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|
/* $OpenBSD: shots.c,v 1.9 2006/03/27 00:10:15 tedu Exp $ */
/* $NetBSD: shots.c,v 1.3 1997/10/11 08:13:50 lukem Exp $ */
/*
* Copyright (c) 1983-2003, Regents of the University of California.
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* + Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* + Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* + Neither the name of the University of California, San Francisco nor
* the names of its contributors may be used to endorse or promote
* products derived from this software without specific prior written
* permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
* IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
* PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include <err.h>
#include <signal.h>
#include <stdlib.h>
#include <syslog.h>
#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(BULLET *, BULLET *);
static void chkslime(BULLET *, BULLET *);
static void explshot(BULLET *, int, int);
static void find_under(BULLET *, BULLET *);
static int iswall(int, int);
static void mark_boot(BULLET *);
static void mark_player(BULLET *);
static int move_drone(BULLET *);
static void move_flyer(PLAYER *);
static int move_normal_shot(BULLET *);
static void move_slime(BULLET *, int, BULLET *);
static void save_bullet(BULLET *);
static void zapshot(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(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(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) {
logit(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(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(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;
}
}
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