1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
|
/* $NetBSD: expl.c,v 1.2 1997/10/10 16:33:18 lukem Exp $ */
/* $OpenBSD: expl.c,v 1.2 1999/01/21 05:47:41 d Exp $ */
/*
* Hunt
* Copyright (c) 1985 Conrad C. Huang, Gregory S. Couch, Kenneth C.R.C. Arnold
* San Francisco, California
*/
# include <stdlib.h>
# include "hunt.h"
static void remove_wall __P((int, int));
/*
* showexpl:
* Show the explosions as they currently are
*/
void
showexpl(y, x, type)
int y, x;
char type;
{
PLAYER *pp;
EXPL *ep;
if (y < 0 || y >= HEIGHT)
return;
if (x < 0 || x >= WIDTH)
return;
ep = (EXPL *) malloc(sizeof (EXPL)); /* NOSTRICT */
ep->e_y = y;
ep->e_x = x;
ep->e_char = type;
ep->e_next = NULL;
if (Last_expl == NULL)
Expl[0] = ep;
else
Last_expl->e_next = ep;
Last_expl = ep;
for (pp = Player; pp < End_player; pp++) {
if (pp->p_maze[y][x] == type)
continue;
pp->p_maze[y][x] = type;
cgoto(pp, y, x);
outch(pp, type);
}
# ifdef MONITOR
for (pp = Monitor; pp < End_monitor; pp++) {
if (pp->p_maze[y][x] == type)
continue;
pp->p_maze[y][x] = type;
cgoto(pp, y, x);
outch(pp, type);
}
# endif
switch (Maze[y][x]) {
case WALL1:
case WALL2:
case WALL3:
# ifdef RANDOM
case DOOR:
# endif
# ifdef REFLECT
case WALL4:
case WALL5:
# endif
if (y >= UBOUND && y < DBOUND && x >= LBOUND && x < RBOUND)
remove_wall(y, x);
break;
}
}
/*
* rollexpl:
* Roll the explosions over, so the next one in the list is at the
* top
*/
void
rollexpl()
{
EXPL *ep;
PLAYER *pp;
int y, x;
char c;
EXPL *nextep;
for (ep = Expl[EXPLEN - 1]; ep != NULL; ep = nextep) {
nextep = ep->e_next;
y = ep->e_y;
x = ep->e_x;
if (y < UBOUND || y >= DBOUND || x < LBOUND || x >= RBOUND)
c = Maze[y][x];
else
c = SPACE;
for (pp = Player; pp < End_player; pp++)
if (pp->p_maze[y][x] == ep->e_char) {
pp->p_maze[y][x] = c;
cgoto(pp, y, x);
outch(pp, c);
}
# ifdef MONITOR
for (pp = Monitor; pp < End_monitor; pp++)
check(pp, y, x);
# endif
free((char *) ep);
}
for (x = EXPLEN - 1; x > 0; x--)
Expl[x] = Expl[x - 1];
Last_expl = Expl[0] = NULL;
}
/* There's about 700 walls in the initial maze. So we pick a number
* that keeps the maze relatively full. */
# define MAXREMOVE 40
static REGEN removed[MAXREMOVE];
static REGEN *rem_index = removed;
/*
* remove_wall - add a location where the wall was blown away.
* if there is no space left over, put the a wall at
* the location currently pointed at.
*/
static void
remove_wall(y, x)
int y, x;
{
REGEN *r;
# if defined(MONITOR) || defined(FLY)
PLAYER *pp;
# endif
# ifdef FLY
char save_char = 0;
# endif
r = rem_index;
while (r->r_y != 0) {
# ifdef FLY
switch (Maze[r->r_y][r->r_x]) {
case SPACE:
case LEFTS:
case RIGHT:
case ABOVE:
case BELOW:
case FLYER:
save_char = Maze[r->r_y][r->r_x];
goto found;
}
# else
if (Maze[r->r_y][r->r_x] == SPACE)
break;
# endif
if (++r >= &removed[MAXREMOVE])
r = removed;
}
found:
if (r->r_y != 0) {
/* Slot being used, put back this wall */
# ifdef FLY
if (save_char == SPACE)
Maze[r->r_y][r->r_x] = Orig_maze[r->r_y][r->r_x];
else {
pp = play_at(r->r_y, r->r_x);
if (pp->p_flying >= 0)
pp->p_flying += rand_num(10);
else {
pp->p_flying = rand_num(20);
pp->p_flyx = 2 * rand_num(6) - 5;
pp->p_flyy = 2 * rand_num(6) - 5;
}
pp->p_over = Orig_maze[r->r_y][r->r_x];
pp->p_face = FLYER;
Maze[r->r_y][r->r_x] = FLYER;
showexpl(r->r_y, r->r_x, FLYER);
}
# else
Maze[r->r_y][r->r_x] = Orig_maze[r->r_y][r->r_x];
# endif
# ifdef RANDOM
if (rand_num(100) == 0)
Maze[r->r_y][r->r_x] = DOOR;
# endif
# ifdef REFLECT
if (rand_num(100) == 0) /* one percent of the time */
Maze[r->r_y][r->r_x] = WALL4;
# endif
# ifdef MONITOR
for (pp = Monitor; pp < End_monitor; pp++)
check(pp, r->r_y, r->r_x);
# endif
}
r->r_y = y;
r->r_x = x;
if (++r >= &removed[MAXREMOVE])
rem_index = removed;
else
rem_index = r;
Maze[y][x] = SPACE;
# ifdef MONITOR
for (pp = Monitor; pp < End_monitor; pp++)
check(pp, y, x);
# endif
}
/*
* clearwalls:
* Clear out the walls array
*/
void
clearwalls()
{
REGEN *rp;
for (rp = removed; rp < &removed[MAXREMOVE]; rp++)
rp->r_y = 0;
rem_index = removed;
}
|