shots.c revision 1.4 1 /* $NetBSD: shots.c,v 1.4 2003/06/11 12:00:23 wiz Exp $ */
2 /*
3 * Copyright (c) 1983-2003, Regents of the University of California.
4 * All rights reserved.
5 *
6 * Redistribution and use in source and binary forms, with or without
7 * modification, are permitted provided that the following conditions are
8 * met:
9 *
10 * + Redistributions of source code must retain the above copyright
11 * notice, this list of conditions and the following disclaimer.
12 * + Redistributions in binary form must reproduce the above copyright
13 * notice, this list of conditions and the following disclaimer in the
14 * documentation and/or other materials provided with the distribution.
15 * + Neither the name of the University of California, San Francisco nor
16 * the names of its contributors may be used to endorse or promote
17 * products derived from this software without specific prior written
18 * permission.
19 *
20 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
21 * IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
22 * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
23 * PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
24 * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
25 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
26 * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
27 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
28 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
29 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
30 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
31 */
32
33 #include <sys/cdefs.h>
34 #ifndef lint
35 __RCSID("$NetBSD: shots.c,v 1.4 2003/06/11 12:00:23 wiz Exp $");
36 #endif /* not lint */
37
38 # include <err.h>
39 # include <signal.h>
40 # include <stdlib.h>
41 # include "hunt.h"
42
43 # define PLUS_DELTA(x, max) if (x < max) x++; else x--
44 # define MINUS_DELTA(x, min) if (x > min) x--; else x++
45
46 static void chkshot __P((BULLET *, BULLET *));
47 static void chkslime __P((BULLET *, BULLET *));
48 static void explshot __P((BULLET *, int, int));
49 static void find_under __P((BULLET *, BULLET *));
50 static int iswall __P((int, int));
51 static void mark_boot __P((BULLET *));
52 static void mark_player __P((BULLET *));
53 #ifdef DRONE
54 static void move_drone __P((BULLET *));
55 #endif
56 static void move_flyer __P((PLAYER *));
57 static int move_normal_shot __P((BULLET *));
58 static void move_slime __P((BULLET *, int, BULLET *));
59 static void save_bullet __P((BULLET *));
60 static void zapshot __P((BULLET *, BULLET *));
61
62 /*
63 * moveshots:
64 * Move the shots already in the air, taking explosions into account
65 */
66 void
67 moveshots()
68 {
69 BULLET *bp, *next;
70 PLAYER *pp;
71 int x, y;
72 BULLET *blist;
73
74 rollexpl();
75 if (Bullets == NULL)
76 goto ret;
77
78 /*
79 * First we move through the bullet list BULSPD times, looking
80 * for things we may have run into. If we do run into
81 * something, we set up the explosion and disappear, checking
82 * for damage to any player who got in the way.
83 */
84
85 blist = Bullets;
86 Bullets = NULL;
87 for (bp = blist; bp != NULL; bp = next) {
88 next = bp->b_next;
89 x = bp->b_x;
90 y = bp->b_y;
91 Maze[y][x] = bp->b_over;
92 for (pp = Player; pp < End_player; pp++)
93 check(pp, y, x);
94 # ifdef MONITOR
95 for (pp = Monitor; pp < End_monitor; pp++)
96 check(pp, y, x);
97 # endif
98
99 switch (bp->b_type) {
100 case SHOT:
101 case GRENADE:
102 case SATCHEL:
103 case BOMB:
104 if (move_normal_shot(bp)) {
105 bp->b_next = Bullets;
106 Bullets = bp;
107 }
108 break;
109 # ifdef OOZE
110 case SLIME:
111 if (bp->b_expl || move_normal_shot(bp)) {
112 bp->b_next = Bullets;
113 Bullets = bp;
114 }
115 break;
116 # endif
117 # ifdef DRONE
118 case DSHOT:
119 if (move_drone(bp)) {
120 bp->b_next = Bullets;
121 Bullets = bp;
122 }
123 break;
124 # endif
125 default:
126 bp->b_next = Bullets;
127 Bullets = bp;
128 break;
129 }
130 }
131
132 blist = Bullets;
133 Bullets = NULL;
