| File: | src/games/hunt/huntd/shots.c |
| Warning: | line 418, column 8 Access to field 'i_missed' results in a dereference of a null pointer (loaded from field 'b_score') |
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| 1 | /* $OpenBSD: shots.c,v 1.14 2017/01/21 08:22:57 krw Exp $ */ | |||
| 2 | /* $NetBSD: shots.c,v 1.3 1997/10/11 08:13:50 lukem Exp $ */ | |||
| 3 | /* | |||
| 4 | * Copyright (c) 1983-2003, Regents of the University of California. | |||
| 5 | * All rights reserved. | |||
| 6 | * | |||
| 7 | * Redistribution and use in source and binary forms, with or without | |||
| 8 | * modification, are permitted provided that the following conditions are | |||
| 9 | * met: | |||
| 10 | * | |||
| 11 | * + Redistributions of source code must retain the above copyright | |||
| 12 | * notice, this list of conditions and the following disclaimer. | |||
| 13 | * + Redistributions in binary form must reproduce the above copyright | |||
| 14 | * notice, this list of conditions and the following disclaimer in the | |||
| 15 | * documentation and/or other materials provided with the distribution. | |||
| 16 | * + Neither the name of the University of California, San Francisco nor | |||
| 17 | * the names of its contributors may be used to endorse or promote | |||
| 18 | * products derived from this software without specific prior written | |||
| 19 | * permission. | |||
| 20 | * | |||
| 21 | * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS | |||
| 22 | * IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED | |||
| 23 | * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A | |||
| 24 | * PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT | |||
| 25 | * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, | |||
| 26 | * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT | |||
| 27 | * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, | |||
| 28 | * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY | |||
| 29 | * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | |||
| 30 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE | |||
| 31 | * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | |||
| 32 | */ | |||
| 33 | ||||
| 34 | #include <sys/select.h> | |||
| 35 | #include <stdlib.h> | |||
| 36 | #include <syslog.h> | |||
| 37 | ||||
| 38 | #include "conf.h" | |||
| 39 | #include "hunt.h" | |||
| 40 | #include "server.h" | |||
| 41 | ||||
| 42 | #define PLUS_DELTA(x, max)if (x < max) x++; else x-- if (x < max) x++; else x-- | |||
| 43 | #define MINUS_DELTA(x, min)if (x > min) x--; else x++ if (x > min) x--; else x++ | |||
| 44 | ||||
| 45 | static void chkshot(BULLET *, BULLET *); | |||
| 46 | static void chkslime(BULLET *, BULLET *); | |||
| 47 | static void explshot(BULLET *, int, int); | |||
| 48 | static void find_under(BULLET *, BULLET *); | |||
| 49 | static int iswall(int, int); | |||
| 50 | static void mark_boot(BULLET *); | |||
| 51 | static void mark_player(BULLET *); | |||
| 52 | static int move_drone(BULLET *); | |||
