shots.c revision 1.1 1 /*
2 * Hunt
3 * Copyright (c) 1985 Conrad C. Huang, Gregory S. Couch, Kenneth C.R.C. Arnold
4 * San Francisco, California
5 */
6
7 # include "hunt.h"
8 # include <signal.h>
9
10 # define PLUS_DELTA(x, max) if (x < max) x++; else x--
11 # define MINUS_DELTA(x, min) if (x > min) x--; else x++
12
13 /*
14 * moveshots:
15 * Move the shots already in the air, taking explosions into account
16 */
17 moveshots()
18 {
19 register BULLET *bp, *next;
20 register PLAYER *pp;
21 register int x, y;
22 register BULLET *blist;
23
24 rollexpl();
25 if (Bullets == NULL)
26 goto ret;
27
28 /*
29 * First we move through the bullet list BULSPD times, looking
30 * for things we may have run into. If we do run into
31 * something, we set up the explosion and disappear, checking
32 * for damage to any player who got in the way.
33 */
34
35 blist = Bullets;
36 Bullets = NULL;
37 for (bp = blist; bp != NULL; bp = next) {
38 next = bp->b_next;
39 x = bp->b_x;
40 y = bp->b_y;
41 Maze[y][x] = bp->b_over;
42 for (pp = Player; pp < End_player; pp++)
43 check(pp, y, x);
44 # ifdef MONITOR
45 for (pp = Monitor; pp < End_monitor; pp++)
46 check(pp, y, x);
47 # endif
48
49 switch (bp->b_type) {
50 case SHOT:
51 case GRENADE:
52 case SATCHEL:
53 case BOMB:
54 if (move_normal_shot(bp)) {
55 bp->b_next = Bullets;
56 Bullets = bp;
57 }
58 break;
59 # ifdef OOZE
60 case SLIME:
61 if (bp->b_expl || move_normal_shot(bp)) {
62 bp->b_next = Bullets;
63 Bullets = bp;
64 }
65 break;
66 # endif
67 # ifdef DRONE
68 case DSHOT:
69 if (move_drone(bp)) {
70 bp->b_next = Bullets;
71 Bullets = bp;
72 }
73 break;
74 # endif
75 default:
76 bp->b_next = Bullets;
77 Bullets = bp;
78 break;
79 }
80 }
81
82 blist = Bullets;
83 Bullets = NULL;
84 for (bp = blist; bp != NULL; bp = next) {
85 next = bp->b_next;
86 if (!bp->b_expl) {
87 save_bullet(bp);
88 # ifdef MONITOR
89 for (pp = Monitor; pp < End_monitor; pp++)
90 check(pp, bp->b_y, bp->b_x);
91 # endif
92 # ifdef DRONE
93 if (bp->b_type == DSHOT)
94 for (pp = Player; pp < End_player; pp++)
95 if (pp->p_scan >= 0)
96 check(pp, bp->b_y, bp->b_x);
97 # endif
98 continue;
99 }
100
101 chkshot(bp, next);
102 free((char *) bp);
103 }
104
105 for (pp = Player; pp < End_player; pp++)
106 Maze[pp->p_y][pp->p_x] = pp->p_face;
107
108 ret:
109 # ifdef BOOTS
110 for (pp = Boot; pp < &Boot[NBOOTS]; pp++)
111 if (pp->p_flying >= 0)
112 move_flyer(pp);
113 # endif
114 for (pp = Player; pp < End_player; pp++) {
115 # ifdef FLY
116 if (pp->p_flying >= 0)
117 move_flyer(pp);
118 # endif
119 sendcom(pp, REFRESH); /* Flush out the explosions */
120 look(pp);
121 sendcom(pp, REFRESH);
122 }
123 # ifdef MONITOR
124 for (pp = Monitor; pp < End_monitor; pp++)
125 sendcom(pp, REFRESH);
126 # endif
127
128 return;
129 }
130
131 /*
132 * move_normal_shot:
133 * Move a normal shot along its trajectory
134 */
135 move_normal_shot(bp)