134 for (bp = blist; bp != NULL; bp = next) {
135 next = bp->b_next;
136 if (!bp->b_expl) {
137 save_bullet(bp);
138 # ifdef MONITOR
139 for (pp = Monitor; pp < End_monitor; pp++)
140 check(pp, bp->b_y, bp->b_x);
141 # endif
142 # ifdef DRONE
143 if (bp->b_type == DSHOT)
144 for (pp = Player; pp < End_player; pp++)
145 if (pp->p_scan >= 0)
146 check(pp, bp->b_y, bp->b_x);
147 # endif
148 continue;
149 }
150
151 chkshot(bp, next);
152 free((char *) bp);
153 }
154
155 for (pp = Player; pp < End_player; pp++)
156 Maze[pp->p_y][pp->p_x] = pp->p_face;
157
158 ret:
159 # ifdef BOOTS
160 for (pp = Boot; pp < &Boot[NBOOTS]; pp++)
161 if (pp->p_flying >= 0)
162 move_flyer(pp);
163 # endif
164 for (pp = Player; pp < End_player; pp++) {
165 # ifdef FLY
166 if (pp->p_flying >= 0)
167 move_flyer(pp);
168 # endif
169 sendcom(pp, REFRESH); /* Flush out the explosions */
170 look(pp);
171 sendcom(pp, REFRESH);
172 }
173 # ifdef MONITOR
174 for (pp = Monitor; pp < End_monitor; pp++)
175 sendcom(pp, REFRESH);
176 # endif
177
178 return;
179 }
180
181 /*
182 * move_normal_shot:
183 * Move a normal shot along its trajectory
184 */
185 static int
186 move_normal_shot(bp)
187 BULLET *bp;
188 {
189 int i, x, y;
190 PLAYER *pp;
191
192 for (i = 0; i < BULSPD; i++) {
193 if (bp->b_expl)
194 break;
195
196 x = bp->b_x;
197 y = bp->b_y;
198
199 switch (bp->b_face) {
200 case LEFTS:
201 x--;
202 break;
203 case RIGHT:
204 x++;
205 break;
206 case ABOVE:
207 y--;
208 break;
209 case BELOW:
210 y++;
211 break;
212 }
213
214 switch (Maze[y][x]) {
215 case SHOT:
216 if (rand_num(100) < 5) {
217 zapshot(Bullets, bp);
218 zapshot(bp->b_next, bp);
219 }
220 break;
221 case GRENADE:
222 if (rand_num(100) < 10) {
223 zapshot(Bullets, bp);
224 zapshot(bp->b_next, bp);
225 }
226 break;
227 # ifdef REFLECT
228 case WALL4: /* reflecting walls */
229 switch (bp->b_face) {
230 case LEFTS:
231 bp->b_face = BELOW;
232 break;
233 case RIGHT:
234 bp->b_face = ABOVE;
235 break;
236 case ABOVE:
237 bp->b_face = RIGHT;
238 break;
239 case BELOW:
240 bp->b_face = LEFTS;
241 break;
242 }
243 Maze[y][x] = WALL5;
244 # ifdef MONITOR
245 for (pp = Monitor; pp < End_monitor; pp++)
246 check(pp, y, x);
247 # endif
248 break;
249 case WALL5:
250 switch (bp->b_face) {
251 case LEFTS:
252 bp->b_face = ABOVE;
253 break;
254 case RIGHT:
255 bp->b_face = BELOW;
256 break;
257 case ABOVE:
258 bp->b_face = LEFTS;
259 break;
260 case BELOW:
261 bp->b_face = RIGHT;
262 break;
263 }
264 Maze[y][x] = WALL4;
265 # ifdef MONITOR
266 for (pp = Monitor; pp < End_monitor; pp++)
267 check(pp, y, x);
268 # endif
269 break;
270 # endif
271 # ifdef RANDOM
272 case DOOR:
273 switch (rand_num(4)) {
274 case 0:
275 bp->b_face = ABOVE;
276 break;
277 case 1:
278 bp->b_face = BELOW;
279 break;
280 case 2:
281 bp->b_face = LEFTS;
282 break;
283 case 3:
284 bp->b_face = RIGHT;
285 break;
286 }
287 break;
288 # endif
289 # ifdef FLY
290 case FLYER:
291 pp = play_at(y, x);
292 message(pp, "Zing!");
293 break;
294 # endif
295 case LEFTS:
296 case RIGHT:
297 case BELOW:
298 case ABOVE:
299 /*
300 * give the person a chance to catch a
301 * grenade if s/he is facing it
302 */
303 pp = play_at(y, x);
304 pp->p_ident->i_shot += bp->b_charge;
305 if (opposite(bp->b_face, Maze[y][x])) {
306 if (rand_num(100) < 10) {
307 if (bp->b_owner != NULL)
308 message(bp->b_owner,
309 "Your charge was absorbed!");
310 if (bp->b_score != NULL)
311 bp->b_score->i_robbed += bp->b_charge;
312 pp->p_ammo += bp->b_charge;
313 if (pp->p_damage + bp->b_size * MINDAM
314 > pp->p_damcap)
315 pp->p_ident->i_saved++;
316 message(pp, "Absorbed charge (good shield!)");
317 pp->p_ident->i_absorbed += bp->b_charge;
318 free((char *) bp);
319 (void) sprintf(Buf, "%3d", pp->p_ammo);
320 cgoto(pp, STAT_AMMO_ROW, STAT_VALUE_COL);
321 outstr(pp, Buf, 3);
322 return FALSE;
323 }
324 pp->p_ident->i_faced += bp->b_charge;
325 }
326 /*
327 * Small chance that the bullet just misses the
328 * person. If so, the bullet just goes on its
329 * merry way without exploding.