| 53 | static void move_flyer(PLAYER *); | |||
| 54 | static int move_normal_shot(BULLET *); | |||
| 55 | static void move_slime(BULLET *, int, BULLET *); | |||
| 56 | static void save_bullet(BULLET *); | |||
| 57 | static void zapshot(BULLET *, BULLET *); | |||
| 58 | ||||
| 59 | /* Return true if there is pending activity */ | |||
| 60 | int | |||
| 61 | can_moveshots(void) | |||
| 62 | { | |||
| 63 | PLAYER *pp; | |||
| 64 | ||||
| 65 | /* Bullets are moving? */ | |||
| 66 | if (Bullets) | |||
| 67 | return 1; | |||
| 68 | ||||
| 69 | /* Explosions are happening? */ | |||
| 70 | if (can_rollexpl()) | |||
| 71 | return 1; | |||
| 72 | ||||
| 73 | /* Things are flying? */ | |||
| 74 | for (pp = Boot; pp < &Boot[NBOOTS2]; pp++) | |||
| 75 | if (pp->p_flying >= 0) | |||
| 76 | return 1; | |||
| 77 | for (pp = Player; pp < End_player; pp++) | |||
| 78 | if (pp->p_flying >= 0) | |||
| 79 | return 1; | |||
| 80 | ||||
| 81 | /* Everything is quiet: */ | |||
| 82 | return 0; | |||
| 83 | } | |||
| 84 | ||||
| 85 | /* | |||
| 86 | * moveshots: | |||
| 87 | * Move the shots already in the air, taking explosions into account | |||
| 88 | */ | |||
| 89 | void | |||
| 90 | moveshots(void) | |||
| 91 | { | |||
| 92 | BULLET *bp, *next; | |||
| 93 | PLAYER *pp; | |||
| 94 | int x, y; | |||
| 95 | BULLET *blist; | |||
| 96 | ||||
| 97 | rollexpl(); | |||
| 98 | if (Bullets == NULL((void *)0)) | |||
| ||||
| 99 | goto no_bullets; | |||
| 100 | ||||
| 101 | /* | |||
| 102 | * First we move through the bullet list conf_bulspd times, looking | |||
| 103 | * for things we may have run into. If we do run into | |||
| 104 | * something, we set up the explosion and disappear, checking | |||
| 105 | * for damage to any player who got in the way. | |||
| 106 | */ | |||
| 107 | ||||
| 108 | /* Move the list to a working list */ | |||
| 109 | blist = Bullets; | |||
| 110 | Bullets = NULL((void *)0); | |||
| 111 | ||||
| 112 | /* Work with bullets on the working list (blist) */ | |||
| 113 | for (bp = blist; bp
| |||
| 114 | next = bp->b_next; | |||
| 115 | ||||
| 116 | x = bp->b_x; | |||
| 117 | y = bp->b_y; | |||
| 118 | ||||
| 119 | /* Un-draw the bullet on all screens: */ | |||
| 120 | Maze[y][x] = bp->b_over; | |||
| 121 | check(ALL_PLAYERS((PLAYER *)1), y, x); | |||
| 122 | ||||
| 123 | /* Decide how to move the bullet: */ | |||
| 124 | switch (bp->b_type) { | |||
| 125 | ||||
| 126 | /* Normal, atomic bullets: */ | |||
| 127 | case SHOT':': | |||
| 128 | case GRENADE'o': | |||
| 129 | case SATCHEL'O': | |||
| 130 | case BOMB'@': | |||
| 131 | if (move_normal_shot(bp)) { | |||
| 132 | /* Still there: put back on the active list */ | |||
| 133 | bp->b_next = Bullets; | |||
| 134 | Bullets = bp; | |||
| 135 | } | |||
| 136 | break; | |||
| 137 | ||||
| 138 | /* Slime bullets that explode into slime on impact: */ | |||
| 139 | case SLIME'$': | |||
| 140 | if (bp->b_expl || move_normal_shot(bp)) { | |||
| 141 | /* Still there: put back on the active list */ | |||
| 142 | bp->b_next = Bullets; | |||
| 143 | Bullets = bp; | |||
