp->p_undershot) {
572 1.1 mrg fixshots(pp->p_y, pp->p_x, pp->p_over);
573 1.1 mrg pp->p_undershot = FALSE;
574 1.1 mrg }
575 1.1 mrg Maze[pp->p_y][pp->p_x] = pp->p_over;
576 1.1 mrg x = pp->p_x + pp->p_flyx;
577 1.1 mrg y = pp->p_y + pp->p_flyy;
578 1.1 mrg if (x < 1) {
579 1.1 mrg x = 1 - x;
580 1.1 mrg pp->p_flyx = -pp->p_flyx;
581 1.1 mrg }
582 1.1 mrg else if (x > WIDTH - 2) {
583 1.1 mrg x = (WIDTH - 2) - (x - (WIDTH - 2));
584 1.1 mrg pp->p_flyx = -pp->p_flyx;
585 1.1 mrg }
586 1.1 mrg if (y < 1) {
587 1.1 mrg y = 1 - y;
588 1.1 mrg pp->p_flyy = -pp->p_flyy;
589 1.1 mrg }
590 1.1 mrg else if (y > HEIGHT - 2) {
591 1.1 mrg y = (HEIGHT - 2) - (y - (HEIGHT - 2));
592 1.1 mrg pp->p_flyy = -pp->p_flyy;
593 1.1 mrg }
594 1.1 mrg again:
595 1.1 mrg switch (Maze[y][x]) {
596 1.1 mrg default:
597 1.1 mrg switch (rand_num(4)) {
598 1.1 mrg case 0:
599 1.1 mrg PLUS_DELTA(x, WIDTH - 2);
600 1.1 mrg break;
601 1.1 mrg case 1:
602 1.1 mrg MINUS_DELTA(x, 1);
603 1.1 mrg break;
604 1.1 mrg case 2:
605 1.1 mrg PLUS_DELTA(y, HEIGHT - 2);
606 1.1 mrg break;
607 1.1 mrg case 3:
608 1.1 mrg MINUS_DELTA(y, 1);
609 1.1 mrg break;
610 1.1 mrg }
611 1.1 mrg goto again;
612 1.1 mrg case WALL1:
613 1.1 mrg case WALL2:
614 1.1 mrg case WALL3:
615 1.10 dholland #ifdef REFLECT
616 1.1 mrg case WALL4:
617 1.1 mrg case WALL5:
618 1.10 dholland #endif
619 1.10 dholland #ifdef RANDOM
620 1.1 mrg case DOOR:
621 1.10 dholland #endif
622 1.1 mrg if (pp->p_flying == 0)
623 1.1 mrg pp->p_flying++;
624 1.1 mrg break;
625 1.1 mrg case SPACE:
626 1.1 mrg break;
627 1.1 mrg }
628 1.1 mrg pp->p_y = y;
629 1.1 mrg pp->p_x = x;
630 1.1 mrg if (pp->p_flying-- == 0) {
631 1.10 dholland #ifdef BOOTS
632 1.1 mrg if (pp->p_face != BOOT && pp->p_face != BOOT_PAIR) {
633 1.10 dholland #endif
634 1.1 mrg checkdam(pp, (PLAYER *) NULL, (IDENT *) NULL,
635 1.1 mrg rand_num(pp->p_damage / 5), FALL);
636 1.1 mrg pp->p_face = rand_dir();
637 1.1 mrg showstat(pp);
638 1.10 dholland #ifdef BOOTS
639 1.1 mrg }
640 1.1 mrg else {
641 1.1 mrg if (Maze[y][x] == BOOT)
642 1.1 mrg pp->p_face = BOOT_PAIR;
643 1.1 mrg Maze[y][x] = SPACE;
644 1.1 mrg }
645 1.10 dholland #endif
646 1.1 mrg }
647 1.1 mrg pp->p_over = Maze[y][x];
648 1.1 mrg Maze[y][x] = pp->p_face;
649 1.1 mrg showexpl(y, x, pp->p_face);
650 1.1 mrg }
651 1.1 mrg
652 1.1 mrg /*
653 1.1 mrg * chkshot
