/* $OpenBSD: shots.c,v 1.5 2001/09/19 15:19:45 pjanzen Exp $ */ /* $NetBSD: shots.c,v 1.3 1997/10/11 08:13:50 lukem Exp $ */ /* * Hunt * Copyright (c) 1985 Conrad C. Huang, Gregory S. Couch, Kenneth C.R.C. Arnold * San Francisco, California */ #include #include #include #include #include "hunt.h" #include "conf.h" #include "server.h" #define PLUS_DELTA(x, max) if (x < max) x++; else x-- #define MINUS_DELTA(x, min) if (x > min) x--; else x++ static void chkshot __P((BULLET *, BULLET *)); static void chkslime __P((BULLET *, BULLET *)); static void explshot __P((BULLET *, int, int)); static void find_under __P((BULLET *, BULLET *)); static int iswall __P((int, int)); static void mark_boot __P((BULLET *)); static void mark_player __P((BULLET *)); static int move_drone __P((BULLET *)); static void move_flyer __P((PLAYER *)); static int move_normal_shot __P((BULLET *)); static void move_slime __P((BULLET *, int, BULLET *)); static void save_bullet __P((BULLET *)); static void zapshot __P((BULLET *, BULLET *)); /* Return true if there is pending activity */ int can_moveshots() { PLAYER *pp; /* Bullets are moving? */ if (Bullets) return 1; /* Explosions are happening? */ if (can_rollexpl()) return 1; /* Things are flying? */ for (pp = Boot; pp < &Boot[NBOOTS]; pp++) if (pp->p_flying >= 0) return 1; for (pp = Player; pp < End_player; pp++) if (pp->p_flying >= 0) return 1; /* Everything is quiet: */ return 0; } /* * moveshots: * Move the shots already in the air, taking explosions into account */ void moveshots() { BULLET *bp, *next; PLAYER *pp; int x, y; BULLET *blist; rollexpl(); if (Bullets == NULL) goto no_bullets; /* * First we move through the bullet list conf_bulspd times, looking * for things we may have run into. If we do run into * something, we set up the explosion and disappear, checking * for damage to any player who got in the way. */ /* Move the list to a working list */ blist = Bullets; Bullets = NULL; /* Work with bullets on the working list (blist) */ for (bp = blist; bp != NULL; bp = next) { next = bp->b_next; x = bp->b_x; y = bp->b_y; /* Un-draw the bullet on all screens: */ Maze[y][x] = bp->b_over; check(ALL_PLAYERS, y, x); /* Decide how to move the bullet: */ switch (bp->b_type) { /* Normal, atomic bullets: */ case SHOT: case GRENADE: case SATCHEL: case BOMB: if (move_normal_shot(bp)) { /* Still there: put back on the active list */ bp->b_next = Bullets; Bullets = bp; } break; /* Slime bullets that explode into slime on impact: */ case SLIME: if (bp->b_expl || move_normal_shot(bp)) { /* Still there: put back on the active list */ bp->b_next = Bullets; Bullets = bp; } break; /* Drones that wander about: */ case DSHOT: if (move_drone(bp)) { /* Still there: put back on the active list */ bp->b_next = Bullets; Bullets = bp; } break; /* Other/unknown: */ default: /* Place it back on the active list: */ bp->b_next = Bullets; Bullets = bp; break; } } /* Again, hang the Bullets list off `blist' and work with that: */ blist = Bullets; Bullets = NULL; for (bp = blist; bp != NULL; bp = next) { next = bp->b_next; /* Is the bullet exploding? */ if (!bp->b_expl) { /* * Its still flying through the air. * Put it back