shots.c revision 1.2 1 1.2 lukem /* $NetBSD: shots.c,v 1.2 1997/10/10 16:33:54 lukem Exp $ */
2 1.1 mrg /*
3 1.1 mrg * Hunt
4 1.1 mrg * Copyright (c) 1985 Conrad C. Huang, Gregory S. Couch, Kenneth C.R.C. Arnold
5 1.1 mrg * San Francisco, California
6 1.1 mrg */
7 1.1 mrg
8 1.2 lukem #include <sys/cdefs.h>
9 1.2 lukem #ifndef lint
10 1.2 lukem __RCSID("$NetBSD: shots.c,v 1.2 1997/10/10 16:33:54 lukem Exp $");
11 1.2 lukem #endif /* not lint */
12 1.2 lukem
13 1.2 lukem # include <signal.h>
14 1.2 lukem # include <stdlib.h>
15 1.1 mrg # include "hunt.h"
16 1.1 mrg
17 1.1 mrg # define PLUS_DELTA(x, max) if (x < max) x++; else x--
18 1.1 mrg # define MINUS_DELTA(x, min) if (x > min) x--; else x++
19 1.1 mrg
20 1.2 lukem static void chkshot __P((BULLET *, BULLET *));
21 1.2 lukem static void chkslime __P((BULLET *, BULLET *));
22 1.2 lukem static void explshot __P((BULLET *, int, int));
23 1.2 lukem static void find_under __P((BULLET *, BULLET *));
24 1.2 lukem static int iswall __P((int, int));
25 1.2 lukem static void mark_boot __P((BULLET *));
26 1.2 lukem static void mark_player __P((BULLET *));
27 1.2 lukem #ifdef DRONE
28 1.2 lukem static void move_drone __P((BULLET *));
29 1.2 lukem #endif
30 1.2 lukem static void move_flyer __P((PLAYER *));
31 1.2 lukem static int move_normal_shot __P((BULLET *));
32 1.2 lukem static void move_slime __P((BULLET *, int, BULLET *));
33 1.2 lukem static void save_bullet __P((BULLET *));
34 1.2 lukem static void zapshot __P((BULLET *, BULLET *));
35 1.2 lukem
36 1.1 mrg /*
37 1.1 mrg * moveshots:
38 1.1 mrg * Move the shots already in the air, taking explosions into account
39 1.1 mrg */
40 1.2 lukem void
41 1.1 mrg moveshots()
42 1.1 mrg {
43 1.2 lukem BULLET *bp, *next;
44 1.2 lukem PLAYER *pp;
45 1.2 lukem int x, y;
46 1.2 lukem BULLET *blist;
47 1.1 mrg
48 1.1 mrg rollexpl();
49 1.1 mrg if (Bullets == NULL)
50 1.1 mrg goto ret;
51 1.1 mrg
52 1.1 mrg /*
53 1.1 mrg * First we move through the bullet list BULSPD times, looking
54 1.1 mrg * for things we may have run into. If we do run into
55 1.1 mrg * something, we set up the explosion and disappear, checking
56 1.1 mrg * for damage to any player who got in the way.
57 1.1 mrg */
58 1.1 mrg
59 1.1 mrg blist = Bullets;
60 1.1 mrg Bullets = NULL;
61 1.1 mrg for (bp = blist; bp != NULL; bp = next) {
62 1.1 mrg next = bp->b_next;
63 1.1 mrg x = bp->b_x;
64 1.1 mrg y = bp->b_y;
65 1.1 mrg Maze[y][x] = bp->b_over;
66 1.1 mrg for (pp = Player; pp < End_player; pp++)
67 1.1 mrg check(pp, y, x);
68 1.1 mrg # ifdef MONITOR
69 1.1 mrg for (pp = Monitor; pp < End_monitor; pp++)
70 1.1 mrg check(pp, y, x);
71 1.1 mrg # endif
72 1.1 mrg
73 1.1 mrg switch (bp->b_type) {
74 1.1 mrg case SHOT:
75 1.1 mrg case GRENADE:
76 1.1 mrg case SATCHEL:
77 1.1 mrg case BOMB:
78 1.1 mrg if (move_normal_shot(bp)) {
79 1.1 mrg bp->b_next = Bullets;
80 1.1 mrg Bullets = bp;
81 1.1 mrg }
82 1.1 mrg break;
83 1.1 mrg # ifdef OOZE
84 1.1 mrg case SLIME:
85 1.1 mrg if (bp->b_expl || move_normal_shot(bp)) {
86 1.1 mrg bp->b_next = Bullets;
87 1.1 mrg Bullets = bp;
88 1.1 mrg }
89 1.1 mrg break;
90 1.1 mrg # endif
91 1.1 mrg # ifdef DRONE
92 1.1 mrg case DSHOT:
93 1.1 mrg if (move_drone(bp)) {
94 1.1 mrg bp->b_next = Bullets;
95 1.1 mrg Bullets = bp;
96 1.1 mrg }
97 1.1 mrg break;
98 1.1 mrg # endif
99 1.1 mrg default:
100 1.1 mrg bp->b_next = Bullets;
101 1.1 mrg Bullets = bp;
102 1.1 mrg break;
103 1.1 mrg }
104 1.1 mrg }
105 1.1 mrg
106 1.1 mrg blist = Bullets;
107 1.1 mrg Bullets = NULL;
108 1.1 mrg for (bp = blist; bp != NULL; bp = next) {
109 1.1 mrg next = bp->b_next;
110 1.1 mrg if (!bp->b_expl) {
111 1.1 mrg save_bullet(bp);
112 1.1 mrg # ifdef MONITOR
113 1.1 mrg for (pp = Monitor; pp < End_monitor; pp++)
114 1.1 mrg check(pp, bp->b_y, bp->b_x);
115 1.1 mrg # endif
116 1.1 mrg # ifdef DRONE
117 1.1 mrg if (bp->b_type == DSHOT)
118 1.1 mrg for (pp = Player; pp < End_player; pp++)
119 1.1 mrg if (pp->p_scan >= 0)
120 1.1 mrg check(pp, bp->b_y, bp->b_x);
121 1.1 mrg # endif
122 1.1 mrg continue;
123 1.1 mrg }
124 1.1 mrg
125 1.1 mrg chkshot(bp, next);
126 1.1 mrg free((char *) bp);
127 1.1 mrg }
128 1.1 mrg
129 1.1 mrg for (pp = Player; pp < End_player; pp++)
130 1.1 mrg Maze[pp->p_y][pp->p_x] = pp->p_face;
131 1.1 mrg
132 1.1 mrg ret:
133 1.1 mrg # ifdef BOOTS
134 1.1 mrg for (pp = Boot; pp < &Boot[NBOOTS]; pp++)
135 1.1 mrg if (pp->p_flying >= 0)
136 1.1 mrg move_flyer(pp);
137 1.1 mrg # endif
138 1.1 mrg for (pp = Player; pp < End_player; pp++) {
139 1.1 mrg # ifdef FLY
140 1.1 mrg if (pp->p_flying >= 0)
141 1.1 mrg move_flyer(pp);
142 1.1 mrg # endif
143 1.1 mrg sendcom(pp, REFRESH); /* Flush out the explosions */
144 1.1 mrg look(pp);
145 1.1 mrg sendcom(pp, REFRESH);
146 1.1 mrg }
147 1.1 mrg # ifdef MONITOR
148 1.1 mrg for (pp = Monitor; pp < End_monitor; pp++)
149 1.1 mrg sendcom(pp, REFRESH);
150 1.1 mrg # endif
151 1.1 mrg
152 1.1 mrg return;
153 1.1 mrg }
154 1.1 mrg
155 1.1 mrg /*
156 1.1 mrg * move_normal_shot:
157 1.1 mrg * Move a normal shot along its trajectory
158 1.1 mrg */
159 1.2 lukem static int
160 1.1 mrg move_normal_shot(bp)
161 1.2 lukem BULLET *bp;
162 1.1 mrg {
163 1.2 lukem int i, x, y;
164 1.2 lukem 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 1.2 lukem static void
347 1.1 mrg move_drone(bp)
348 1.2 lukem BULLET *bp;
349 1.1 mrg {
350 1.2 lukem int mask, count;
351 1.2 lukem int n, dir;
352 1.2 lukem PLAYER *pp;
353 1.1 mrg
354 1.1 mrg /*
355 1.1 mrg * See if we can give someone a blast
356 1.1 mrg */
357 1.1 mrg if (isplayer(Maze[bp->b_y][bp->b_x - 1])) {
358 1.1 mrg dir = WEST;
359 1.1 mrg goto drone_move;
360 1.1 mrg }
361 1.1 mrg if (isplayer(Maze[bp->b_y - 1][bp->b_x])) {
362 1.1 mrg dir = NORTH;
363 1.1 mrg goto drone_move;
364 1.1 mrg }
365 1.1 mrg if (isplayer(Maze[bp->b_y + 1][bp->b_x])) {
366 1.1 mrg dir = SOUTH;
367 1.1 mrg goto drone_move;
368 1.1 mrg }
369 1.1 mrg if (isplayer(Maze[bp->b_y][bp->b_x + 1])) {
370 1.1 mrg dir = EAST;
371 1.1 mrg goto drone_move;
372 1.1 mrg }
373 1.1 mrg
374 1.1 mrg /*
375 1.1 mrg * Find out what directions are clear
376 1.1 mrg */
377 1.1 mrg mask = count = 0;
378 1.1 mrg if (!iswall(bp->b_y, bp->b_x - 1))
379 1.1 mrg mask |= WEST, count++;
380 1.1 mrg if (!iswall(bp->b_y - 1, bp->b_x))
381 1.1 mrg mask |= NORTH, count++;
382 1.1 mrg if (!iswall(bp->b_y + 1, bp->b_x))
383 1.1 mrg mask |= SOUTH, count++;
384 1.1 mrg if (!iswall(bp->b_y, bp->b_x + 1))
385 1.1 mrg mask |= EAST, count++;
386 1.1 mrg
387 1.1 mrg /*
388 1.1 mrg * All blocked up, just you wait
389 1.1 mrg */
390 1.1 mrg if (count == 0)
391 1.1 mrg return TRUE;
392 1.1 mrg
393 1.1 mrg /*
394 1.1 mrg * Only one way to go.