654 1.1 mrg * Handle explosions
655 1.1 mrg */
656 1.2 lukem static void
657 1.9 dholland chkshot(BULLET *bp, BULLET *next)
658 1.1 mrg {
659 1.10 dholland int y, x;
660 1.10 dholland int dy, dx, absdy;
661 1.10 dholland int delta, damage;
662 1.10 dholland char expl;
663 1.10 dholland PLAYER *pp;
664 1.1 mrg
665 1.2 lukem delta = 0;
666 1.1 mrg switch (bp->b_type) {
667 1.1 mrg case SHOT:
668 1.1 mrg case MINE:
669 1.1 mrg case GRENADE:
670 1.1 mrg case GMINE:
671 1.1 mrg case SATCHEL:
672 1.1 mrg case BOMB:
673 1.1 mrg delta = bp->b_size - 1;
674 1.1 mrg break;
675 1.10 dholland #ifdef OOZE
676 1.1 mrg case SLIME:
677 1.10 dholland #ifdef VOLCANO
678 1.1 mrg case LAVA:
679 1.10 dholland #endif
680 1.1 mrg chkslime(bp, next);
681 1.1 mrg return;
682 1.10 dholland #endif
683 1.10 dholland #ifdef DRONE
684 1.1 mrg case DSHOT:
685 1.1 mrg bp->b_type = SLIME;
686 1.1 mrg chkslime(bp, next);
687 1.1 mrg return;
688 1.10 dholland #endif
689 1.1 mrg }
690 1.1 mrg for (y = bp->b_y - delta; y <= bp->b_y + delta; y++) {
691 1.1 mrg if (y < 0 || y >= HEIGHT)
692 1.1 mrg continue;
693 1.1 mrg dy = y - bp->b_y;
694 1.1 mrg absdy = (dy < 0) ? -dy : dy;
695 1.1 mrg for (x = bp->b_x - delta; x <= bp->b_x + delta; x++) {
696 1.1 mrg if (x < 0 || x >= WIDTH)
697 1.1 mrg continue;
698 1.1 mrg dx = x - bp->b_x;
699 1.1 mrg if (dx == 0)
700 1.1 mrg expl = (dy == 0) ? '*' : '|';
701 1.1 mrg else if (dy == 0)
702 1.1 mrg expl = '-';
703 1.1 mrg else if (dx == dy)
704 1.1 mrg expl = '\\';
705 1.1 mrg else if (dx == -dy)
706 1.1 mrg expl = '/';
707 1.1 mrg else
708 1.1 mrg expl = '*';
709 1.1 mrg showexpl(y, x, expl);
710 1.1 mrg switch (Maze[y][x]) {
711 1.1 mrg case LEFTS:
712 1.1 mrg case RIGHT:
713 1.1 mrg case ABOVE:
714 1.1 mrg case BELOW:
715 1.10 dholland #ifdef FLY
716 1.1 mrg case FLYER:
717 1.10 dholland #endif
718 1.1 mrg if (dx < 0)
719 1.1 mrg dx = -dx;
720 1.1 mrg if (absdy > dx)
721 1.1 mrg damage = bp->b_size - absdy;
722 1.1 mrg else
723 1.1 mrg damage = bp->b_size - dx;
724 1.1 mrg pp = play_at(y, x);
725 1.1 mrg checkdam(pp, bp->b_owner, bp->b_score,
726 1.1 mrg damage * MINDAM, bp->b_type);
727 1.1 mrg break;
728 1.1 mrg case GMINE:
729 1.1 mrg case MINE:
730 1.1 mrg add_shot((Maze[y][x] == GMINE) ?
731 1.1 mrg GRENADE : SHOT,
732 1.1 mrg y, x, LEFTS,
733 1.1 mrg (Maze[y][x] == GMINE) ?