on the bullet list. */ save_bullet(bp); /* All the monitors can see the bullet: */ for (pp = Monitor; pp < End_monitor; pp++) check(pp, bp->b_y, bp->b_x); /* All the scanning players can see the drone: */ if (bp->b_type == DSHOT) for (pp = Player; pp < End_player; pp++) if (pp->p_scan >= 0) check(pp, bp->b_y, bp->b_x); } else { /* It is exploding. Check what we hit: */ chkshot(bp, next); /* Release storage for the destroyed bullet: */ free(bp); } } /* Re-draw all the players: (in case a bullet wiped them out) */ for (pp = Player; pp < End_player; pp++) Maze[pp->p_y][pp->p_x] = pp->p_face; no_bullets: /* Move flying boots through the air: */ for (pp = Boot; pp < &Boot[NBOOTS]; pp++) if (pp->p_flying >= 0) move_flyer(pp); /* Move flying players through the air: */ for (pp = Player; pp < End_player; pp++) { if (pp->p_flying >= 0) move_flyer(pp); /* Flush out the explosions: */ sendcom(pp, REFRESH); look(pp); } /* Flush out and synchronise all the displays: */ sendcom(ALL_PLAYERS, REFRESH); } /* * move_normal_shot: * Move a normal shot along its trajectory. * Returns false if the bullet no longer needs tracking. */ static int move_normal_shot(bp) BULLET *bp; { int i, x, y; PLAYER *pp; /* * Walk an unexploded bullet along conf_bulspd times, moving it * one unit along each step. We flag it as exploding if it * meets something. */ for (i = 0; i < conf_bulspd; i++) { /* Stop if the bullet has already exploded: */ if (bp->b_expl) break; /* Adjust the bullet's co-ordinates: */ x = bp->b_x; y = bp->b_y; switch (bp->b_face) { case LEFTS: x--; break; case RIGHT: x++; break; case ABOVE: y--; break; case BELOW: y++; break; } /* Look at what the bullet is colliding with : */ switch (Maze[y][x]) { /* Gun shots have a chance of collision: */ case SHOT: if (rand_num(100) < conf_pshot_coll) { zapshot(Bullets, bp); zapshot(bp->b_next, bp); } break; /* Grenades only have a chance of collision: */ case GRENADE: if (rand_num(100) < conf_pgren_coll) { zapshot(Bullets, bp); zapshot(bp->b_next, bp); } break; /* Reflecting walls richochet the bullet: */ case WALL4: switch (bp->b_face) { case LEFTS: bp->b_face = BELOW; break; case RIGHT: bp->b_face = ABOVE; break; case ABOVE: bp->b_face = RIGHT; break; case BELOW: bp->b_face = LEFTS; break; } Maze[y][x] = WALL5; for (pp = Monitor; pp < End_monitor; pp++) check(pp, y, x); break; case WALL5: switch (bp->b_face) { case LEFTS: bp->b_face = ABOVE; break; case RIGHT: bp->b_face = BELOW; break; case ABOVE: bp->b_face = LEFTS; break; case BELOW: bp->b_face = RIGHT; break; } Maze[y][x] = WALL4; for (pp = Monitor; pp < End_monitor; pp++) check(pp, y, x); break; /* Dispersion doors randomly disperse bullets: */ case DOOR: switch (rand_num(4)) { case 0: bp->b_face = ABOVE; break; case 1: bp->b_face = BELOW; break; case 2: bp->b_face = LEFTS; break; case 3: bp->b_face = RIGHT; break; } break; /* Bullets zing past fliers: */ case FLYER: pp = play_at(y, x); message(pp, "Zing!"); break; /* Bullets encountering a player: */ case LEFTS: case RIGHT: case BELOW: case ABOVE: /* * Give the person a chance to catch a * grenade if s/he is facing it: */ pp = play_at(y, x); pp->p_ident->i_shot += bp->b_charge; if (opposite(bp->b_face, Maze[y][x])) { /* Give them a 10% chance: */ if (rand_num(100) < conf_pgren_catch) { /* They caught it! */ if (bp->b_owner != NULL) message(bp->b_owner, "Your charge was absorbed!"); /* * The target player stole from the bullet's * owner. Charge stolen statistics: */ if (bp->b_score != NULL) bp->b_score->i_robbed += bp->b_charge; /* They acquire more ammo: */ pp->p_ammo += bp->b_charge; /* Check if it would have destroyed them: */ if (pp->p_damage + bp->b_size * conf_mindam > pp->p_damcap) /* Lucky escape statistics: */ pp->p_ident->i_saved++; /* Tell them: */ message(pp, "Absorbed charge (good shield!)"); /* Absorbtion statistics: */ pp->p_ident->i_absorbed += bp->b_charge; /* Deallocate storage: */ free((char *) bp); /* Update ammo display: */ ammo_update(pp); /* No need for caller to keep tracking it: */ return FALSE; } /* Bullets faced head-on (statistics): */ pp->p_ident->i_faced += bp->b_charge; } /* * Small chance that the bullet just misses the * person. If so, the bullet just goes on its * merry way without exploding. (5% chance) */ if (rand_num(100) < conf_pmiss) { /* Ducked statistics: */ pp->p_ident->i_ducked += bp->b_charge; /* Check if it would have killed them: */ if (pp->p_damage + bp->b_size * conf_mindam > pp->p_damcap) /* Lucky escape statistics: */ pp->p_ident->i_saved++; /* Shooter missed statistics: */ if (bp->b_score != NULL) bp->b_score->i_missed += bp->b_charge; /* Tell target that they were missed: */ message(pp, "Zing!"); /* Tell the bullet owner they missed: */ if (bp->b_owner != NULL) message(bp->b_owner, ((bp->b_score->i_missed & 0x7) == 0x7) ? "My! What a bad shot you are!" : "Missed him"); /* Don't fall through */ break; } else { /* The player is to be blown up: */ bp->b_expl = TRUE; } break; /* Bullet hits a wall, and always explodes: */ case WALL1: case WALL2: case WALL3: bp->b_expl = TRUE; break; } /* Update the bullet's new position: */ bp->b_x = x; bp->b_y = y; } /* Caller should keep tracking the bullet: */ return TRUE; } /* * move_drone: * Move the drone to the next square * Returns FALSE if the drone need no longer be tracked. */ static int move_drone(bp) BULLET *bp; { int mask, count; int n, dir = -1; PLAYER *pp; /* See if we can give someone a blast: */ if (is_player(Maze[bp->b_y][bp->b_x - 1])) { dir = WEST; goto drone_move; } if (is_player(Maze[bp->b_y - 1][bp->b_x])) { dir = NORTH; goto drone_move; } if (is_player(Maze[bp->b_y + 1][bp->b_x])) { dir = SOUTH; goto drone_move; } if (is_player(Maze[bp->b_y][bp->b_x + 1])) { dir = EAST; goto drone_move; } /* Find out what directions are clear and move that way: */ mask = count = 0; if (!iswall(bp->b_y, bp->b_x - 1)) mask |= WEST, count++; if (!iswall(bp->b_y - 1, bp->b_x)) mask |= NORTH, count++; if (!iswall(bp->b_y + 1, bp->b_x)) mask |= SOUTH, count++; if (!iswall(bp->b_y, bp->b_x + 1)) mask |= EAST, count++; /* All blocked up, just wait: */ if (count == 0) return TRUE; /* Only one way to go: */ if (count == 1) { dir = mask; goto drone_move; } /* Avoid backtracking, and remove the direction we came from: */ switch (bp->b_face) { case LEFTS: if (mask & EAST) mask &= ~EAST, count--; break; case RIGHT: if (mask & WEST) mask &= ~WEST, count--; break; case ABOVE: if (mask & SOUTH) mask &= ~SOUTH, count--; break; case BELOW: if (mask & NORTH) mask &= ~NORTH, count--; break; } /* Pick one of the remaining directions: */ n = rand_num(count); if (n >= 0 && mask & NORTH) dir = NORTH, n--; if (n >= 0 && mask & SOUTH) dir = SOUTH, n--; if (n >= 0 && mask & EAST) dir = EAST, n--; if (n >= 0 && mask & WEST) dir = WEST, n--; drone_move: /* Move the drone: */ switch (dir) { case -1: /* no move */ case WEST: bp->b_x--; bp->b_face = LEFTS; break; case EAST: bp->b_x++; bp->b_face = RIGHT; break; case NORTH: bp->b_y--; bp->b_face = ABOVE; break; case SOUTH: bp->b_y++; bp->b_face = BELOW; break; } /* Look at what the drone moved onto: */ switch (Maze[bp->b_y][bp->b_x]) { case LEFTS: case RIGHT: case BELOW: case ABOVE: /* * Players have a 1% chance of absorbing a drone, * if they are facing it. */ if (rand_num(100) < conf_pdroneabsorb && opposite(bp->b_face, Maze[bp->b_y][bp->b_x])) { /* Feel the power: */ pp = play_at(bp->b_y, bp->b_x); pp->p_ammo += bp->b_charge; message(pp, "**** Absorbed drone ****"); /* Release drone storage: */ free((char *) bp); /* Update ammo: */ ammo_update(pp); /* No need for caller to keep tracking drone: */ return FALSE; } /* Detonate the drone: */ bp->b_expl = TRUE; break; } /* Keep tracking the drone. */ return TRUE; } /* * save_bullet: * Put a bullet back onto the bullet list */ static void save_bullet(bp) BULLET *bp; { /* Save what the bullet will be flying over: */ bp->b_over = Maze[bp->b_y][bp->b_x]; switch (bp->b_over) { /* Bullets that can pass through each other: */ case SHOT: case GRENADE: case SATCHEL: case BOMB: case SLIME: case LAVA: case DSHOT: find_under(Bullets, bp); break; } switch (bp->b_over) { /* A bullet hits a player: */ case LEFTS: case RIGHT: case ABOVE: case BELOW: case FLYER: mark_player(bp); break; /* A bullet passes a boot: */ case BOOT: case BOOT_PAIR: mark_boot(bp); /* FALLTHROUGH */ /* The bullet flies over everything else: */ default: Maze[bp->b_y][bp->b_x] = bp->b_type; break; } /* Insert the bullet into the Bullets list: */ bp->b_next = Bullets; Bullets = bp; } /* * move_flyer: * Update the position of a player in flight */ static void move_flyer(pp) PLAYER *pp; { int x, y; if (pp->p_undershot) { fixshots(pp->p_y, pp->p_x, pp->p_over); pp->p_undershot = FALSE; } /* Restore what the flier was flying over */ Maze[pp->p_y][pp->p_x] = pp->p_over; /* Fly: */ x = pp->p_x + pp->p_flyx; y = pp->p_y + pp->p_flyy; /* Bouncing off the edges of the maze: */ if (x < 1) { x = 1 - x; pp->p_flyx = -pp->p_flyx; } else if (x > WIDTH - 2) { x = (WIDTH - 2) - (x - (WIDTH - 2)); pp->p_flyx = -pp->p_flyx; } if (y < 1) { y = 1 - y; pp->p_flyy = -pp->p_flyy; } else if (y > HEIGHT - 2) { y = (HEIGHT - 2) - (y - (HEIGHT - 2)); pp->p_flyy = -pp->p_flyy; } /* Make sure we don't land on something we can't: */ again: switch (Maze[y][x]) { default: /* * Flier is over something other than space, a wall * or a door. Randomly move (drift) the flier a little bit * and then try again: */ switch (rand_num(4)) { case 0: PLUS_DELTA(x, WIDTH - 2); break; case 1: MINUS_DELTA(x, 1); break; case 2: PLUS_DELTA(y, HEIGHT - 