| 144 | } | |||
| 145 | break; | |||
| 146 | ||||
| 147 | /* Drones that wander about: */ | |||
| 148 | case DSHOT'?': | |||
| 149 | if (move_drone(bp)) { | |||
| 150 | /* Still there: put back on the active list */ | |||
| 151 | bp->b_next = Bullets; | |||
| 152 | Bullets = bp; | |||
| 153 | } | |||
| 154 | break; | |||
| 155 | ||||
| 156 | /* Other/unknown: */ | |||
| 157 | default: | |||
| 158 | /* Place it back on the active list: */ | |||
| 159 | bp->b_next = Bullets; | |||
| 160 | Bullets = bp; | |||
| 161 | break; | |||
| 162 | } | |||
| 163 | } | |||
| 164 | ||||
| 165 | /* Again, hang the Bullets list off `blist' and work with that: */ | |||
| 166 | blist = Bullets; | |||
| 167 | Bullets = NULL((void *)0); | |||
| 168 | for (bp = blist; bp != NULL((void *)0); bp = next) { | |||
| 169 | next = bp->b_next; | |||
| 170 | /* Is the bullet exploding? */ | |||
| 171 | if (!bp->b_expl) { | |||
| 172 | /* | |||
| 173 | * Its still flying through the air. | |||
| 174 | * Put it back on the bullet list. | |||
| 175 | */ | |||
| 176 | save_bullet(bp); | |||
| 177 | ||||
| 178 | /* All the monitors can see the bullet: */ | |||
| 179 | for (pp = Monitor; pp < End_monitor; pp++) | |||
| 180 | check(pp, bp->b_y, bp->b_x); | |||
| 181 | ||||
| 182 | /* All the scanning players can see the drone: */ | |||
| 183 | if (bp->b_type == DSHOT'?') | |||
| 184 | for (pp = Player; pp < End_player; pp++) | |||
| 185 | if (pp->p_scan >= 0) | |||
| 186 | check(pp, bp->b_y, bp->b_x); | |||
| 187 | } else { | |||
| 188 | /* It is exploding. Check what we hit: */ | |||
| 189 | chkshot(bp, next); | |||
| 190 | /* Release storage for the destroyed bullet: */ | |||
| 191 | free(bp); | |||
| 192 | } | |||
| 193 | } | |||
| 194 | ||||
| 195 | /* Re-draw all the players: (in case a bullet wiped them out) */ | |||
| 196 | for (pp = Player; pp < End_player; pp++) | |||
| 197 | Maze[pp->p_y][pp->p_x] = pp->p_face; | |||
| 198 | ||||
| 199 | no_bullets: | |||
| 200 | ||||
| 201 | /* Move flying boots through the air: */ | |||
| 202 | for (pp = Boot; pp < &Boot[NBOOTS2]; pp++) | |||
| 203 | if (pp->p_flying >= 0) | |||
| 204 | move_flyer(pp); | |||
| 205 | ||||
| 206 | /* Move flying players through the air: */ | |||
| 207 | for (pp = Player; pp < End_player; pp++) { | |||
| 208 | if (pp->p_flying >= 0) | |||
| 209 | move_flyer(pp); | |||
| 210 | /* Flush out the explosions: */ | |||
| 211 | sendcom(pp, REFRESH('r' | 0200)); | |||
| 212 | look(pp); | |||
| 213 | } | |||
| 214 | ||||
| 215 | /* Flush out and synchronise all the displays: */ | |||
| 216 | sendcom(ALL_PLAYERS((PLAYER *)1), REFRESH('r' | 0200)); | |||
| 217 | } | |||
| 218 | ||||
| 219 | /* | |||
| 220 | * move_normal_shot: | |||
| 221 | * Move a normal shot along its trajectory. | |||
| 222 | * Returns false if the bullet no longer needs tracking. | |||
| 223 | */ | |||
| 224 | static int | |||
| 225 | move_normal_shot(BULLET *bp) | |||
| 226 | { | |||
| 227 | int i, x, y; | |||
| 228 | PLAYER *pp; | |||
| 229 | ||||
| 230 | /* | |||