330 */
331 if (rand_num(100) < 5) {
332 pp->p_ident->i_ducked += bp->b_charge;
333 if (pp->p_damage + bp->b_size * MINDAM
334 > pp->p_damcap)
335 pp->p_ident->i_saved++;
336 if (bp->b_score != NULL)
337 bp->b_score->i_missed += bp->b_charge;
338 message(pp, "Zing!");
339 if (bp->b_owner == NULL)
340 break;
341 message(bp->b_owner,
342 ((bp->b_score->i_missed & 0x7) == 0x7) ?
343 "My! What a bad shot you are!" :
344 "Missed him");
345 break;
346 }
347 /*
348 * The shot hit that sucker! Blow it up.
349 */
350 /* FALLTHROUGH */
351 # ifndef RANDOM
352 case DOOR:
353 # endif
354 case WALL1:
355 case WALL2:
356 case WALL3:
357 bp->b_expl = TRUE;
358 break;
359 }
360
361 bp->b_x = x;
362 bp->b_y = y;
363 }
364 return TRUE;
365 }
366
367 # ifdef DRONE
368 /*
369 * move_drone:
370 * Move the drone to the next square
371 */
372 static void
373 move_drone(bp)
374 BULLET *bp;
375 {
376 int mask, count;
377 int n, dir;
378 PLAYER *pp;
379
380 /*
381 * See if we can give someone a blast
382 */
383 if (isplayer(Maze[bp->b_y][bp->b_x - 1])) {
384 dir = WEST;
385 goto drone_move;
386 }
387 if (isplayer(Maze[bp->b_y - 1][bp->b_x])) {
388 dir = NORTH;
389 goto drone_move;
390 }
391 if (isplayer(Maze[bp->b_y + 1][bp->b_x])) {
392 dir = SOUTH;
393 goto drone_move;
394 }
395 if (isplayer(Maze[bp->b_y][bp->b_x + 1])) {
396 dir = EAST;
397 goto drone_move;
398 }
399
400 /*
401 * Find out what directions are clear
402 */
403 mask = count = 0;
404 if (!iswall(bp->b_y, bp->b_x - 1))
405 mask |= WEST, count++;
406 if (!iswall(bp->b_y - 1, bp->b_x))
407 mask |= NORTH, count++;
408 if (!iswall(bp->b_y + 1, bp->b_x))
409 mask |= SOUTH, count++;
410 if (!iswall(bp->b_y, bp->b_x + 1))
411 mask |= EAST, count++;
412
413 /*
414 * All blocked up, just you wait
415 */
416 if (count == 0)
417 return TRUE;
418
419 /*
420 * Only one way to go.