734 1.1 mrg GRENREQ : BULREQ,
735 1.1 mrg (PLAYER *) NULL, TRUE, SPACE);
736 1.1 mrg Maze[y][x] = SPACE;
737 1.1 mrg break;
738 1.1 mrg }
739 1.1 mrg }
740 1.1 mrg }
741 1.1 mrg }
742 1.1 mrg
743 1.10 dholland #ifdef OOZE
744 1.1 mrg /*
745 1.1 mrg * chkslime:
746 1.1 mrg * handle slime shot exploding
747 1.1 mrg */
748 1.2 lukem static void
749 1.9 dholland chkslime(BULLET *bp, BULLET *next)
750 1.1 mrg {
751 1.2 lukem BULLET *nbp;
752 1.1 mrg
753 1.1 mrg switch (Maze[bp->b_y][bp->b_x]) {
754 1.1 mrg case WALL1:
755 1.1 mrg case WALL2:
756 1.1 mrg case WALL3:
757 1.10 dholland #ifdef REFLECT
758 1.1 mrg case WALL4:
759 1.1 mrg case WALL5:
760 1.10 dholland #endif
761 1.10 dholland #ifdef RANDOM
762 1.1 mrg case DOOR:
763 1.10 dholland #endif
764 1.1 mrg switch (bp->b_face) {
765 1.1 mrg case LEFTS:
766 1.1 mrg bp->b_x++;
767 1.1 mrg break;
768 1.1 mrg case RIGHT:
769 1.1 mrg bp->b_x--;
770 1.1 mrg break;
771 1.1 mrg case ABOVE:
772 1.1 mrg bp->b_y++;
773 1.1 mrg break;
774 1.1 mrg case BELOW:
775 1.1 mrg bp->b_y--;
776 1.1 mrg break;
777 1.1 mrg }
778 1.1 mrg break;
779 1.1 mrg }
780 1.8 dholland nbp = malloc(sizeof(*nbp));
781 1.1 mrg *nbp = *bp;
782 1.10 dholland #ifdef VOLCANO
783 1.1 mrg move_slime(nbp, nbp->b_type == SLIME ? SLIMESPEED : LAVASPEED, next);
784 1.10 dholland #else
785 1.1 mrg move_slime(nbp, SLIMESPEED, next);
786 1.10 dholland #endif
787 1.1 mrg }
788 1.1 mrg
789 1.1 mrg /*
790 1.1 mrg * move_slime:
791 1.1 mrg * move the given slime shot speed times and add it back if
792 1.1 mrg * it hasn't fizzled yet
793 1.1 mrg */
794 1.2 lukem void
795 1.9 dholland move_slime(BULLET *bp, int speed, BULLET *next)
796 1.1 mrg {
797 1.10 dholland int i, j, dirmask, count;
798 1.10 dholland PLAYER *pp;
799 1.10 dholland BULLET *nbp;
800 1.1 mrg
801 1.1 mrg if (speed == 0) {
802 1.1 mrg if (bp->b_charge <= 0)
803 1.8 dholland free(bp);
804 1.1 mrg else
805 1.1 mrg save_bullet(bp);
806 1.1 mrg return;
807 1.1 mrg }
808 1.1 mrg
809 1.10 dholland #ifdef VOLCANO
810 1.1 mrg showexpl(bp->b_y, bp->b_x, bp->b_type == LAVA ? LAVA : '*');
811 1.10 dholland #else
812 1.1 mrg showexpl(bp->b_y, bp->b_x, '*');
813 1.10 dholland #endif
814 1.1 mrg switch (Maze[bp->b_y][bp->b_x]) {
815 1.1 mrg case LEFTS:
816 1.1 mrg case RIGHT:
817 1.1 mrg case ABOVE:
818 1.1 mrg case BELOW:
819 1.10 dholland #ifdef FLY
820 1.1 mrg case FLYER:
821 1.10 dholland #endif
822 1.1 mrg pp = play_at(bp->b_y, bp->b_x);
823 1.1 mrg message(pp, "You've been slimed.");