395 1.1 mrg */
396 1.1 mrg if (count == 1) {
397 1.1 mrg dir = mask;
398 1.1 mrg goto drone_move;
399 1.1 mrg }
400 1.1 mrg
401 1.1 mrg /*
402 1.1 mrg * Get rid of the direction that we came from
403 1.1 mrg */
404 1.1 mrg switch (bp->b_face) {
405 1.1 mrg case LEFTS:
406 1.1 mrg if (mask & EAST)
407 1.1 mrg mask &= ~EAST, count--;
408 1.1 mrg break;
409 1.1 mrg case RIGHT:
410 1.1 mrg if (mask & WEST)
411 1.1 mrg mask &= ~WEST, count--;
412 1.1 mrg break;
413 1.1 mrg case ABOVE:
414 1.1 mrg if (mask & SOUTH)
415 1.1 mrg mask &= ~SOUTH, count--;
416 1.1 mrg break;
417 1.1 mrg case BELOW:
418 1.1 mrg if (mask & NORTH)
419 1.1 mrg mask &= ~NORTH, count--;
420 1.1 mrg break;
421 1.1 mrg }
422 1.1 mrg
423 1.1 mrg /*
424 1.1 mrg * Pick one of the remaining directions
425 1.1 mrg */
426 1.1 mrg n = rand_num(count);
427 1.1 mrg if (n >= 0 && mask & NORTH)
428 1.1 mrg dir = NORTH, n--;
429 1.1 mrg if (n >= 0 && mask & SOUTH)
430 1.1 mrg dir = SOUTH, n--;
431 1.1 mrg if (n >= 0 && mask & EAST)
432 1.1 mrg dir = EAST, n--;
433 1.1 mrg if (n >= 0 && mask & WEST)
434 1.1 mrg dir = WEST, n--;
435 1.1 mrg
436 1.1 mrg /*
437 1.1 mrg * Now that we know the direction of movement,
438 1.1 mrg * just update the position of the drone
439 1.1 mrg */
440 1.1 mrg drone_move:
441 1.1 mrg switch (dir) {
442 1.1 mrg case WEST:
443 1.1 mrg bp->b_x--;
444 1.1 mrg bp->b_face = LEFTS;
445 1.1 mrg break;
446 1.1 mrg case EAST:
447 1.1 mrg bp->b_x++;
448 1.1 mrg bp->b_face = RIGHT;
449 1.1 mrg break;
450 1.1 mrg case NORTH:
451 1.1 mrg bp->b_y--;
452 1.1 mrg bp->b_face = ABOVE;
453 1.1 mrg break;
454 1.1 mrg case SOUTH:
455 1.1 mrg bp->b_y++;
456 1.1 mrg bp->b_face = BELOW;
457 1.1 mrg break;
458 1.1 mrg }
459 1.1 mrg switch (Maze[bp->b_y][bp->b_x]) {
460 1.1 mrg case LEFTS:
461 1.1 mrg case RIGHT:
462 1.1 mrg case BELOW:
463 1.1 mrg case ABOVE:
464 1.1 mrg /*
465 1.1 mrg * give the person a chance to catch a
466 1.1 mrg * drone if s/he is facing it
467 1.1 mrg */
468 1.1 mrg if (rand_num(100) < 1 &&
469 1.1 mrg opposite(bp->b_face, Maze[bp->b_y][bp->b_x])) {
470 1.1 mrg pp = play_at(bp->b_y, bp->b_x);
471 1.1 mrg pp->p_ammo += bp->b_charge;
472 1.1 mrg message(pp, "**** Absorbed drone ****");
473 1.1 mrg free((char *) bp);
474 1.1 mrg (void) sprintf(Buf, "%3d", pp->p_ammo);
475 1.1 mrg cgoto(pp, STAT_AMMO_ROW, STAT_VALUE_COL);
476 1.1 mrg outstr(pp, Buf, 3);
477 1.1 mrg return FALSE;
478 1.1 mrg }
479 1.1 mrg bp->b_expl = TRUE;
480 1.1 mrg break;
481 1.1 mrg }
482 1.1 mrg return TRUE;
483 1.1 mrg }
484 1.1 mrg # endif
485 1.1 mrg
486 1.1 mrg /*
487 1.1 mrg * save_bullet:
488 1.1 mrg * Put this bullet back onto the bullet list
489 1.1 mrg */
490 1.2 lukem static void
491 1.1 mrg save_bullet(bp)
492 1.2 lukem BULLET *bp;
493 1.1 mrg {
494 1.1 mrg bp->b_over = Maze[bp->b_y][bp->b_x];
495 1.1 mrg switch (bp->b_over) {
496 1.1 mrg case SHOT:
497 1.1 mrg case GRENADE:
498 1.1 mrg case SATCHEL:
499 1.1 mrg case BOMB:
500 1.1 mrg # ifdef OOZE
501 1.1 mrg case SLIME:
502 1.1 mrg # ifdef VOLCANO
503 1.1 mrg case LAVA:
504 1.1 mrg # endif
505 1.1 mrg # endif
506 1.1 mrg # ifdef DRONE
507 1.1 mrg case DSHOT:
508 1.1 mrg # endif
509 1.1 mrg find_under(Bullets, bp);
510 1.1 mrg break;
511 1.1 mrg }
512 1.1 mrg
513 1.1 mrg switch (bp->b_over) {
514 1.1 mrg case LEFTS:
515 1.1 mrg case RIGHT:
516 1.1 mrg case ABOVE:
517 1.1 mrg case BELOW:
518 1.1 mrg # ifdef FLY
519 1.1 mrg case FLYER:
520 1.1 mrg # endif
521 1.1 mrg mark_player(bp);
522 1.1 mrg break;
523 1.1 mrg # ifdef BOOTS
524 1.1 mrg case BOOT:
525 1.1 mrg case BOOT_PAIR:
526 1.1 mrg mark_boot(bp);
527 1.1 mrg # endif
528 1.1 mrg
529 1.1 mrg default:
530 1.1 mrg Maze[bp->b_y][bp->b_x] = bp->b_type;
531 1.1 mrg break;
532 1.1 mrg }
533 1.1 mrg
534 1.1 mrg bp->b_next = Bullets;
535 1.1 mrg Bullets = bp;
536 1.1 mrg }
537 1.1 mrg
538 1.1 mrg /*
539 1.1 mrg * move_flyer:
540 1.1 mrg * Update the position of a player in flight
541 1.1 mrg */
542 1.2 lukem static void
543 1.1 mrg move_flyer(pp)
544 1.2 lukem PLAYER *pp;
545 1.1 mrg {
546 1.2 lukem int x, y;
547 1.1 mrg
548 1.1 mrg if (pp->p_undershot) {
549 1.1 mrg fixshots(pp->p_y, pp->p_x, pp->p_over);
550 1.1 mrg pp->p_undershot = FALSE;
551 1.1 mrg }
552 1.1 mrg Maze[pp->p_y][pp->p_x] = pp->p_over;
553 1.1 mrg x = pp->p_x + pp->p_flyx;
554 1.1 mrg y = pp->p_y + pp->p_flyy;
555 1.1 mrg if (x < 1) {
556 1.1 mrg x = 1 - x;
557 1.1 mrg pp->p_flyx = -pp->p_flyx;
558 1.1 mrg }
559 1.1 mrg else if (x > WIDTH - 2) {
560 1.1 mrg x = (WIDTH - 2) - (x - (WIDTH - 2));
561 1.1 mrg pp->p_flyx = -pp->p_flyx;
562 1.1 mrg }
563 1.1 mrg if (y < 1) {
564 1.1 mrg y = 1 - y;
565 1.1 mrg pp->p_flyy = -pp->p_flyy;
566 1.1 mrg }
567 1.1 mrg else if (y > HEIGHT - 2) {
568 1.1 mrg y = (HEIGHT - 2) - (y - (HEIGHT - 2));
569 1.1 mrg pp->p_flyy = -pp->p_flyy;
570 1.1 mrg }
571 1.1 mrg again:
572 1.1 mrg switch (Maze[y][x]) {
573 1.1 mrg default:
574 1.1 mrg switch (rand_num(4)) {
575 1.1 mrg case 0:
576 1.1 mrg PLUS_DELTA(x, WIDTH - 2);
577 1.1 mrg break;
578 1.1 mrg case 1:
579 1.1 mrg MINUS_DELTA(x, 1);
580 1.1 mrg break;
581 1.1 mrg case 2:
582 1.1 mrg PLUS_DELTA(y, HEIGHT - 2);
583 1.1 mrg break;
584 1.1 mrg case 3:
585 1.1 mrg MINUS_DELTA(y, 1);
586 1.1 mrg break;
587 1.1 mrg }
588 1.1 mrg goto again;
589 1.1 mrg case WALL1:
590 1.1 mrg case WALL2:
591 1.1 mrg case WALL3:
592 1.1 mrg # ifdef REFLECT
593 1.1 mrg case WALL4:
594 1.1 mrg case WALL5:
595 1.1 mrg # endif
596 1.1 mrg # ifdef RANDOM
597 1.1 mrg case DOOR:
598 1.1 mrg # endif
599 1.1 mrg if (pp->p_flying == 0)
600 1.1 mrg pp->p_flying++;
601 1.1 mrg break;
602 1.1 mrg case SPACE:
603 1.1 mrg break;
604 1.1 mrg }
605 1.1 mrg pp->p_y = y;
606 1.1 mrg pp->p_x = x;
607 1.1 mrg if (pp->p_flying-- == 0) {
608 1.1 mrg # ifdef BOOTS
609 1.1 mrg if (pp->p_face != BOOT && pp->p_face != BOOT_PAIR) {
610 1.1 mrg # endif
611 1.1 mrg checkdam(pp, (PLAYER *) NULL, (IDENT *) NULL,
612 1.1 mrg rand_num(pp->p_damage / 5), FALL);
613 1.1 mrg pp->p_face = rand_dir();
614 1.1 mrg showstat(pp);
615 1.1 mrg # ifdef BOOTS
616 1.1 mrg }
617 1.1 mrg else {
618 1.1 mrg if (Maze[y][x] == BOOT)
619 1.1 mrg pp->p_face = BOOT_PAIR;
620 1.1 mrg Maze[y][x] = SPACE;
621 1.1 mrg }
622 1.1 mrg # endif
623 1.1 mrg }
624 1.1 mrg pp->p_over = Maze[y][x];
625 1.1 mrg Maze[y][x] = pp->p_face;
626 1.1 mrg showexpl(y, x, pp->p_face);
627 1.1 mrg }
628 1.1 mrg
629 1.1 mrg /*
630 1.1 mrg * chkshot
631 1.1 mrg * Handle explosions
632 1.1 mrg */
633 1.2 lukem static void
634 1.1 mrg chkshot(bp, next)
635 1.2 lukem BULLET *bp;
636 1.2 lukem BULLET *next;
637 1.1 mrg {
638 1.2 lukem int y, x;
639 1.2 lukem int dy, dx, absdy;
640 1.2 lukem int delta, damage;
641 1.2 lukem char expl;
642 1.2 lukem PLAYER *pp;
643 1.1 mrg
644 1.2 lukem delta = 0;
645 1.1 mrg switch (bp->b_type) {
646 1.1 mrg case SHOT:
647 1.1 mrg case MINE:
648 1.1 mrg case GRENADE:
649 1.1 mrg case GMINE:
650 1.1 mrg case SATCHEL:
651 1.1 mrg case BOMB:
652 1.1 mrg delta = bp->b_size - 1;
653 1.1 mrg break;
654 1.1 mrg # ifdef OOZE
655 1.1 mrg case SLIME:
656 1.1 mrg # ifdef VOLCANO
657 1.1 mrg case LAVA:
658 1.1 mrg # endif
659 1.1 mrg chkslime(bp, next);
660 1.1 mrg return;
661 1.1 mrg # endif
662 1.1 mrg # ifdef DRONE
663 1.1 mrg case DSHOT:
664 1.1 mrg bp->b_type = SLIME;
665 1.1 mrg chkslime(bp, next);
666 1.1 mrg return;
667 1.1 mrg # endif
668 1.1 mrg }
669 1.1 mrg for (y = bp->b_y - delta; y <= bp->b_y + delta; y++) {
670 1.1 mrg if (y < 0 || y >= HEIGHT)
671 1.1 mrg continue;
672 1.1 mrg dy = y - bp->b_y;
673 1.1 mrg absdy = (dy < 0) ? -dy : dy;
674 1.1 mrg for (x = bp->b_x - delta; x <= bp->b_x + delta; x++) {
675 1.1 mrg if (x < 0 || x >= WIDTH)
676 1.1 mrg continue;
677 1.1 mrg dx = x - bp->b_x;
678 1.1 mrg if (dx == 0)
679 1.1 mrg expl = (dy == 0) ? '*' : '|';
680 1.1 mrg else if (dy == 0)
681 1.1 mrg expl = '-';
682 1.1 mrg else if (dx == dy)
683 1.1 mrg expl = '\\';
684 1.1 mrg else if (dx == -dy)
685 1.1 mrg expl = '/';
686 1.1 mrg else
687 1.1 mrg expl = '*';
688 1.1 mrg showexpl(y, x, expl);
689 1.1 mrg switch (Maze[y][x]) {
690 1.1 mrg case LEFTS:
691 1.1 mrg case RIGHT:
692 1.1 mrg case ABOVE:
693 1.1 mrg case BELOW:
694 1.1 mrg # ifdef FLY
695 1.1 mrg case FLYER:
696 1.1 mrg # endif
697 1.1 mrg if (dx < 0)
698 1.1 mrg dx = -dx;
699 1.1 mrg if (absdy > dx)
700 1.1 mrg damage = bp->b_size - absdy;
701 1.1 mrg else
702 1.1 mrg damage = bp->b_size - dx;
703 1.1 mrg pp = play_at(y, x);
704 1.1 mrg checkdam(pp, bp->b_owner, bp->b_score,
705 1.1 mrg damage * MINDAM, bp->b_type);
706 1.1 mrg break;
707 1.1 mrg case GMINE:
708 1.1 mrg case MINE:
709 1.1 mrg add_shot((Maze[y][x] == GMINE) ?
710 1.1 mrg GRENADE : SHOT,
711 1.1 mrg y, x, LEFTS,
712 1.1 mrg (Maze[y][x] == GMINE) ?
713 1.1 mrg GRENREQ : BULREQ,
714 1.1 mrg (PLAYER *) NULL, TRUE, SPACE);
715 1.1 mrg Maze[y][x] = SPACE;
716 1.1 mrg break;
717 1.1 mrg }
718 1.1 mrg }
719 1.1 mrg }
720 1.1 mrg }
721 1.1 mrg
722 1.1 mrg # ifdef OOZE
723 1.1 mrg /*
724 1.1 mrg * chkslime:
725 1.1 mrg * handle slime shot exploding
726 1.1 mrg */
727 1.2 lukem static void
728 1.1 mrg chkslime(bp, next)
729 1.2 lukem BULLET *bp;
730 1.2 lukem BULLET *next;
731 1.1 mrg {
732 1.2 lukem BULLET *nbp;
733 1.1 mrg
734 1.1 mrg switch (Maze[bp->b_y][bp->b_x]) {
735 1.1 mrg case WALL1:
736 1.1 mrg case WALL2:
737 1.1 mrg case WALL3:
738 1.1 mrg # ifdef REFLECT
739 1.1 mrg case WALL4:
740 1.1 mrg case WALL5:
741 1.1 mrg # endif
742 1.1 mrg # ifdef RANDOM
743 1.1 mrg case DOOR:
744 1.1 mrg # endif
745 1.1 mrg switch (bp->b_face) {
746 1.1 mrg case LEFTS:
747 1.1 mrg bp->b_x++;
748 1.1 mrg break;
749 1.1 mrg case RIGHT:
750 1.1 mrg bp->b_x--;
751 1.1 mrg break;
752 1.1 mrg case ABOVE:
753 1.1 mrg bp->b_y++;
754 1.1 mrg break;
755 1.1 mrg case BELOW:
756 1.1 mrg bp->b_y--;
757 1.1 mrg break;
758 1.1 mrg }
759 1.1 mrg break;
760 1.1 mrg }
761 1.1 mrg nbp = (BULLET *) malloc(sizeof (BULLET));
762 1.1 mrg *nbp = *bp;
763 1.1 mrg # ifdef VOLCANO
764 1.1 mrg move_slime(nbp, nbp->b_type == SLIME ? SLIMESPEED : LAVASPEED, next);
765 1.1 mrg # else
766 1.1 mrg move_slime(nbp, SLIMESPEED, next);
767 1.1 mrg # endif
768 1.1 mrg }
769 1.1 mrg
770 1.1 mrg /*
771 1.1 mrg * move_slime:
772 1.1 mrg * move the given slime shot speed times and add it back if