421 */
422 if (count == 1) {
423 dir = mask;
424 goto drone_move;
425 }
426
427 /*
428 * Get rid of the direction that we came from
429 */
430 switch (bp->b_face) {
431 case LEFTS:
432 if (mask & EAST)
433 mask &= ~EAST, count--;
434 break;
435 case RIGHT:
436 if (mask & WEST)
437 mask &= ~WEST, count--;
438 break;
439 case ABOVE:
440 if (mask & SOUTH)
441 mask &= ~SOUTH, count--;
442 break;
443 case BELOW:
444 if (mask & NORTH)
445 mask &= ~NORTH, count--;
446 break;
447 }
448
449 /*
450 * Pick one of the remaining directions
451 */
452 n = rand_num(count);
453 if (n >= 0 && mask & NORTH)
454 dir = NORTH, n--;
455 if (n >= 0 && mask & SOUTH)
456 dir = SOUTH, n--;
457 if (n >= 0 && mask & EAST)
458 dir = EAST, n--;
459 if (n >= 0 && mask & WEST)
460 dir = WEST, n--;
461
462 /*
463 * Now that we know the direction of movement,
464 * just update the position of the drone
465 */
466 drone_move:
467 switch (dir) {
468 case WEST:
469 bp->b_x--;
470 bp->b_face = LEFTS;
471 break;
472 case EAST:
473 bp->b_x++;
474 bp->b_face = RIGHT;
475 break;
476 case NORTH:
477 bp->b_y--;
478 bp->b_face = ABOVE;
479 break;
480 case SOUTH:
481 bp->b_y++;
482 bp->b_face = BELOW;
483 break;
484 }
485 switch (Maze[bp->b_y][bp->b_x]) {
486 case LEFTS:
487 case RIGHT:
488 case BELOW:
489 case ABOVE:
490 /*
491 * give the person a chance to catch a
492 * drone if s/he is facing it
493 */
494 if (rand_num(100) < 1 &&
495 opposite(bp->b_face, Maze[bp->b_y][bp->b_x])) {
496 pp = play_at(bp->b_y, bp->b_x);
497 pp->p_ammo += bp->b_charge;
498 message(pp, "**** Absorbed drone ****");
499 free((char *) bp);
500 (void) sprintf(Buf, "%3d", pp->p_ammo);
501 cgoto(pp, STAT_AMMO_ROW, STAT_VALUE_COL);
502 outstr(pp, Buf, 3);
503 return FALSE;
504 }
505 bp->b_expl = TRUE;
506 break;
507 }
508 return TRUE;
509 }
510 # endif
511
512 /*
513 * save_bullet:
514 * Put this bullet back onto the bullet list
515 */
516 static void
517 save_bullet(bp)
518 BULLET *bp;
519 {
520 bp->b_over = Maze[bp->b_y][bp->b_x];
521 switch (bp->b_over) {
522 case SHOT:
523 case GRENADE:
524 case SATCHEL:
525 case BOMB:
526 # ifdef OOZE
527 case SLIME:
528 # ifdef VOLCANO
529 case LAVA:
530 # endif
531 # endif
532 # ifdef DRONE
533 case DSHOT:
534 # endif
535 find_under(Bullets, bp);
536 break;
537 }
538
539 switch (bp->b_over) {
540 case LEFTS:
541 case RIGHT:
542 case ABOVE:
543 case BELOW:
544 # ifdef FLY
545 case FLYER:
546 # endif
547 mark_player(bp);
548 break;
549 # ifdef BOOTS
550 case BOOT:
551 case BOOT_PAIR:
552 mark_boot(bp);
553 # endif
554
555 default:
556 Maze[bp->b_y][bp->b_x] = bp->b_type;
557 break;
558 }
559
560 bp->b_next = Bullets;
561 Bullets = bp;
562 }
563
564 /*
565 * move_flyer:
566 * Update the position of a player in flight
567 */
568 static void
569 move_flyer(pp)
570 PLAYER *pp;
571 {
572 int x, y;
573
574 if (pp->p_undershot) {
575 fixshots(pp->p_y, pp->p_x, pp->p_over);
576 pp->p_undershot = FALSE;
577 }
578 Maze[pp->p_y][pp->p_x] = pp->p_over;
579 x = pp->p_x + pp->p_flyx;
580 y = pp->p_y + pp->p_flyy;
581 if (x < 1) {
582 x = 1 - x;