136 register BULLET *bp;
137 {
138 register int i, x, y;
139 register PLAYER *pp;
140
141 for (i = 0; i < BULSPD; i++) {
142 if (bp->b_expl)
143 break;
144
145 x = bp->b_x;
146 y = bp->b_y;
147
148 switch (bp->b_face) {
149 case LEFTS:
150 x--;
151 break;
152 case RIGHT:
153 x++;
154 break;
155 case ABOVE:
156 y--;
157 break;
158 case BELOW:
159 y++;
160 break;
161 }
162
163 switch (Maze[y][x]) {
164 case SHOT:
165 if (rand_num(100) < 5) {
166 zapshot(Bullets, bp);
167 zapshot(bp->b_next, bp);
168 }
169 break;
170 case GRENADE:
171 if (rand_num(100) < 10) {
172 zapshot(Bullets, bp);
173 zapshot(bp->b_next, bp);
174 }
175 break;
176 # ifdef REFLECT
177 case WALL4: /* reflecting walls */
178 switch (bp->b_face) {
179 case LEFTS:
180 bp->b_face = BELOW;
181 break;
182 case RIGHT:
183 bp->b_face = ABOVE;
184 break;
185 case ABOVE:
186 bp->b_face = RIGHT;
187 break;
188 case BELOW:
189 bp->b_face = LEFTS;
190 break;
191 }
192 Maze[y][x] = WALL5;
193 # ifdef MONITOR
194 for (pp = Monitor; pp < End_monitor; pp++)
195 check(pp, y, x);
196 # endif
197 break;
198 case WALL5:
199 switch (bp->b_face) {
200 case LEFTS:
201 bp->b_face = ABOVE;
202 break;
203 case RIGHT:
204 bp->b_face = BELOW;
205 break;
206 case ABOVE:
207 bp->b_face = LEFTS;
208 break;
209 case BELOW:
210 bp->b_face = RIGHT;
211 break;
212 }
213 Maze[y][x] = WALL4;
214 # ifdef MONITOR
215 for (pp = Monitor; pp < End_monitor; pp++)
216 check(pp, y, x);
217 # endif
218 break;
219 # endif
220 # ifdef RANDOM
221 case DOOR:
222 switch (rand_num(4)) {
223 case 0:
224 bp->b_face = ABOVE;
225 break;
226 case 1:
227 bp->b_face = BELOW;
228 break;
229 case 2:
230 bp->b_face = LEFTS;
231 break;
232 case 3:
233 bp->b_face = RIGHT;
234 break;
235 }
236 break;
237 # endif
238 # ifdef FLY
239 case FLYER:
240 pp = play_at(y, x);
241 message(pp, "Zing!");
242 break;
243 # endif
244 case LEFTS:
245 case RIGHT:
246 case BELOW:
247 case ABOVE:
248 /*
249 * give the person a chance to catch a
250 * grenade if s/he is facing it
251 */
252 pp = play_at(y, x);
253 pp->p_ident->i_shot += bp->b_charge;
254 if (opposite(bp->b_face, Maze[y][x])) {
255 if (rand_num(100) < 10) {
256 if (bp->b_owner != NULL)
257 message(bp->b_owner,
258 "Your charge was absorbed!");
259 if (bp->b_score != NULL)
260 bp->b_score->i_robbed += bp->b_charge;
261 pp->p_ammo += bp->b_charge;
262 if (pp->p_damage + bp->b_size * MINDAM
263 > pp->p_damcap)
264 pp->p_ident->i_saved++;
265 message(pp, "Absorbed charge (good shield!)");
266 pp->p_ident->i_absorbed += bp->b_charge;
267 free((char *) bp);
268 (void) sprintf(Buf, "%3d", pp->p_ammo);
269 cgoto(pp, STAT_AMMO_ROW, STAT_VALUE_COL);
270 outstr(pp, Buf, 3);
271 return FALSE;
272 }
273 pp->p_ident->i_faced += bp->b_charge;
274 }
275 /*
276 * Small chance that the bullet just misses the
277 * person. If so, the bullet just goes on its
278 * merry way without exploding.