773 1.1 mrg * it hasn't fizzled yet
774 1.1 mrg */
775 1.2 lukem void
776 1.1 mrg move_slime(bp, speed, next)
777 1.2 lukem BULLET *bp;
778 1.2 lukem int speed;
779 1.2 lukem BULLET *next;
780 1.1 mrg {
781 1.2 lukem int i, j, dirmask, count;
782 1.2 lukem PLAYER *pp;
783 1.2 lukem BULLET *nbp;
784 1.1 mrg
785 1.1 mrg if (speed == 0) {
786 1.1 mrg if (bp->b_charge <= 0)
787 1.1 mrg free((char *) bp);
788 1.1 mrg else
789 1.1 mrg save_bullet(bp);
790 1.1 mrg return;
791 1.1 mrg }
792 1.1 mrg
793 1.1 mrg # ifdef VOLCANO
794 1.1 mrg showexpl(bp->b_y, bp->b_x, bp->b_type == LAVA ? LAVA : '*');
795 1.1 mrg # else
796 1.1 mrg showexpl(bp->b_y, bp->b_x, '*');
797 1.1 mrg # endif
798 1.1 mrg switch (Maze[bp->b_y][bp->b_x]) {
799 1.1 mrg case LEFTS:
800 1.1 mrg case RIGHT:
801 1.1 mrg case ABOVE:
802 1.1 mrg case BELOW:
803 1.1 mrg # ifdef FLY
804 1.1 mrg case FLYER:
805 1.1 mrg # endif
806 1.1 mrg pp = play_at(bp->b_y, bp->b_x);
807 1.1 mrg message(pp, "You've been slimed.");
808 1.1 mrg checkdam(pp, bp->b_owner, bp->b_score, MINDAM, bp->b_type);
809 1.1 mrg break;
810 1.1 mrg case SHOT:
811 1.1 mrg case GRENADE:
812 1.1 mrg case SATCHEL:
813 1.1 mrg case BOMB:
814 1.1 mrg # ifdef DRONE
815 1.1 mrg case DSHOT:
816 1.1 mrg # endif
817 1.1 mrg explshot(next, bp->b_y, bp->b_x);
818 1.1 mrg explshot(Bullets, bp->b_y, bp->b_x);
819 1.1 mrg break;
820 1.1 mrg }
821 1.1 mrg
822 1.1 mrg if (--bp->b_charge <= 0) {
823 1.1 mrg free((char *) bp);
824 1.1 mrg return;
825 1.1 mrg }
826 1.1 mrg
827 1.1 mrg dirmask = 0;
828 1.1 mrg count = 0;
829 1.1 mrg switch (bp->b_face) {
830 1.1 mrg case LEFTS:
831 1.1 mrg if (!iswall(bp->b_y, bp->b_x - 1))
832 1.1 mrg dirmask |= WEST, count++;
833 1.1 mrg if (!iswall(bp->b_y - 1, bp->b_x))
834 1.1 mrg dirmask |= NORTH, count++;
835 1.1 mrg if (!iswall(bp->b_y + 1, bp->b_x))
836 1.1 mrg dirmask |= SOUTH, count++;
837 1.1 mrg if (dirmask == 0)
838 1.1 mrg if (!iswall(bp->b_y, bp->b_x + 1))
839 1.1 mrg dirmask |= EAST, count++;
840 1.1 mrg break;
841 1.1 mrg case RIGHT:
842 1.1 mrg if (!iswall(bp->b_y, bp->b_x + 1))
843 1.1 mrg dirmask |= EAST, count++;
844 1.1 mrg if (!iswall(bp->b_y - 1, bp->b_x))
845 1.1 mrg dirmask |= NORTH, count++;
846 1.1 mrg if (!iswall(bp->b_y + 1, bp->b_x))
847 1.1 mrg dirmask |= SOUTH, count++;
848 1.1 mrg if (dirmask == 0)
849 1.1 mrg if (!iswall(bp->b_y, bp->b_x - 1))
850 1.1 mrg dirmask |= WEST, count++;
851 1.1 mrg break;
852 1.1 mrg case ABOVE:
853 1.1 mrg if (!iswall(bp->b_y - 1, bp->b_x))
854 1.1 mrg dirmask |= NORTH, count++;
855 1.1 mrg if (!iswall(bp->b_y, bp->b_x - 1))
856 1.1 mrg dirmask |= WEST, count++;
857 1.1 mrg if (!iswall(bp->b_y, bp->b_x + 1))
858 1.1 mrg dirmask |= EAST, count++;
859 1.1 mrg if (dirmask == 0)
860 1.1 mrg if (!iswall(bp->b_y + 1, bp->b_x))
861 1.1 mrg dirmask |= SOUTH, count++;
862 1.1 mrg break;
863 1.1 mrg case BELOW:
864 1.1 mrg if (!iswall(bp->b_y + 1, bp->b_x))
865 1.1 mrg dirmask |= SOUTH, count++;
866 1.1 mrg if (!iswall(bp->b_y, bp->b_x - 1))
867 1.1 mrg dirmask |= WEST, count++;
868 1.1 mrg if (!iswall(bp->b_y, bp->b_x + 1))
869 1.1 mrg dirmask |= EAST, count++;
870 1.1 mrg if (dirmask == 0)
871 1.1 mrg if (!iswall(bp->b_y - 1, bp->b_x))
872 1.1 mrg dirmask |= NORTH, count++;
873 1.1 mrg break;
874 1.1 mrg }
875 1.1 mrg if (count == 0) {
876 1.1 mrg /*
877 1.1 mrg * No place to go. Just sit here for a while and wait
878 1.1 mrg * for adjacent squares to clear out.