824 1.1 mrg checkdam(pp, bp->b_owner, bp->b_score, MINDAM, bp->b_type);
825 1.1 mrg break;
826 1.1 mrg case SHOT:
827 1.1 mrg case GRENADE:
828 1.1 mrg case SATCHEL:
829 1.1 mrg case BOMB:
830 1.10 dholland #ifdef DRONE
831 1.1 mrg case DSHOT:
832 1.10 dholland #endif
833 1.1 mrg explshot(next, bp->b_y, bp->b_x);
834 1.1 mrg explshot(Bullets, bp->b_y, bp->b_x);
835 1.1 mrg break;
836 1.1 mrg }
837 1.1 mrg
838 1.1 mrg if (--bp->b_charge <= 0) {
839 1.8 dholland free(bp);
840 1.1 mrg return;
841 1.1 mrg }
842 1.1 mrg
843 1.1 mrg dirmask = 0;
844 1.1 mrg count = 0;
845 1.1 mrg switch (bp->b_face) {
846 1.1 mrg case LEFTS:
847 1.1 mrg if (!iswall(bp->b_y, bp->b_x - 1))
848 1.1 mrg dirmask |= WEST, count++;
849 1.1 mrg if (!iswall(bp->b_y - 1, bp->b_x))
850 1.1 mrg dirmask |= NORTH, count++;
851 1.1 mrg if (!iswall(bp->b_y + 1, bp->b_x))
852 1.1 mrg dirmask |= SOUTH, count++;
853 1.1 mrg if (dirmask == 0)
854 1.1 mrg if (!iswall(bp->b_y, bp->b_x + 1))
855 1.1 mrg dirmask |= EAST, count++;
856 1.1 mrg break;
857 1.1 mrg case RIGHT:
858 1.1 mrg if (!iswall(bp->b_y, bp->b_x + 1))
859 1.1 mrg dirmask |= EAST, count++;
860 1.1 mrg if (!iswall(bp->b_y - 1, bp->b_x))
861 1.1 mrg dirmask |= NORTH, count++;
862 1.1 mrg if (!iswall(bp->b_y + 1, bp->b_x))
863 1.1 mrg dirmask |= SOUTH, count++;
864 1.1 mrg if (dirmask == 0)
865 1.1 mrg if (!iswall(bp->b_y, bp->b_x - 1))
866 1.1 mrg dirmask |= WEST, count++;
867 1.1 mrg break;
868 1.1 mrg case ABOVE:
869 1.1 mrg if (!iswall(bp->b_y - 1, bp->b_x))
870 1.1 mrg dirmask |= NORTH, count++;
871 1.1 mrg if (!iswall(bp->b_y, bp->b_x - 1))
872 1.1 mrg dirmask |= WEST, count++;
873 1.1 mrg if (!iswall(bp->b_y, bp->b_x + 1))
874 1.1 mrg dirmask |= EAST, count++;
875 1.1 mrg if (dirmask == 0)
876 1.1 mrg if (!iswall(bp->b_y + 1, bp->b_x))
877 1.1 mrg dirmask |= SOUTH, count++;
878 1.1 mrg break;
879 1.1 mrg case BELOW:
880 1.1 mrg if (!iswall(bp->b_y + 1, bp->b_x))
881 1.1 mrg dirmask |= SOUTH, count++;
882 1.1 mrg if (!iswall(bp->b_y, bp->b_x - 1))
883 1.1 mrg dirmask |= WEST, count++;
884 1.1 mrg if (!iswall(bp->b_y, bp->b_x + 1))
885 1.1 mrg dirmask |= EAST, count++;
886 1.1 mrg if (dirmask == 0)
887 1.1 mrg if (!iswall(bp->b_y - 1, bp->b_x))
888 1.1 mrg dirmask |= NORTH, count++;
889 1.1 mrg break;
890 1.1 mrg }
891 1.1 mrg if (count == 0) {
892 1.1 mrg /*
893 1.1 mrg * No place to go. Just sit here for a while and wait
894 1.1 mrg * for adjacent squares to clear out.