279 */
280 if (rand_num(100) < 5) {
281 pp->p_ident->i_ducked += bp->b_charge;
282 if (pp->p_damage + bp->b_size * MINDAM
283 > pp->p_damcap)
284 pp->p_ident->i_saved++;
285 if (bp->b_score != NULL)
286 bp->b_score->i_missed += bp->b_charge;
287 message(pp, "Zing!");
288 if (bp->b_owner == NULL)
289 break;
290 message(bp->b_owner,
291 ((bp->b_score->i_missed & 0x7) == 0x7) ?
292 "My! What a bad shot you are!" :
293 "Missed him");
294 break;
295 }
296 /*
297 * The shot hit that sucker! Blow it up.
298 */
299 /* FALLTHROUGH */
300 # ifndef RANDOM
301 case DOOR:
302 # endif
303 case WALL1:
304 case WALL2:
305 case WALL3:
306 bp->b_expl = TRUE;
307 break;
308 }
309
310 bp->b_x = x;
311 bp->b_y = y;
312 }
313 return TRUE;
314 }
315
316 # ifdef DRONE
317 /*
318 * move_drone:
319 * Move the drone to the next square
320 */
321 move_drone(bp)
322 register BULLET *bp;
323 {
324 register int mask, count;
325 register int n, dir;
326 register PLAYER *pp;
327
328 /*
329 * See if we can give someone a blast
330 */
331 if (isplayer(Maze[bp->b_y][bp->b_x - 1])) {
332 dir = WEST;
333 goto drone_move;
334 }
335 if (isplayer(Maze[bp->b_y - 1][bp->b_x])) {
336 dir = NORTH;
337 goto drone_move;
338 }
339 if (isplayer(Maze[bp->b_y + 1][bp->b_x])) {
340 dir = SOUTH;
341 goto drone_move;
342 }
343 if (isplayer(Maze[bp->b_y][bp->b_x + 1])) {
344 dir = EAST;
345 goto drone_move;
346 }
347
348 /*
349 * Find out what directions are clear
350 */
351 mask = count = 0;
352 if (!iswall(bp->b_y, bp->b_x - 1))
353 mask |= WEST, count++;
354 if (!iswall(bp->b_y - 1, bp->b_x))
355 mask |= NORTH, count++;
356 if (!iswall(bp->b_y + 1, bp->b_x))
357 mask |= SOUTH, count++;
358 if (!iswall(bp->b_y, bp->b_x + 1))
359 mask |= EAST, count++;
360
361 /*
362 * All blocked up, just you wait
363 */
364 if (count == 0)
365 return TRUE;
366
367 /*
368 * Only one way to go.
369 */
370 if (count == 1) {
371 dir = mask;
372 goto drone_move;
373 }
374
375 /*
376 * Get rid of the direction that we came from
377 */
378 switch (bp->b_face) {
379 case LEFTS:
380 if (mask & EAST)
381 mask &= ~EAST, count--;
382 break;
383 case RIGHT:
384 if (mask & WEST)
385 mask &= ~WEST, count--;
386 break;
387 case ABOVE:
388 if (mask & SOUTH)
389 mask &= ~SOUTH, count--;
390 break;
391 case BELOW:
392 if (mask & NORTH)
393 mask &= ~NORTH, count--;
394 break;
395 }
396
397 /*
398 * Pick one of the remaining directions
399 */
400 n = rand_num(count);
401 if (n >= 0 && mask & NORTH)
402 dir = NORTH, n--;
403 if (n >= 0 && mask & SOUTH)
404 dir = SOUTH, n--;
405 if (n >= 0 && mask & EAST)
406 dir = EAST, n--;
407 if (n >= 0 && mask & WEST)
408 dir = WEST, n--;
409
410 /*