| 231 | * Walk an unexploded bullet along conf_bulspd times, moving it | |||
| 232 | * one unit along each step. We flag it as exploding if it | |||
| 233 | * meets something. | |||
| 234 | */ | |||
| 235 | ||||
| 236 | for (i = 0; i < conf_bulspd; i++) { | |||
| 237 | ||||
| 238 | /* Stop if the bullet has already exploded: */ | |||
| 239 | if (bp->b_expl
| |||
| 240 | break; | |||
| 241 | ||||
| 242 | /* Adjust the bullet's co-ordinates: */ | |||
| 243 | x = bp->b_x; | |||
| 244 | y = bp->b_y; | |||
| 245 | switch (bp->b_face) { | |||
| 246 | case LEFTS'{': | |||
| 247 | x--; | |||
| 248 | break; | |||
| 249 | case RIGHT'}': | |||
| 250 | x++; | |||
| 251 | break; | |||
| 252 | case ABOVE'i': | |||
| 253 | y--; | |||
| 254 | break; | |||
| 255 | case BELOW'!': | |||
| 256 | y++; | |||
| 257 | break; | |||
| 258 | } | |||
| 259 | ||||
| 260 | ||||
| 261 | /* Look at what the bullet is colliding with : */ | |||
| 262 | switch (Maze[y][x]) { | |||
| 263 | /* Gun shots have a chance of collision: */ | |||
| 264 | case SHOT':': | |||
| 265 | if (rand_num(100) < conf_pshot_coll) { | |||
| 266 | zapshot(Bullets, bp); | |||
| 267 | zapshot(bp->b_next, bp); | |||
| 268 | } | |||
| 269 | break; | |||
| 270 | /* Grenades only have a chance of collision: */ | |||
| 271 | case GRENADE'o': | |||
| 272 | if (rand_num(100) < conf_pgren_coll) { | |||
| 273 | zapshot(Bullets, bp); | |||
| 274 | zapshot(bp->b_next, bp); | |||
| 275 | } | |||
| 276 | break; | |||
| 277 | /* Reflecting walls richochet the bullet: */ | |||
| 278 | case WALL4'/': | |||
| 279 | switch (bp->b_face) { | |||
| 280 | case LEFTS'{': | |||
| 281 | bp->b_face = BELOW'!'; | |||
| 282 | break; | |||
| 283 | case RIGHT'}': | |||
| 284 | bp->b_face = ABOVE'i'; | |||
| 285 | break; | |||
| 286 | case ABOVE'i': | |||
| 287 | bp->b_face = RIGHT'}'; | |||
| 288 | break; | |||
| 289 | case BELOW'!': | |||
| 290 | bp->b_face = LEFTS'{'; | |||
| 291 | break; | |||
| 292 | } | |||
| 293 | Maze[y][x] = WALL5'\\'; | |||
| 294 | for (pp = Monitor; pp < End_monitor; pp++) | |||
| 295 | check(pp, y, x); | |||
| 296 | break; | |||
| 297 | case WALL5'\\': | |||
| 298 | switch (bp->b_face) { | |||
| 299 | case LEFTS'{': | |||
| 300 | bp->b_face = ABOVE'i'; | |||
| 301 | break; | |||
| 302 | case RIGHT'}': | |||
| 303 | bp->b_face = BELOW'!'; | |||
| 304 | break; | |||
| 305 | case ABOVE'i': | |||
| 306 | bp->b_face = LEFTS'{'; | |||
| 307 | break; | |||
| 308 | case BELOW'!': | |||
| 309 | bp->b_face = RIGHT'}'; | |||
| 310 | break; | |||
| 311 | } | |||
| 312 | Maze[y][x] = WALL4'/'; | |||
| 313 | for (pp = Monitor; pp < End_monitor; pp++) | |||
| 314 | check(pp, y, x); | |||
| 315 | break; | |||
| 316 | /* Dispersion doors randomly disperse bullets: */ | |||
| 317 | case DOOR'#': | |||
| 318 | switch (rand_num(4)) { | |||
| 319 | case 0: | |||
| 320 | bp->b_face = ABOVE'i'; | |||
| 321 | break; | |||
| 322 | case 1: | |||
| 323 | bp->b_face = BELOW'!'; | |||
| 324 | break; | |||
| 325 | case 2: | |||
| 326 | bp->b_face = LEFTS'{'; | |||
| 327 | break; | |||
| 328 | case 3: | |||