895 1.1 mrg */
896 1.1 mrg save_bullet(bp);
897 1.1 mrg return;
898 1.1 mrg }
899 1.1 mrg if (bp->b_charge < count) {
900 1.1 mrg /* Only bp->b_charge paths may be taken */
901 1.1 mrg while (count > bp->b_charge) {
902 1.1 mrg if (dirmask & WEST)
903 1.1 mrg dirmask &= ~WEST;
904 1.1 mrg else if (dirmask & EAST)
905 1.1 mrg dirmask &= ~EAST;
906 1.1 mrg else if (dirmask & NORTH)
907 1.1 mrg dirmask &= ~NORTH;
908 1.1 mrg else if (dirmask & SOUTH)
909 1.1 mrg dirmask &= ~SOUTH;
910 1.1 mrg count--;
911 1.1 mrg }
912 1.1 mrg }
913 1.1 mrg
914 1.1 mrg i = bp->b_charge / count;
915 1.1 mrg j = bp->b_charge % count;
916 1.1 mrg if (dirmask & WEST) {
917 1.1 mrg count--;
918 1.1 mrg nbp = create_shot(bp->b_type, bp->b_y, bp->b_x - 1, LEFTS,
919 1.1 mrg i, bp->b_size, bp->b_owner, bp->b_score, TRUE, SPACE);
920 1.1 mrg move_slime(nbp, speed - 1, next);
921 1.1 mrg }
922 1.1 mrg if (dirmask & EAST) {
923 1.1 mrg count--;
924 1.1 mrg nbp = create_shot(bp->b_type, bp->b_y, bp->b_x + 1, RIGHT,
925 1.1 mrg (count < j) ? i + 1 : i, bp->b_size, bp->b_owner,
926 1.1 mrg bp->b_score, TRUE, SPACE);
927 1.1 mrg move_slime(nbp, speed - 1, next);
928 1.1 mrg }
929 1.1 mrg if (dirmask & NORTH) {
930 1.1 mrg count--;
931 1.1 mrg nbp = create_shot(bp->b_type, bp->b_y - 1, bp->b_x, ABOVE,
932 1.1 mrg (count < j) ? i + 1 : i, bp->b_size, bp->b_owner,
933 1.1 mrg bp->b_score, TRUE, SPACE);
934 1.1 mrg move_slime(nbp, speed - 1, next);
935 1.1 mrg }
936 1.1 mrg if (dirmask & SOUTH) {
937 1.1 mrg count--;
938 1.1 mrg nbp = create_shot(bp->b_type, bp->b_y + 1, bp->b_x, BELOW,
939 1.1 mrg (count < j) ? i + 1 : i, bp->b_size, bp->b_owner,
940 1.1 mrg bp->b_score, TRUE, SPACE);
941 1.1 mrg move_slime(nbp, speed - 1, next);
942 1.1 mrg }
943 1.1 mrg
944 1.8 dholland free(bp);
945 1.1 mrg }
946 1.1 mrg
947 1.1 mrg /*
948 1.1 mrg * iswall:
949 1.1 mrg * returns whether the given location is a wall
950 1.1 mrg */
951 1.2 lukem static int
952 1.9 dholland iswall(int y, int x)
953 1.1 mrg {
954 1.1 mrg if (y < 0 || x < 0 || y >= HEIGHT || x >= WIDTH)
955 1.1 mrg return TRUE;
956 1.1 mrg switch (Maze[y][x]) {
957 1.1 mrg case WALL1:
958 1.1 mrg case WALL2:
959 1.1 mrg case WALL3:
960 1.10 dholland #ifdef REFLECT
961 1.1 mrg case WALL4:
962 1.1 mrg case WALL5:
963 1.10 dholland #endif
964 1.10 dholland #ifdef RANDOM
965 1.1 mrg case DOOR:
966 1.10 dholland #endif
967 1.10 dholland #ifdef OOZE
968 1.1 mrg case SLIME:
969 1.10 dholland #ifdef VOLCANO
970 1.1 mrg case LAVA:
971 1.10 dholland #endif
972 1.10 dholland #endif
973 1.1 mrg return TRUE;
974 1.1 mrg }
975 1.1 mrg return FALSE;
976 1.1 mrg }
977 1.10 dholland #endif
978 1.1 mrg
979 1.1 mrg /*
980 1.1 mrg * zapshot:
981 1.1 mrg * Take a shot out of the air.