583 pp->p_flyx = -pp->p_flyx;
584 }
585 else if (x > WIDTH - 2) {
586 x = (WIDTH - 2) - (x - (WIDTH - 2));
587 pp->p_flyx = -pp->p_flyx;
588 }
589 if (y < 1) {
590 y = 1 - y;
591 pp->p_flyy = -pp->p_flyy;
592 }
593 else if (y > HEIGHT - 2) {
594 y = (HEIGHT - 2) - (y - (HEIGHT - 2));
595 pp->p_flyy = -pp->p_flyy;
596 }
597 again:
598 switch (Maze[y][x]) {
599 default:
600 switch (rand_num(4)) {
601 case 0:
602 PLUS_DELTA(x, WIDTH - 2);
603 break;
604 case 1:
605 MINUS_DELTA(x, 1);
606 break;
607 case 2:
608 PLUS_DELTA(y, HEIGHT - 2);
609 break;
610 case 3:
611 MINUS_DELTA(y, 1);
612 break;
613 }
614 goto again;
615 case WALL1:
616 case WALL2:
617 case WALL3:
618 # ifdef REFLECT
619 case WALL4:
620 case WALL5:
621 # endif
622 # ifdef RANDOM
623 case DOOR:
624 # endif
625 if (pp->p_flying == 0)
626 pp->p_flying++;
627 break;
628 case SPACE:
629 break;
630 }
631 pp->p_y = y;
632 pp->p_x = x;
633 if (pp->p_flying-- == 0) {
634 # ifdef BOOTS
635 if (pp->p_face != BOOT && pp->p_face != BOOT_PAIR) {
636 # endif
637 checkdam(pp, (PLAYER *) NULL, (IDENT *) NULL,
638 rand_num(pp->p_damage / 5), FALL);
639 pp->p_face = rand_dir();
640 showstat(pp);
641 # ifdef BOOTS
642 }
643 else {
644 if (Maze[y][x] == BOOT)
645 pp->p_face = BOOT_PAIR;
646 Maze[y][x] = SPACE;
647 }
648 # endif
649 }
650 pp->p_over = Maze[y][x];
651 Maze[y][x] = pp->p_face;
652 showexpl(y, x, pp->p_face);
653 }
654
655 /*
656 * chkshot
657 * Handle explosions
658 */
659 static void
660 chkshot(bp, next)
661 BULLET *bp;
662 BULLET *next;
663 {
664 int y, x;
665 int dy, dx, absdy;
666 int delta, damage;
667 char expl;
668 PLAYER *pp;
669
670 delta = 0;
671 switch (bp->b_type) {
672 case SHOT:
673 case MINE:
674 case GRENADE:
675 case GMINE:
676 case SATCHEL:
677 case BOMB:
678 delta = bp->b_size - 1;
679 break;
680 # ifdef OOZE
681 case SLIME:
682 # ifdef VOLCANO
683 case LAVA:
684 # endif
685 chkslime(bp, next);
686 return;
687 # endif
688 # ifdef DRONE
689 case DSHOT:
690 bp->b_type = SLIME;
691 chkslime(bp, next);
692 return;
693 # endif
694 }
695 for (y = bp->b_y - delta; y <= bp->b_y + delta; y++) {
696 if (y < 0 || y >= HEIGHT)
697 continue;
698 dy = y - bp->b_y;
699 absdy = (dy < 0) ? -dy : dy;
700 for (x = bp->b_x - delta; x <= bp->b_x + delta; x++) {
701 if (x < 0 || x >= WIDTH)
702 continue;
703 dx = x - bp->b_x;
704 if (dx == 0)
705 expl = (dy == 0) ? '*' : '|';
706 else if (dy == 0)
707 expl = '-';
708 else if (dx == dy)
709 expl = '\\';
710 else if (dx == -dy)
711 expl = '/';
712 else
713 expl = '*';
714 showexpl(y, x, expl);
715 switch (Maze[y][x]) {
716 case LEFTS:
717 case RIGHT:
718 case ABOVE:
719 case BELOW:
720 # ifdef FLY
721 case FLYER:
722 # endif
723 if (dx < 0)
724 dx = -dx;
725 if (absdy > dx)
726 damage = bp->b_size - absdy;
727 else
728 damage = bp->b_size - dx;
729 pp = play_at(y, x);
730 checkdam(pp, bp->b_owner, bp->b_score,
731 damage * MINDAM, bp->b_type);
732 break;
733 case GMINE:
734 case MINE:
735 add_shot((Maze[y][x] == GMINE) ?
736 GRENADE : SHOT,
737 y, x, LEFTS,
738 (Maze[y][x] == GMINE) ?