879 1.1 mrg */
880 1.1 mrg save_bullet(bp);
881 1.1 mrg return;
882 1.1 mrg }
883 1.1 mrg if (bp->b_charge < count) {
884 1.1 mrg /* Only bp->b_charge paths may be taken */
885 1.1 mrg while (count > bp->b_charge) {
886 1.1 mrg if (dirmask & WEST)
887 1.1 mrg dirmask &= ~WEST;
888 1.1 mrg else if (dirmask & EAST)
889 1.1 mrg dirmask &= ~EAST;
890 1.1 mrg else if (dirmask & NORTH)
891 1.1 mrg dirmask &= ~NORTH;
892 1.1 mrg else if (dirmask & SOUTH)
893 1.1 mrg dirmask &= ~SOUTH;
894 1.1 mrg count--;
895 1.1 mrg }
896 1.1 mrg }
897 1.1 mrg
898 1.1 mrg i = bp->b_charge / count;
899 1.1 mrg j = bp->b_charge % count;
900 1.1 mrg if (dirmask & WEST) {
901 1.1 mrg count--;
902 1.1 mrg nbp = create_shot(bp->b_type, bp->b_y, bp->b_x - 1, LEFTS,
903 1.1 mrg i, bp->b_size, bp->b_owner, 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 & EAST) {
907 1.1 mrg count--;
908 1.1 mrg nbp = create_shot(bp->b_type, bp->b_y, bp->b_x + 1, RIGHT,
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 & NORTH) {
914 1.1 mrg count--;
915 1.1 mrg nbp = create_shot(bp->b_type, bp->b_y - 1, bp->b_x, ABOVE,
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 if (dirmask & SOUTH) {
921 1.1 mrg count--;
922 1.1 mrg nbp = create_shot(bp->b_type, bp->b_y + 1, bp->b_x, BELOW,
923 1.1 mrg (count < j) ? i + 1 : i, bp->b_size, bp->b_owner,
924 1.1 mrg bp->b_score, TRUE, SPACE);
925 1.1 mrg move_slime(nbp, speed - 1, next);
926 1.1 mrg }
927 1.1 mrg
928 1.1 mrg free((char *) bp);
929 1.1 mrg }
930 1.1 mrg
931 1.1 mrg /*
932 1.1 mrg * iswall:
933 1.1 mrg * returns whether the given location is a wall
934 1.1 mrg */
935 1.2 lukem static int
936 1.1 mrg iswall(y, x)
937 1.2 lukem int y, x;
938 1.1 mrg {
939 1.1 mrg if (y < 0 || x < 0 || y >= HEIGHT || x >= WIDTH)
940 1.1 mrg return TRUE;
941 1.1 mrg switch (Maze[y][x]) {
942 1.1 mrg case WALL1:
943 1.1 mrg case WALL2:
944 1.1 mrg case WALL3:
945 1.1 mrg # ifdef REFLECT
946 1.1 mrg case WALL4:
947 1.1 mrg case WALL5:
948 1.1 mrg # endif
949 1.1 mrg # ifdef RANDOM
950 1.1 mrg case DOOR:
951 1.1 mrg # endif
952 1.1 mrg # ifdef OOZE
953 1.1 mrg case SLIME:
954 1.1 mrg # ifdef VOLCANO
955 1.1 mrg case LAVA:
956 1.1 mrg # endif
957 1.1 mrg # endif
958 1.1 mrg return TRUE;
959 1.1 mrg }
960 1.1 mrg return FALSE;
961 1.1 mrg }
962 1.1 mrg # endif
963 1.1 mrg
964 1.1 mrg /*
965 1.1 mrg * zapshot:
966 1.1 mrg * Take a shot out of the air.
967 1.1 mrg */
968 1.2 lukem static void
969 1.1 mrg zapshot(blist, obp)
970 1.2 lukem BULLET *blist, *obp;
971 1.1 mrg {
972 1.2 lukem BULLET *bp;
973 1.2 lukem FLAG explode;
974 1.1 mrg
975 1.1 mrg explode = FALSE;
976 1.1 mrg for (bp = blist; bp != NULL; bp = bp->b_next) {
977 1.1 mrg if (bp->b_x != obp->b_x || bp->b_y != obp->b_y)
978 1.1 mrg continue;
979 1.1 mrg if (bp->b_face == obp->b_face)
980 1.1 mrg continue;
981 1.1 mrg explode = TRUE;
982 1.1 mrg break;
983 1.1 mrg }
984 1.1 mrg if (!explode)
985 1.1 mrg return;
986 1.1 mrg explshot(blist, obp->b_y, obp->b_x);
987 1.1 mrg }
988 1.1 mrg
989 1.1 mrg /*
990 1.1 mrg * explshot -
991 1.1 mrg * Make all shots at this location blow up
992 1.1 mrg */
993 1.2 lukem void
994 1.1 mrg explshot(blist, y, x)
995 1.2 lukem BULLET *blist;
996 1.2 lukem int y, x;
997 1.1 mrg {
998 1.2 lukem BULLET *bp;
999 1.1 mrg
1000 1.1 mrg for (bp = blist; bp != NULL; bp = bp->b_next)
1001 1.1 mrg if (bp->b_x == x && bp->b_y == y) {
1002 1.1 mrg bp->b_expl = TRUE;
1003 1.1 mrg if (bp->b_owner != NULL)
1004 1.1 mrg message(bp->b_owner, "Shot intercepted");
1005 1.1 mrg }
1006 1.1 mrg }
1007 1.1 mrg
1008 1.1 mrg /*
1009 1.1 mrg * play_at:
1010 1.1 mrg * Return a pointer to the player at the given location