982 1.1 mrg */
983 1.2 lukem static void
984 1.9 dholland zapshot(BULLET *blist, BULLET *obp)
985 1.1 mrg {
986 1.10 dholland BULLET *bp;
987 1.10 dholland FLAG explode;
988 1.1 mrg
989 1.1 mrg explode = FALSE;
990 1.1 mrg for (bp = blist; bp != NULL; bp = bp->b_next) {
991 1.1 mrg if (bp->b_x != obp->b_x || bp->b_y != obp->b_y)
992 1.1 mrg continue;
993 1.1 mrg if (bp->b_face == obp->b_face)
994 1.1 mrg continue;
995 1.1 mrg explode = TRUE;
996 1.1 mrg break;
997 1.1 mrg }
998 1.1 mrg if (!explode)
999 1.1 mrg return;
1000 1.1 mrg explshot(blist, obp->b_y, obp->b_x);
1001 1.1 mrg }
1002 1.1 mrg
1003 1.1 mrg /*
1004 1.1 mrg * explshot -
1005 1.1 mrg * Make all shots at this location blow up
1006 1.1 mrg */
1007 1.2 lukem void
1008 1.9 dholland explshot(BULLET *blist, int y, int x)
1009 1.1 mrg {
1010 1.10 dholland BULLET *bp;
1011 1.1 mrg
1012 1.1 mrg for (bp = blist; bp != NULL; bp = bp->b_next)
1013 1.1 mrg if (bp->b_x == x && bp->b_y == y) {
1014 1.1 mrg bp->b_expl = TRUE;
1015 1.1 mrg if (bp->b_owner != NULL)
1016 1.1 mrg message(bp->b_owner, "Shot intercepted");
1017 1.1 mrg }
1018 1.1 mrg }
1019 1.1 mrg
1020 1.1 mrg /*
1021 1.1 mrg * play_at:
1022 1.1 mrg * Return a pointer to the player at the given location
1023 1.1 mrg */
1024 1.1 mrg PLAYER *
1025 1.9 dholland play_at(int y, int x)
1026 1.1 mrg {
1027 1.10 dholland PLAYER *pp;
1028 1.1 mrg
1029 1.1 mrg for (pp = Player; pp < End_player; pp++)
1030 1.1 mrg if (pp->p_x == x && pp->p_y == y)
1031 1.1 mrg return pp;
1032 1.3 lukem errx(1, "driver: couldn't find player at (%d,%d)", x, y);
1033 1.1 mrg /* NOTREACHED */
1034 1.1 mrg }
1035 1.1 mrg
1036 1.1 mrg /*
1037 1.1 mrg * opposite:
1038 1.1 mrg * Return TRUE if the bullet direction faces the opposite direction
1039 1.1 mrg * of the player in the maze
1040 1.1 mrg */
1041 1.2 lukem int
1042 1.9 dholland opposite(int face, char dir)
1043 1.1 mrg {
1044 1.1 mrg switch (face) {
1045 1.1 mrg case LEFTS:
1046 1.1 mrg return (dir == RIGHT);
1047 1.1 mrg case RIGHT:
1048 1.1 mrg return (dir == LEFTS);
1049 1.1 mrg case ABOVE:
1050 1.1 mrg return (dir == BELOW);
1051 1.1 mrg case BELOW:
1052 1.1 mrg return (dir == ABOVE);
1053 1.1 mrg default:
1054 1.1 mrg return FALSE;
1055 1.1 mrg }
1056 1.1 mrg }
1057 1.1 mrg
1058 1.1 mrg /*
1059 1.1 mrg * is_bullet:
1060 1.1 mrg * Is there a bullet at the given coordinates? If so, return
1061 1.1 mrg * a pointer to the bullet, otherwise return NULL
1062 1.1 mrg */
1063 1.1 mrg BULLET *
1064 1.9 dholland is_bullet(int y, int x)
1065 1.1 mrg {
1066 1.10 dholland BULLET *bp;
1067 1.1 mrg
1068 1.1 mrg for (bp = Bullets; bp != NULL; bp = bp->b_next)
1069 1.1 mrg if (bp->b_y == y && bp->b_x == x)
1070 1.1 mrg return bp;
1071 1.1 mrg return NULL;
1072 1.1 mrg }
1073 1.1 mrg
1074 1.1 mrg /*
1075 1.1 mrg * fixshots:
1076 1.1 mrg * change the underlying character of the shots at a location
1077 1.1 mrg * to the given character.
1078 1.1 mrg */
1079 1.2 lukem void
1080 1.9 dholland fixshots(int y, int x, char over)
1081 1.1 mrg {
1082 1.10 dholland BULLET *bp;
1083 1.1 mrg
1084 1.1 mrg for (bp = Bullets; bp != NULL; bp = bp->b_next)
1085 1.1 mrg if (bp->b_y == y && bp->b_x == x)
1086 1.1 mrg bp->b_over = over;
1087 1.1 mrg }
1088 1.1 mrg
1089 1.1 mrg /*
1090 1.1 mrg * find_under:
1091 1.1 mrg * find the underlying character for a bullet when it lands
1092 1.1 mrg * on another bullet.
1093 1.1 mrg */
1094 1.2 lukem static void
1095 1.9 dholland find_under(BULLET *blist, BULLET *bp)
1096 1.1 mrg {
1097 1.10 dholland BULLET *nbp;
1098 1.1 mrg
1099 1.1 mrg for (nbp = blist; nbp != NULL; nbp = nbp->b_next)
1100 1.1 mrg if (bp->b_y == nbp->b_y && bp->b_x == nbp->b_x) {
1101 1.1 mrg bp->b_over = nbp->b_over;
1102 1.1 mrg break;
1103 1.1 mrg }
1104 1.1 mrg }
1105 1.1 mrg
1106 1.1 mrg /*
1107 1.1 mrg * mark_player:
1108 1.1 mrg * mark a player as under a shot
1109 1.1 mrg */
1110 1.2 lukem static void
1111 1.9 dholland mark_player(BULLET *bp)
1112 1.1 mrg {
1113 1.10 dholland PLAYER *pp;
1114 1.1 mrg
1115 1.1 mrg for (pp = Player; pp < End_player; 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
1122 1.10 dholland #ifdef BOOTS
1123 1.1 mrg /*
1124 1.1 mrg * mark_boot:
1125 1.1 mrg * mark a boot as under a shot
1126 1.1 mrg */
1127 1.2 lukem static void
1128 1.9 dholland mark_boot(BULLET *bp)
1129 1.1 mrg {
1130 1.10 dholland PLAYER *pp;
1131 1.1 mrg
1132 1.1 mrg for (pp = Boot; pp < &Boot[NBOOTS]; pp++)
1133 1.1 mrg if (pp->p_y == bp->b_y && pp->p_x == bp->b_x) {
1134 1.1 mrg pp->p_undershot = TRUE;
1135 1.1 mrg break;
1136 1.1 mrg }
1137 1.1 mrg }
1138 1.10 dholland #endif
1139