411 * Now that we know the direction of movement,
412 * just update the position of the drone
413 */
414 drone_move:
415 switch (dir) {
416 case WEST:
417 bp->b_x--;
418 bp->b_face = LEFTS;
419 break;
420 case EAST:
421 bp->b_x++;
422 bp->b_face = RIGHT;
423 break;
424 case NORTH:
425 bp->b_y--;
426 bp->b_face = ABOVE;
427 break;
428 case SOUTH:
429 bp->b_y++;
430 bp->b_face = BELOW;
431 break;
432 }
433 switch (Maze[bp->b_y][bp->b_x]) {
434 case LEFTS:
435 case RIGHT:
436 case BELOW:
437 case ABOVE:
438 /*
439 * give the person a chance to catch a
440 * drone if s/he is facing it
441 */
442 if (rand_num(100) < 1 &&
443 opposite(bp->b_face, Maze[bp->b_y][bp->b_x])) {
444 pp = play_at(bp->b_y, bp->b_x);
445 pp->p_ammo += bp->b_charge;
446 message(pp, "**** Absorbed drone ****");
447 free((char *) bp);
448 (void) sprintf(Buf, "%3d", pp->p_ammo);
449 cgoto(pp, STAT_AMMO_ROW, STAT_VALUE_COL);
450 outstr(pp, Buf, 3);
451 return FALSE;
452 }
453 bp->b_expl = TRUE;
454 break;
455 }
456 return TRUE;
457 }
458 # endif
459
460 /*
461 * save_bullet:
462 * Put this bullet back onto the bullet list
463 */
464 save_bullet(bp)
465 register BULLET *bp;
466 {
467 bp->b_over = Maze[bp->b_y][bp->b_x];
468 switch (bp->b_over) {
469 case SHOT:
470 case GRENADE:
471 case SATCHEL:
472 case BOMB:
473 # ifdef OOZE
474 case SLIME:
475 # ifdef VOLCANO
476 case LAVA:
477 # endif
478 # endif
479 # ifdef DRONE
480 case DSHOT:
481 # endif
482 find_under(Bullets, bp);
483 break;
484 }
485
486 switch (bp->b_over) {
487 case LEFTS:
488 case RIGHT:
489 case ABOVE:
490 case BELOW:
491 # ifdef FLY
492 case FLYER:
493 # endif
494 mark_player(bp);
495 break;
496 # ifdef BOOTS
497 case BOOT:
498 case BOOT_PAIR:
499 mark_boot(bp);
500 # endif
501
502 default:
503 Maze[bp->b_y][bp->b_x] = bp->b_type;
504 break;
505 }
506
507 bp->b_next = Bullets;
508 Bullets = bp;
509 }
510
511 /*
512 * move_flyer:
513 * Update the position of a player in flight
514 */
515 move_flyer(pp)
516 register PLAYER *pp;
517 {
518 register int x, y;
519
520 if (pp->p_undershot) {
521 fixshots(pp->p_y, pp->p_x, pp->p_over);
522 pp->p_undershot = FALSE;
523 }
524 Maze[pp->p_y][pp->p_x] = pp->p_over;
525 x = pp->p_x + pp->p_flyx;
526 y = pp->p_y + pp->p_flyy;
527 if (x < 1) {
528 x = 1 - x;
529 pp->p_flyx = -pp->p_flyx;
530 }
531 else if (x > WIDTH - 2) {
532 x = (WIDTH - 2) - (x - (WIDTH - 2));
533 pp->p_flyx = -pp->p_flyx;
534 }
535 if (y < 1) {
536 y = 1 - y;
537 pp->p_flyy = -pp->p_flyy;
538 }
539 else if (y > HEIGHT - 2) {
540 y = (HEIGHT - 2) - (y - (HEIGHT - 2));
541 pp->p_flyy = -pp->p_flyy;
542 }
543 again:
544 switch (Maze[y][x]) {
545 default:
546 switch (rand_num(4)) {
547 case 0:
548 PLUS_DELTA(x, WIDTH - 2);
549 break;
550 case 1:
551 MINUS_DELTA(x, 1);
552 break;
553 case 2:
554 PLUS_DELTA(y, HEIGHT - 2);
555 break;
556 case 3:
557 MINUS_DELTA(y, 1);
558 break;
559 }
560 goto again;
561 case WALL1:
562 case WALL2:
563 case WALL3:
564 # ifdef REFLECT
565 case WALL4:
566 case WALL5:
567 # endif
568 # ifdef RANDOM
569 case DOOR:
570 # endif
571 if (pp->p_flying == 0)
572 pp->p_flying++;
573 break;
574 case SPACE:
575 break;
576 }
577 pp->p_y = y;
578 pp->p_x = x;
579 if (pp->p_flying-- == 0) {
580 # ifdef BOOTS
581 if (pp->p_face != BOOT && pp->p_face != BOOT_PAIR) {
582 # endif
583 checkdam(pp, (PLAYER *) NULL, (IDENT *) NULL,
584 rand_num(pp->p_damage / 5), FALL);
585 pp->p_face = rand_dir();
586 showstat(pp);
587 # ifdef BOOTS
588 }
589 else {
590 if (Maze[y][x] == BOOT)
591 pp->p_face = BOOT_PAIR;
592 Maze[y][x] = SPACE;
593 }
594 # endif
595 }
596 pp->p_over = Maze[y][x];
597 Maze[y][x] = pp->p_face;
598 showexpl(y, x, pp->p_face);
599 }
600
601 /*
602 * chkshot
603 * Handle explosions
604 */
605 chkshot(bp, next)
606 register BULLET *bp;
607 BULLET *next;
608 {
609 register int y, x;
610 register int dy, dx, absdy;
611 register int delta, damage;
612 register char expl;
613 register PLAYER *pp;
614
615 switch (bp->b_type) {
616 case SHOT:
617 case MINE:
618 case GRENADE:
619 case GMINE:
620 case SATCHEL:
621 case BOMB:
622 delta = bp->b_size - 1;
623 break;
624 # ifdef OOZE
625 case SLIME:
626 # ifdef VOLCANO
627 case LAVA:
628 # endif
629 chkslime(bp, next);
630 return;
631 # endif
632 # ifdef DRONE
633 case DSHOT:
634 bp->b_type = SLIME;
635 chkslime(bp, next);
636 return;
637 # endif
638 }
639 for (y = bp->b_y - delta; y <= bp->b_y + delta; y++) {
640 if (y < 0 || y >= HEIGHT)
641 continue;
642 dy = y - bp->b_y;
643 absdy = (dy < 0) ? -dy : dy;
644 for (x = bp->b_x - delta; x <= bp->b_x + delta; x++) {
645 if (x < 0 || x >= WIDTH)
646 continue;
647 dx = x - bp->b_x;
648 if (dx == 0)
649 expl = (dy == 0) ? '*' : '|';
650 else if (dy == 0)
651 expl = '-';
652 else if (dx == dy)
653 expl = '\\';
654 else if (dx == -dy)
655 expl = '/';
656 else
657 expl = '*';
658 showexpl(y, x, expl);
659 switch (Maze[y][x]) {
660 case LEFTS:
661 case RIGHT:
662 case ABOVE:
663 case BELOW:
664 # ifdef FLY
665 case FLYER:
666 # endif
667 if (dx < 0)
668 dx = -dx;
669 if (absdy > dx)
670 damage = bp->b_size - absdy;
671 else
672 damage = bp->b_size - dx;
673 pp = play_at(y, x);
674 checkdam(pp, bp->b_owner, bp->b_score,
675 damage * MINDAM, bp->b_type);
676 break;
677 case GMINE:
678 case MINE:
679 add_shot((Maze[y][x] == GMINE) ?
680 GRENADE : SHOT,
681 y, x, LEFTS,
682 (Maze[y][x] == GMINE) ?