739 GRENREQ : BULREQ,
740 (PLAYER *) NULL, TRUE, SPACE);
741 Maze[y][x] = SPACE;
742 break;
743 }
744 }
745 }
746 }
747
748 # ifdef OOZE
749 /*
750 * chkslime:
751 * handle slime shot exploding
752 */
753 static void
754 chkslime(bp, next)
755 BULLET *bp;
756 BULLET *next;
757 {
758 BULLET *nbp;
759
760 switch (Maze[bp->b_y][bp->b_x]) {
761 case WALL1:
762 case WALL2:
763 case WALL3:
764 # ifdef REFLECT
765 case WALL4:
766 case WALL5:
767 # endif
768 # ifdef RANDOM
769 case DOOR:
770 # endif
771 switch (bp->b_face) {
772 case LEFTS:
773 bp->b_x++;
774 break;
775 case RIGHT:
776 bp->b_x--;
777 break;
778 case ABOVE:
779 bp->b_y++;
780 break;
781 case BELOW:
782 bp->b_y--;
783 break;
784 }
785 break;
786 }
787 nbp = (BULLET *) malloc(sizeof (BULLET));
788 *nbp = *bp;
789 # ifdef VOLCANO
790 move_slime(nbp, nbp->b_type == SLIME ? SLIMESPEED : LAVASPEED, next);
791 # else
792 move_slime(nbp, SLIMESPEED, next);
793 # endif
794 }
795
796 /*
797 * move_slime:
798 * move the given slime shot speed times and add it back if
799 * it hasn't fizzled yet
800 */
801 void
802 move_slime(bp, speed, next)
803 BULLET *bp;
804 int speed;
805 BULLET *next;
806 {
807 int i, j, dirmask, count;
808 PLAYER *pp;
809 BULLET *nbp;
810
811 if (speed == 0) {
812 if (bp->b_charge <= 0)
813 free((char *) bp);
814 else
815 save_bullet(bp);
816 return;
817 }
818
819 # ifdef VOLCANO
820 showexpl(bp->b_y, bp->b_x, bp->b_type == LAVA ? LAVA : '*');
821 # else
822 showexpl(bp->b_y, bp->b_x, '*');
823 # endif
824 switch (Maze[bp->b_y][bp->b_x]) {
825 case LEFTS:
826 case RIGHT:
827 case ABOVE:
828 case BELOW:
829 # ifdef FLY
830 case FLYER:
831 # endif
832 pp = play_at(bp->b_y, bp->b_x);
833 message(pp, "You've been slimed.");
834 checkdam(pp, bp->b_owner, bp->b_score, MINDAM, bp->b_type);
835 break;
836 case SHOT:
837 case GRENADE:
838 case SATCHEL:
839 case BOMB:
840 # ifdef DRONE
841 case DSHOT:
842 # endif
843 explshot(next, bp->b_y, bp->b_x);
844 explshot(Bullets, bp->b_y, bp->b_x);
845 break;
846 }
847
848 if (--bp->b_charge <= 0) {
849 free((char *) bp);
850 return;
851 }
852
853 dirmask = 0;
854 count = 0;
855 switch (bp->b_face) {
856 case LEFTS:
857 if (!iswall(bp->b_y, bp->b_x - 1))
858 dirmask |= WEST, count++;
859 if (!iswall(bp->b_y - 1, bp->b_x))
860 dirmask |= NORTH, count++;
861 if (!iswall(bp->b_y + 1, bp->b_x))
862 dirmask |= SOUTH, count++;
863 if (dirmask == 0)
864 if (!iswall(bp->b_y, bp->b_x + 1))
865 dirmask |= EAST, count++;
866 break;
867 case RIGHT:
868 if (!iswall(bp->b_y, bp->b_x + 1))
869 dirmask |= EAST, count++;
870 if (!iswall(bp->b_y - 1, bp->b_x))
871 dirmask |= NORTH, count++;
872 if (!iswall(bp->b_y + 1, bp->b_x))
873 dirmask |= SOUTH, count++;
874 if (dirmask == 0)
875 if (!iswall(bp->b_y, bp->b_x - 1))
876 dirmask |= WEST, count++;
877 break;
878 case ABOVE:
879 if (!iswall(bp->b_y - 1, bp->b_x))
880 dirmask |= NORTH, count++;
881 if (!iswall(bp->b_y, bp->b_x - 1))
882 dirmask |= WEST, count++;
883 if (!iswall(bp->b_y, bp->b_x + 1))
884 dirmask |= EAST, count++;
885 if (dirmask == 0)
886 if (!iswall(bp->b_y + 1, bp->b_x))
887 dirmask |= SOUTH, count++;
888 break;
889 case BELOW:
890 if (!iswall(bp->b_y + 1, bp->b_x))
891 dirmask |= SOUTH, count++;
892 if (!iswall(bp->b_y, bp->b_x - 1))
893 dirmask |= WEST, count++;
894 if (!iswall(bp->b_y, bp->b_x + 1))
895 dirmask |= EAST, count++;
896 if (dirmask == 0)
897 if (!iswall(bp->b_y - 1, bp->b_x))
898 dirmask |= NORTH, count++;
899 break;
900 }
901 if (count == 0) {
902 /*
903 * No place to go. Just sit here for a while and wait
904 * for adjacent squares to clear out.