2); break; case 3: MINUS_DELTA(y, 1); break; } goto again; /* Give a little boost when about to land on a wall or door: */ case WALL1: case WALL2: case WALL3: case WALL4: case WALL5: case DOOR: if (pp->p_flying == 0) pp->p_flying++; break; /* Spaces are okay: */ case SPACE: break; } /* Update flier's coordinates: */ pp->p_y = y; pp->p_x = x; /* Consume 'flying' time: */ if (pp->p_flying-- == 0) { /* Land: */ if (pp->p_face != BOOT && pp->p_face != BOOT_PAIR) { /* Land a player - they stustain a fall: */ checkdam(pp, (PLAYER *) NULL, (IDENT *) NULL, rand_num(pp->p_damage / conf_fall_frac), FALL); pp->p_face = rand_dir(); showstat(pp); } else { /* Land boots: */ if (Maze[y][x] == BOOT) pp->p_face = BOOT_PAIR; Maze[y][x] = SPACE; } } /* Save under the flier: */ pp->p_over = Maze[y][x]; /* Draw in the flier: */ Maze[y][x] = pp->p_face; showexpl(y, x, pp->p_face); } /* * chkshot * Handle explosions */ static void chkshot(bp, next) BULLET *bp; BULLET *next; { int y, x; int dy, dx, absdy; int delta, damage; char expl; PLAYER *pp; delta = 0; switch (bp->b_type) { case SHOT: case MINE: case GRENADE: case GMINE: case SATCHEL: case BOMB: delta = bp->b_size - 1; break; case SLIME: case LAVA: chkslime(bp, next); return; case DSHOT: bp->b_type = SLIME; chkslime(bp, next); return; } /* Draw the explosion square: */ for (y = bp->b_y - delta; y <= bp->b_y + delta; y++) { if (y < 0 || y >= HEIGHT) continue; dy = y - bp->b_y; absdy = (dy < 0) ? -dy : dy; for (x = bp->b_x - delta; x <= bp->b_x + delta; x++) { /* Draw a part of the explosion cloud: */ if (x < 0 || x >= WIDTH) continue; dx = x - bp->b_x; if (dx == 0) expl = (dy == 0) ? '*' : '|'; else if (dy == 0) expl = '-'; else if (dx == dy) expl = '\\'; else if (dx == -dy) expl = '/'; else expl = '*'; showexpl(y, x, expl); /* Check what poor bastard was in the explosion: */ switch (Maze[y][x]) { case LEFTS: case RIGHT: case ABOVE: case BELOW: case FLYER: if (dx < 0) dx = -dx; if (absdy > dx) damage = bp->b_size - absdy; else damage = bp->b_size - dx; /* Everybody hurts, sometimes. */ pp = play_at(y, x); checkdam(pp, bp->b_owner, bp->b_score, damage * conf_mindam, bp->b_type); break; case GMINE: case MINE: /* Mines detonate in a chain reaction: */ add_shot((Maze[y][x] == GMINE) ? GRENADE : SHOT, y, x, LEFTS, (Maze[y][x] == GMINE) ? GRENREQ : BULREQ, (PLAYER *) NULL, TRUE, SPACE); Maze[y][x] = SPACE; break; } } } } /* * chkslime: * handle slime shot exploding */ static void chkslime(bp, next) BULLET *bp; BULLET *next; { BULLET *nbp; switch (Maze[bp->b_y][bp->b_x]) { /* Slime explodes on walls and doors: */ case WALL1: case WALL2: case WALL3: case WALL4: case WALL5: case DOOR: switch (bp->b_face) { case LEFTS: bp->b_x++; break; case RIGHT: bp->b_x--; break; case ABOVE: bp->b_y++; break; case BELOW: bp->b_y--; break; } break; } /* Duplicate the unit of slime: */ nbp = (BULLET *) malloc(sizeof (BULLET)); if (nbp == NULL) { log(LOG_ERR, "malloc"); return; } *nbp = *bp; /* Move it around: */ move_slime(nbp, nbp->b_type == SLIME ? conf_slimespeed : conf_lavaspeed, next); } /* * move_slime: * move the given slime shot speed times and add it back if * it hasn't fizzled yet */ static void