683 GRENREQ : BULREQ,
684 (PLAYER *) NULL, TRUE, SPACE);
685 Maze[y][x] = SPACE;
686 break;
687 }
688 }
689 }
690 }
691
692 # ifdef OOZE
693 /*
694 * chkslime:
695 * handle slime shot exploding
696 */
697 chkslime(bp, next)
698 register BULLET *bp;
699 BULLET *next;
700 {
701 register BULLET *nbp;
702
703 switch (Maze[bp->b_y][bp->b_x]) {
704 case WALL1:
705 case WALL2:
706 case WALL3:
707 # ifdef REFLECT
708 case WALL4:
709 case WALL5:
710 # endif
711 # ifdef RANDOM
712 case DOOR:
713 # endif
714 switch (bp->b_face) {
715 case LEFTS:
716 bp->b_x++;
717 break;
718 case RIGHT:
719 bp->b_x--;
720 break;
721 case ABOVE:
722 bp->b_y++;
723 break;
724 case BELOW:
725 bp->b_y--;
726 break;
727 }
728 break;
729 }
730 nbp = (BULLET *) malloc(sizeof (BULLET));
731 *nbp = *bp;
732 # ifdef VOLCANO
733 move_slime(nbp, nbp->b_type == SLIME ? SLIMESPEED : LAVASPEED, next);
734 # else
735 move_slime(nbp, SLIMESPEED, next);
736 # endif
737 }
738
739 /*
740 * move_slime:
741 * move the given slime shot speed times and add it back if
742 * it hasn't fizzled yet
743 */
744 move_slime(bp, speed, next)
745 register BULLET *bp;
746 register int speed;
747 BULLET *next;
748 {
749 register int i, j, dirmask, count;
750 register PLAYER *pp;
751 register BULLET *nbp;
752
753 if (speed == 0) {
754 if (bp->b_charge <= 0)
755 free((char *) bp);
756 else
757 save_bullet(bp);
758 return;
759 }
760
761 # ifdef VOLCANO
762 showexpl(bp->b_y, bp->b_x, bp->b_type == LAVA ? LAVA : '*');
763 # else
764 showexpl(bp->b_y, bp->b_x, '*');
765 # endif
766 switch (Maze[bp->b_y][bp->b_x]) {
767 case LEFTS:
768 case RIGHT:
769 case ABOVE:
770 case BELOW:
771 # ifdef FLY
772 case FLYER:
773 # endif
774 pp = play_at(bp->b_y, bp->b_x);
775 message(pp, "You've been slimed.");
776 checkdam(pp, bp->b_owner, bp->b_score, MINDAM, bp->b_type);
777 break;
778 case SHOT:
779 case GRENADE:
780 case SATCHEL:
781 case BOMB:
782 # ifdef DRONE
783 case DSHOT:
784 # endif
785 explshot(next, bp->b_y, bp->b_x);
786 explshot(Bullets, bp->b_y, bp->b_x);
787 break;
788 }
789
790 if (--bp->b_charge <= 0) {
791 free((char *) bp);
792 return;
793 }
794
795 dirmask = 0;
796 count = 0;
797 switch (bp->b_face) {
798 case LEFTS:
799 if (!iswall(bp->b_y, bp->b_x - 1))
800 dirmask |= WEST, count++;
801 if (!iswall(bp->b_y - 1, bp->b_x))
802 dirmask |= NORTH, count++;
803 if (!iswall(bp->b_y + 1, bp->b_x))
804 dirmask |= SOUTH, count++;
805 if (dirmask == 0)
806 if (!iswall(bp->b_y, bp->b_x + 1))
807 dirmask |= EAST, count++;
808 break;
809 case RIGHT:
810 if (!iswall(bp->b_y, bp->b_x + 1))
811 dirmask |= EAST, count++;
812 if (!iswall(bp->b_y - 1, bp->b_x))
813 dirmask |= NORTH, count++;
814 if (!iswall(bp->b_y + 1, bp->b_x))
815 dirmask |= SOUTH, count++;
816 if (dirmask == 0)
817 if (!iswall(bp->b_y, bp->b_x - 1))
818 dirmask |= WEST, count++;
819 break;
820 case ABOVE:
821 if (!iswall(bp->b_y - 1, bp->b_x))
822 dirmask |= NORTH, count++;
823 if (!iswall(bp->b_y, bp->b_x - 1))
824 dirmask |= WEST, count++;
825 if (!iswall(bp->b_y, bp->b_x + 1))
826 dirmask |= EAST, count++;
827 if (dirmask == 0)
828 if (!iswall(bp->b_y + 1, bp->b_x))
829 dirmask |= SOUTH, count++;
830 break;
831 case BELOW:
832 if (!iswall(bp->b_y + 1, bp->b_x))
833 dirmask |= SOUTH, count++;
834 if (!iswall(bp->b_y, bp->b_x - 1))
835 dirmask |= WEST, count++;
836 if (!iswall(bp->b_y, bp->b_x + 1))
837 dirmask |= EAST, count++;
838 if (dirmask == 0)
839 if (!iswall(bp->b_y - 1, bp->b_x))
840 dirmask |= NORTH, count++;
841 break;
842 }
843 if (count == 0) {
844 /*
845 * No place to go. Just sit here for a while and wait
846 * for adjacent squares to clear out.