905 */
906 save_bullet(bp);
907 return;
908 }
909 if (bp->b_charge < count) {
910 /* Only bp->b_charge paths may be taken */
911 while (count > bp->b_charge) {
912 if (dirmask & WEST)
913 dirmask &= ~WEST;
914 else if (dirmask & EAST)
915 dirmask &= ~EAST;
916 else if (dirmask & NORTH)
917 dirmask &= ~NORTH;
918 else if (dirmask & SOUTH)
919 dirmask &= ~SOUTH;
920 count--;
921 }
922 }
923
924 i = bp->b_charge / count;
925 j = bp->b_charge % count;
926 if (dirmask & WEST) {
927 count--;
928 nbp = create_shot(bp->b_type, bp->b_y, bp->b_x - 1, LEFTS,
929 i, bp->b_size, bp->b_owner, bp->b_score, TRUE, SPACE);
930 move_slime(nbp, speed - 1, next);
931 }
932 if (dirmask & EAST) {
933 count--;
934 nbp = create_shot(bp->b_type, bp->b_y, bp->b_x + 1, RIGHT,
935 (count < j) ? i + 1 : i, bp->b_size, bp->b_owner,
936 bp->b_score, TRUE, SPACE);
937 move_slime(nbp, speed - 1, next);
938 }
939 if (dirmask & NORTH) {
940 count--;
941 nbp = create_shot(bp->b_type, bp->b_y - 1, bp->b_x, ABOVE,
942 (count < j) ? i + 1 : i, bp->b_size, bp->b_owner,
943 bp->b_score, TRUE, SPACE);
944 move_slime(nbp, speed - 1, next);
945 }
946 if (dirmask & SOUTH) {
947 count--;
948 nbp = create_shot(bp->b_type, bp->b_y + 1, bp->b_x, BELOW,
949 (count < j) ? i + 1 : i, bp->b_size, bp->b_owner,
950 bp->b_score, TRUE, SPACE);
951 move_slime(nbp, speed - 1, next);
952 }
953
954 free((char *) bp);
955 }
956
957 /*
958 * iswall:
959 * returns whether the given location is a wall
960 */
961 static int
962 iswall(y, x)
963 int y, x;
964 {
965 if (y < 0 || x < 0 || y >= HEIGHT || x >= WIDTH)
966 return TRUE;
967 switch (Maze[y][x]) {
968 case WALL1:
969 case WALL2:
970 case WALL3:
971 # ifdef REFLECT
972 case WALL4:
973 case WALL5:
974 # endif
975 # ifdef RANDOM
976 case DOOR:
977 # endif
978 # ifdef OOZE
979 case SLIME:
980 # ifdef VOLCANO
981 case LAVA:
982 # endif
983 # endif
984 return TRUE;
985 }
986 return FALSE;
987 }
988 # endif
989
990 /*
991 * zapshot:
992 * Take a shot out of the air.