move_slime(bp, speed, next) BULLET *bp; int speed; BULLET *next; { int i, j, dirmask, count; PLAYER *pp; BULLET *nbp; if (speed == 0) { if (bp->b_charge <= 0) free((char *) bp); else save_bullet(bp); return; } /* Draw it: */ showexpl(bp->b_y, bp->b_x, bp->b_type == LAVA ? LAVA : '*'); switch (Maze[bp->b_y][bp->b_x]) { /* Someone got hit by slime or lava: */ case LEFTS: case RIGHT: case ABOVE: case BELOW: case FLYER: pp = play_at(bp->b_y, bp->b_x); message(pp, "You've been slimed."); checkdam(pp, bp->b_owner, bp->b_score, conf_mindam, bp->b_type); break; /* Bullets detonate in slime and lava: */ case SHOT: case GRENADE: case SATCHEL: case BOMB: case DSHOT: explshot(next, bp->b_y, bp->b_x); explshot(Bullets, bp->b_y, bp->b_x); break; } /* Drain the slime/lava of some energy: */ if (--bp->b_charge <= 0) { /* It fizzled: */ free(bp); return; } /* Figure out which way the slime should flow: */ dirmask = 0; count = 0; switch (bp->b_face) { case LEFTS: if (!iswall(bp->b_y, bp->b_x - 1)) dirmask |= WEST, count++; if (!iswall(bp->b_y - 1, bp->b_x)) dirmask |= NORTH, count++; if (!iswall(bp->b_y + 1, bp->b_x)) dirmask |= SOUTH, count++; if (dirmask == 0) if (!iswall(bp->b_y, bp->b_x + 1)) dirmask |= EAST, count++; break; case RIGHT: if (!iswall(bp->b_y, bp->b_x + 1)) dirmask |= EAST, count++; if (!iswall(bp->b_y - 1, bp->b_x)) dirmask |= NORTH, count++; if (!iswall(bp->b_y + 1, bp->b_x)) dirmask |= SOUTH, count++; if (dirmask == 0) if (!iswall(bp->b_y, bp->b_x - 1)) dirmask |= WEST, count++; break; case ABOVE: if (!iswall(bp->b_y - 1, bp->b_x)) dirmask |= NORTH, count++; if (!iswall(bp->b_y, bp->b_x - 1)) dirmask |= WEST, count++; if (!iswall(bp->b_y, bp->b_x + 1)) dirmask |= EAST, count++; if (dirmask == 0) if (!iswall(bp->b_y + 1, bp->b_x)) dirmask |= SOUTH, count++; break; case BELOW: if (!iswall(bp->b_y + 1, bp->b_x)) dirmask |= SOUTH, count++; if (!iswall(bp->b_y, bp->b_x - 1)) dirmask |= WEST, count++; if (!iswall(bp->b_y, bp->b_x + 1)) dirmask |= EAST, count++; if (dirmask == 0) if (!iswall(bp->b_y - 1, bp->b_x)) dirmask |= NORTH, count++; break; } if (count == 0) { /* * No place to go. Just sit here for a while and wait * for adjacent squares to clear out. */ save_bullet(bp); return; } if (bp->b_charge < count) { /* Only bp->b_charge paths may be taken */ while (count > bp->b_charge) { if (dirmask & WEST) dirmask &= ~WEST; else if (dirmask & EAST) dirmask &= ~EAST; else if (dirmask & NORTH) dirmask &= ~NORTH; else if (dirmask & SOUTH) dirmask &= ~SOUTH; count--; } } /* Spawn little slimes off in every possible direction: */ i = bp->b_charge / count; j = bp->b_charge % count; if (dirmask & WEST) { count--; nbp = create_shot(bp->b_type, bp->b_y, bp->b_x - 1, LEFTS, i, bp->b_size, bp->b_owner, bp->b_score, TRUE, SPACE); move_slime(nbp, speed - 1, next); } if (dirmask & EAST) { count--; nbp = create_shot(bp->b_type, bp->b_y, bp->b_x + 1, RIGHT, (count < j) ? i + 1 : i, bp->b_size, bp->b_owner, bp->b_score, TRUE, SPACE); move_slime(nbp, speed - 1, next); } if (dirmask & NORTH) { count--; nbp = create_shot(bp->b_type, bp->b_y - 1, bp->b_x, ABOVE, (count < j) ? i + 1 : i, bp->b_size, bp->b_owner, bp->b_score, TRUE, SPACE); move_slime(nbp, speed - 1, next); } if (dirmask & SOUTH) { count--; nbp = create_shot(bp->b_type, bp->b_y + 1, bp->b_x, BELOW, (count < j) ? i + 1 : i, bp->b_size, bp->b_owner, bp->b_score, TRUE, SPACE); move_slime(nbp, speed - 1, next); } free((char *) bp); } /* * iswall: * returns whether the given location is a wall */ static int iswall(y, x) int y, x; { if (y < 0 || x < 0 || y >= HEIGHT || x >= WIDTH) return TRUE; switch (Maze[y][x]) { case WALL1: case WALL2: case WALL3: case WALL4: case WALL5: case DOOR: case SLIME: case LAVA: return TRUE; } return FALSE; } /* * zapshot: * Take a shot out of the air. */ static void zapshot(blist, obp) BULLET *blist, *obp; { BULLET *bp; for (bp = blist; bp != NULL; bp = bp->b_next) { /* Find co-located bullets not facing the same way: */ if (bp->b_face != obp->b_face && bp->b_x == obp->b_x && bp->b_y == obp->b_y) { /* Bullet collision: */ explshot(blist, obp->b_y, obp->b_x); return; } } } /* * explshot - * Make all shots at this location blow up */ static void explshot(blist, y, x) BULLET *blist; int y, x; { BULLET *bp; for (bp = blist; bp != NULL; bp = bp->b_next) if (bp->b_x == x && bp->b_y == y) { bp->b_expl = TRUE; if (bp->b_owner != NULL) message(bp->b_owner, "Shot intercepted."); } } /* * play_at: * Return a pointer to the player at the given location */ PLAYER * play_at(y, x) int y, x; { PLAYER *pp; for (pp = Player; pp < End_player; pp++) if (pp->p_x == x && pp->p_y == y) return pp; /* Internal fault: */ logx(LOG_ERR, "play_at: not a player"); abort(); } /* * opposite: * Return TRUE if the bullet direction faces the opposite direction * of the player in the maze */ int opposite(face, dir) int face; char dir; { switch (face) { case LEFTS: return (dir == RIGHT); case RIGHT: return (dir == LEFTS); case ABOVE: return (dir == BELOW); case BELOW: return (dir == ABOVE); default: return FALSE; } } /* * is_bullet: * Is there a bullet at the given coordinates? If so, return * a pointer to the bullet, otherwise return NULL */ BULLET * is_bullet(y, x) int y, x; { BULLET *bp; for (bp = Bullets; bp != NULL; bp = bp->b_next) if (bp->b_y == y && bp->b_x == x) return bp; return NULL; } /* * fixshots: * change the underlying character of the shots at a location * to the given character. */ void fixshots(y, x, over) int y, x; char over; { BULLET *bp; for (bp = Bullets; bp != NULL; bp = bp->b_next) if (bp->b_y == y && bp->b_x == x) bp->b_over = over; } /* * find_under: * find the underlying character for a bullet when it lands * on another bullet. */ static void find_under(blist, bp) BULLET *blist, *bp; { BULLET *nbp; for (nbp = blist; nbp != NULL; nbp = nbp->b_next) if (bp->b_y == nbp->b_y && bp->b_x == nbp->b_x) { bp->b_over = nbp->b_over; break; } } /* * mark_player: * mark a player as under a shot */ static void mark_player(bp) BULLET *bp; { PLAYER *pp; for (pp = Player; pp < End_player; pp++) if (pp->p_y == bp->b_y && pp->p_x == bp->b_x) { pp->p_undershot = TRUE; break; } } /* * mark_boot: * mark a boot as under a shot */ static void mark_boot(bp) BULLET *bp; { PLAYER *pp; for (pp = Boot; pp < &Boot[NBOOTS]; pp++) if (pp->p_y == bp->b_y && pp->p_x == bp->b_x) { pp->p_undershot = TRUE; break; } }