847 */
848 save_bullet(bp);
849 return;
850 }
851 if (bp->b_charge < count) {
852 /* Only bp->b_charge paths may be taken */
853 while (count > bp->b_charge) {
854 if (dirmask & WEST)
855 dirmask &= ~WEST;
856 else if (dirmask & EAST)
857 dirmask &= ~EAST;
858 else if (dirmask & NORTH)
859 dirmask &= ~NORTH;
860 else if (dirmask & SOUTH)
861 dirmask &= ~SOUTH;
862 count--;
863 }
864 }
865
866 i = bp->b_charge / count;
867 j = bp->b_charge % count;
868 if (dirmask & WEST) {
869 count--;
870 nbp = create_shot(bp->b_type, bp->b_y, bp->b_x - 1, LEFTS,
871 i, bp->b_size, bp->b_owner, bp->b_score, TRUE, SPACE);
872 move_slime(nbp, speed - 1, next);
873 }
874 if (dirmask & EAST) {
875 count--;
876 nbp = create_shot(bp->b_type, bp->b_y, bp->b_x + 1, RIGHT,
877 (count < j) ? i + 1 : i, bp->b_size, bp->b_owner,
878 bp->b_score, TRUE, SPACE);
879 move_slime(nbp, speed - 1, next);
880 }
881 if (dirmask & NORTH) {
882 count--;
883 nbp = create_shot(bp->b_type, bp->b_y - 1, bp->b_x, ABOVE,
884 (count < j) ? i + 1 : i, bp->b_size, bp->b_owner,
885 bp->b_score, TRUE, SPACE);
886 move_slime(nbp, speed - 1, next);
887 }
888 if (dirmask & SOUTH) {
889 count--;
890 nbp = create_shot(bp->b_type, bp->b_y + 1, bp->b_x, BELOW,
891 (count < j) ? i + 1 : i, bp->b_size, bp->b_owner,
892 bp->b_score, TRUE, SPACE);
893 move_slime(nbp, speed - 1, next);
894 }
895
896 free((char *) bp);
897 }
898
899 /*
900 * iswall:
901 * returns whether the given location is a wall
902 */
903 iswall(y, x)
904 register int y, x;
905 {
906 if (y < 0 || x < 0 || y >= HEIGHT || x >= WIDTH)
907 return TRUE;
908 switch (Maze[y][x]) {
909 case WALL1:
910 case WALL2:
911 case WALL3:
912 # ifdef REFLECT
913 case WALL4:
914 case WALL5:
915 # endif
916 # ifdef RANDOM
917 case DOOR:
918 # endif
919 # ifdef OOZE
920 case SLIME:
921 # ifdef VOLCANO
922 case LAVA:
923 # endif
924 # endif
925 return TRUE;
926 }
927 return FALSE;
928 }
929 # endif
930
931 /*
932 * zapshot:
933 * Take a shot out of the air.