993 */
994 static void
995 zapshot(blist, obp)
996 BULLET *blist, *obp;
997 {
998 BULLET *bp;
999 FLAG explode;
1000
1001 explode = FALSE;
1002 for (bp = blist; bp != NULL; bp = bp->b_next) {
1003 if (bp->b_x != obp->b_x || bp->b_y != obp->b_y)
1004 continue;
1005 if (bp->b_face == obp->b_face)
1006 continue;
1007 explode = TRUE;
1008 break;
1009 }
1010 if (!explode)
1011 return;
1012 explshot(blist, obp->b_y, obp->b_x);
1013 }
1014
1015 /*
1016 * explshot -
1017 * Make all shots at this location blow up
1018 */
1019 void
1020 explshot(blist, y, x)
1021 BULLET *blist;
1022 int y, x;
1023 {
1024 BULLET *bp;
1025
1026 for (bp = blist; bp != NULL; bp = bp->b_next)
1027 if (bp->b_x == x && bp->b_y == y) {
1028 bp->b_expl = TRUE;
1029 if (bp->b_owner != NULL)
1030 message(bp->b_owner, "Shot intercepted");
1031 }
1032 }
1033
1034 /*
1035 * play_at:
1036 * Return a pointer to the player at the given location
1037 */
1038 PLAYER *
1039 play_at(y, x)
1040 int y, x;
1041 {
1042 PLAYER *pp;
1043
1044 for (pp = Player; pp < End_player; pp++)
1045 if (pp->p_x == x && pp->p_y == y)
1046 return pp;
1047 errx(1, "driver: couldn't find player at (%d,%d)", x, y);
1048 /* NOTREACHED */
1049 }
1050
1051 /*
1052 * opposite:
1053 * Return TRUE if the bullet direction faces the opposite direction
1054 * of the player in the maze
1055 */
1056 int
1057 opposite(face, dir)
1058 int face;
1059 char dir;
1060 {
1061 switch (face) {
1062 case LEFTS:
1063 return (dir == RIGHT);
1064 case RIGHT:
1065 return (dir == LEFTS);
1066 case ABOVE:
1067 return (dir == BELOW);
1068 case BELOW:
1069 return (dir == ABOVE);
1070 default:
1071 return FALSE;
1072 }
1073 }
1074
1075 /*
1076 * is_bullet:
1077 * Is there a bullet at the given coordinates? If so, return
1078 * a pointer to the bullet, otherwise return NULL
1079 */
1080 BULLET *
1081 is_bullet(y, x)
1082 int y, x;
1083 {
1084 BULLET *bp;
1085
1086 for (bp = Bullets; bp != NULL; bp = bp->b_next)
1087 if (bp->b_y == y && bp->b_x == x)
1088 return bp;
1089 return NULL;
1090 }
1091
1092 /*
1093 * fixshots:
1094 * change the underlying character of the shots at a location
1095 * to the given character.
1096 */
1097 void
1098 fixshots(y, x, over)
1099 int y, x;
1100 char over;
1101 {
1102 BULLET *bp;
1103
1104 for (bp = Bullets; bp != NULL; bp = bp->b_next)
1105 if (bp->b_y == y && bp->b_x == x)
1106 bp->b_over = over;
1107 }
1108
1109 /*
1110 * find_under:
1111 * find the underlying character for a bullet when it lands
1112 * on another bullet.
1113 */
1114 static void
1115 find_under(blist, bp)
1116 BULLET *blist, *bp;
1117 {
1118 BULLET *nbp;
1119
1120 for (nbp = blist; nbp != NULL; nbp = nbp->b_next)
1121 if (bp->b_y == nbp->b_y && bp->b_x == nbp->b_x) {
1122 bp->b_over = nbp->b_over;
1123 break;
1124 }
1125 }
1126
1127 /*
1128 * mark_player:
1129 * mark a player as under a shot
1130 */
1131 static void
1132 mark_player(bp)
1133 BULLET *bp;
1134 {
1135 PLAYER *pp;
1136
1137 for (pp = Player; pp < End_player; pp++)
1138 if (pp->p_y == bp->b_y && pp->p_x == bp->b_x) {
1139 pp->p_undershot = TRUE;
1140 break;
1141 }
1142 }
1143
1144 # ifdef BOOTS
1145 /*
1146 * mark_boot:
1147 * mark a boot as under a shot
1148 */
1149 static void
1150 mark_boot(bp)
1151 BULLET *bp;
1152 {
1153 PLAYER *pp;
1154
1155 for (pp = Boot; pp < &Boot[NBOOTS]; pp++)
1156 if (pp->p_y == bp->b_y && pp->p_x == bp->b_x) {
1157 pp->p_undershot = TRUE;
1158 break;
1159 }
1160 }
1161 # endif
1162