1011 1.1 mrg */
1012 1.1 mrg PLAYER *
1013 1.1 mrg play_at(y, x)
1014 1.2 lukem int y, x;
1015 1.1 mrg {
1016 1.2 lukem PLAYER *pp;
1017 1.1 mrg
1018 1.1 mrg for (pp = Player; pp < End_player; pp++)
1019 1.1 mrg if (pp->p_x == x && pp->p_y == y)
1020 1.1 mrg return pp;
1021 1.1 mrg fprintf(stderr, "driver: couldn't find player at (%d,%d)\n", x, y);
1022 1.1 mrg abort();
1023 1.1 mrg /* NOTREACHED */
1024 1.1 mrg }
1025 1.1 mrg
1026 1.1 mrg /*
1027 1.1 mrg * opposite:
1028 1.1 mrg * Return TRUE if the bullet direction faces the opposite direction
1029 1.1 mrg * of the player in the maze
1030 1.1 mrg */
1031 1.2 lukem int
1032 1.1 mrg opposite(face, dir)
1033 1.2 lukem int face;
1034 1.2 lukem char dir;
1035 1.1 mrg {
1036 1.1 mrg switch (face) {
1037 1.1 mrg case LEFTS:
1038 1.1 mrg return (dir == RIGHT);
1039 1.1 mrg case RIGHT:
1040 1.1 mrg return (dir == LEFTS);
1041 1.1 mrg case ABOVE:
1042 1.1 mrg return (dir == BELOW);
1043 1.1 mrg case BELOW:
1044 1.1 mrg return (dir == ABOVE);
1045 1.1 mrg default:
1046 1.1 mrg return FALSE;
1047 1.1 mrg }
1048 1.1 mrg }
1049 1.1 mrg
1050 1.1 mrg /*
1051 1.1 mrg * is_bullet:
1052 1.1 mrg * Is there a bullet at the given coordinates? If so, return
1053 1.1 mrg * a pointer to the bullet, otherwise return NULL
1054 1.1 mrg */
1055 1.1 mrg BULLET *
1056 1.1 mrg is_bullet(y, x)
1057 1.2 lukem int y, x;
1058 1.1 mrg {
1059 1.2 lukem BULLET *bp;
1060 1.1 mrg
1061 1.1 mrg for (bp = Bullets; bp != NULL; bp = bp->b_next)
1062 1.1 mrg if (bp->b_y == y && bp->b_x == x)
1063 1.1 mrg return bp;
1064 1.1 mrg return NULL;
1065 1.1 mrg }
1066 1.1 mrg
1067 1.1 mrg /*
1068 1.1 mrg * fixshots:
1069 1.1 mrg * change the underlying character of the shots at a location
1070 1.1 mrg * to the given character.
1071 1.1 mrg */
1072 1.2 lukem void
1073 1.1 mrg fixshots(y, x, over)
1074 1.2 lukem int y, x;
1075 1.2 lukem char over;
1076 1.1 mrg {
1077 1.2 lukem BULLET *bp;
1078 1.1 mrg
1079 1.1 mrg for (bp = Bullets; bp != NULL; bp = bp->b_next)
1080 1.1 mrg if (bp->b_y == y && bp->b_x == x)
1081 1.1 mrg bp->b_over = over;
1082 1.1 mrg }
1083 1.1 mrg
1084 1.1 mrg /*
1085 1.1 mrg * find_under:
1086 1.1 mrg * find the underlying character for a bullet when it lands
1087 1.1 mrg * on another bullet.
1088 1.1 mrg */
1089 1.2 lukem static void
1090 1.1 mrg find_under(blist, bp)
1091 1.2 lukem BULLET *blist, *bp;
1092 1.1 mrg {
1093 1.2 lukem BULLET *nbp;
1094 1.1 mrg
1095 1.1 mrg for (nbp = blist; nbp != NULL; nbp = nbp->b_next)
1096 1.1 mrg if (bp->b_y == nbp->b_y && bp->b_x == nbp->b_x) {
1097 1.1 mrg bp->b_over = nbp->b_over;
1098 1.1 mrg break;
1099 1.1 mrg }
1100 1.1 mrg }
1101 1.1 mrg
1102 1.1 mrg /*
1103 1.1 mrg * mark_player:
1104 1.1 mrg * mark a player as under a shot
1105 1.1 mrg */
1106 1.2 lukem static void
1107 1.1 mrg mark_player(bp)
1108 1.2 lukem BULLET *bp;
1109 1.1 mrg {
1110 1.2 lukem PLAYER *pp;
1111 1.1 mrg
1112 1.1 mrg for (pp = Player; pp < End_player; pp++)
1113 1.1 mrg if (pp->p_y == bp->b_y && pp->p_x == bp->b_x) {
1114 1.1 mrg pp->p_undershot = TRUE;
1115 1.1 mrg break;
1116 1.1 mrg }
1117 1.1 mrg }
1118 1.1 mrg
1119 1.1 mrg # ifdef BOOTS
1120 1.1 mrg /*
1121 1.1 mrg * mark_boot:
1122 1.1 mrg * mark a boot as under a shot
1123 1.1 mrg */
1124 1.2 lukem static void
1125 1.1 mrg mark_boot(bp)
1126 1.2 lukem BULLET *bp;
1127 1.1 mrg {
1128 1.2 lukem PLAYER *pp;
1129 1.1 mrg
1130 1.1 mrg for (pp = Boot; pp < &Boot[NBOOTS]; pp++)
1131 1.1 mrg if (pp->p_y == bp->b_y && pp->p_x == bp->b_x) {
1132 1.1 mrg pp->p_undershot = TRUE;
1133 1.1 mrg break;
1134 1.1 mrg }
1135 1.1 mrg }
1136 1.1 mrg # endif
1137