934 */
935 zapshot(blist, obp)
936 register BULLET *blist, *obp;
937 {
938 register BULLET *bp;
939 register FLAG explode;
940
941 explode = FALSE;
942 for (bp = blist; bp != NULL; bp = bp->b_next) {
943 if (bp->b_x != obp->b_x || bp->b_y != obp->b_y)
944 continue;
945 if (bp->b_face == obp->b_face)
946 continue;
947 explode = TRUE;
948 break;
949 }
950 if (!explode)
951 return;
952 explshot(blist, obp->b_y, obp->b_x);
953 }
954
955 /*
956 * explshot -
957 * Make all shots at this location blow up
958 */
959 explshot(blist, y, x)
960 register BULLET *blist;
961 register int y, x;
962 {
963 register BULLET *bp;
964
965 for (bp = blist; bp != NULL; bp = bp->b_next)
966 if (bp->b_x == x && bp->b_y == y) {
967 bp->b_expl = TRUE;
968 if (bp->b_owner != NULL)
969 message(bp->b_owner, "Shot intercepted");
970 }
971 }
972
973 /*
974 * play_at:
975 * Return a pointer to the player at the given location
976 */
977 PLAYER *
978 play_at(y, x)
979 register int y, x;
980 {
981 register PLAYER *pp;
982
983 for (pp = Player; pp < End_player; pp++)
984 if (pp->p_x == x && pp->p_y == y)
985 return pp;
986 fprintf(stderr, "driver: couldn't find player at (%d,%d)\n", x, y);
987 abort();
988 /* NOTREACHED */
989 }
990
991 /*
992 * opposite:
993 * Return TRUE if the bullet direction faces the opposite direction
994 * of the player in the maze
995 */
996 opposite(face, dir)
997 int face;
998 char dir;
999 {
1000 switch (face) {
1001 case LEFTS:
1002 return (dir == RIGHT);
1003 case RIGHT:
1004 return (dir == LEFTS);
1005 case ABOVE:
1006 return (dir == BELOW);
1007 case BELOW:
1008 return (dir == ABOVE);
1009 default:
1010 return FALSE;
1011 }
1012 }
1013
1014 /*
1015 * is_bullet:
1016 * Is there a bullet at the given coordinates? If so, return
1017 * a pointer to the bullet, otherwise return NULL
1018 */
1019 BULLET *
1020 is_bullet(y, x)
1021 register int y, x;
1022 {
1023 register BULLET *bp;
1024
1025 for (bp = Bullets; bp != NULL; bp = bp->b_next)
1026 if (bp->b_y == y && bp->b_x == x)
1027 return bp;
1028 return NULL;
1029 }
1030
1031 /*
1032 * fixshots:
1033 * change the underlying character of the shots at a location
1034 * to the given character.
1035 */
1036 fixshots(y, x, over)
1037 register int y, x;
1038 char over;
1039 {
1040 register BULLET *bp;
1041
1042 for (bp = Bullets; bp != NULL; bp = bp->b_next)
1043 if (bp->b_y == y && bp->b_x == x)
1044 bp->b_over = over;
1045 }
1046
1047 /*
1048 * find_under:
1049 * find the underlying character for a bullet when it lands
1050 * on another bullet.
1051 */
1052 find_under(blist, bp)
1053 register BULLET *blist, *bp;
1054 {
1055 register BULLET *nbp;
1056
1057 for (nbp = blist; nbp != NULL; nbp = nbp->b_next)
1058 if (bp->b_y == nbp->b_y && bp->b_x == nbp->b_x) {
1059 bp->b_over = nbp->b_over;
1060 break;
1061 }
1062 }
1063
1064 /*
1065 * mark_player:
1066 * mark a player as under a shot
1067 */
1068 mark_player(bp)
1069 register BULLET *bp;
1070 {
1071 register PLAYER *pp;
1072
1073 for (pp = Player; pp < End_player; pp++)
1074 if (pp->p_y == bp->b_y && pp->p_x == bp->b_x) {
1075 pp->p_undershot = TRUE;
1076 break;
1077 }
1078 }
1079
1080 # ifdef BOOTS
1081 /*
1082 * mark_boot:
1083 * mark a boot as under a shot
1084 */
1085 mark_boot(bp)
1086 register BULLET *bp;
1087 {
1088 register PLAYER *pp;
1089
1090 for (pp = Boot; pp < &Boot[NBOOTS]; pp++)
1091 if (pp->p_y == bp->b_y && pp->p_x == bp->b_x) {
1092 pp->p_undershot = TRUE;
1093 break;
1094 }
1095 }
1096 # endif
1097