| 329 | bp->b_face = RIGHT'}'; | |||
| 330 | break; | |||
| 331 | } | |||
| 332 | break; | |||
| 333 | /* Bullets zing past fliers: */ | |||
| 334 | case FLYER'&': | |||
| 335 | pp = play_at(y, x); | |||
| 336 | message(pp, "Zing!"); | |||
| 337 | break; | |||
| 338 | /* Bullets encountering a player: */ | |||
| 339 | case LEFTS'{': | |||
| 340 | case RIGHT'}': | |||
| 341 | case BELOW'!': | |||
| 342 | case ABOVE'i': | |||
| 343 | /* | |||
| 344 | * Give the person a chance to catch a | |||
| 345 | * grenade if s/he is facing it: | |||
| 346 | */ | |||
| 347 | pp = play_at(y, x); | |||
| 348 | pp->p_ident->i_shot += bp->b_charge; | |||
| 349 | if (opposite(bp->b_face, Maze[y][x])) { | |||
| 350 | /* Give them a 10% chance: */ | |||
| 351 | if (rand_num(100) < conf_pgren_catch) { | |||
| 352 | /* They caught it! */ | |||
| 353 | if (bp->b_owner != NULL((void *)0)) | |||
| 354 | message(bp->b_owner, | |||
| 355 | "Your charge was absorbed!"); | |||
| 356 | ||||
| 357 | /* | |||
| 358 | * The target player stole from the bullet's | |||
| 359 | * owner. Charge stolen statistics: | |||
| 360 | */ | |||
| 361 | if (bp->b_score != NULL((void *)0)) | |||
| 362 | bp->b_score->i_robbed += bp->b_charge; | |||
| 363 | ||||
| 364 | /* They acquire more ammo: */ | |||
| 365 | pp->p_ammo += bp->b_charge; | |||
| 366 | ||||
| 367 | /* Check if it would have destroyed them: */ | |||
| 368 | if (pp->p_damage + bp->b_size * conf_mindam | |||
| 369 | > pp->p_damcap) | |||
| 370 | /* Lucky escape statistics: */ | |||
| 371 | pp->p_ident->i_saved++; | |||
| 372 | ||||
| 373 | /* Tell them: */ | |||
| 374 | message(pp, "Absorbed charge (good shield!)"); | |||
| 375 | ||||
| 376 | /* Absorbtion statistics: */ | |||
| 377 | pp->p_ident->i_absorbed += bp->b_charge; | |||
| 378 | ||||
| 379 | /* Deallocate storage: */ | |||
| 380 | free(bp); | |||
| 381 | ||||
| 382 | /* Update ammo display: */ | |||
| 383 | ammo_update(pp); | |||
| 384 | ||||
| 385 | /* No need for caller to keep tracking it: */ | |||
| 386 | return FALSE0; | |||
| 387 | } | |||
| 388 | ||||
| 389 | /* Bullets faced head-on (statistics): */ | |||
| 390 | pp->p_ident->i_faced += bp->b_charge; | |||
| 391 | } | |||
| 392 | ||||
| 393 | /* | |||
| 394 | * Small chance that the bullet just misses the | |||
| 395 | * person. If so, the bullet just goes on its | |||
| 396 | * merry way without exploding. (5% chance) | |||
| 397 | */ | |||
| 398 | if (rand_num(100) < conf_pmiss) { | |||
| 399 | /* Ducked statistics: */ | |||
| 400 | pp->p_ident->i_ducked += bp->b_charge; | |||
| 401 | ||||
| 402 | /* Check if it would have killed them: */ | |||
| 403 | if (pp->p_damage + bp->b_size * conf_mindam | |||
| 404 | > pp->p_damcap) | |||
| 405 | /* Lucky escape statistics: */ | |||
| 406 | pp->p_ident->i_saved++; | |||
| 407 | ||||
| 408 | /* Shooter missed statistics: */ | |||
| 409 | if (bp->b_score != NULL((void *)0)) | |||
| 410 | bp->b_score->i_missed += bp->b_charge; | |||
| 411 | ||||
| 412 | /* Tell target that they were missed: */ | |||
| 413 | message(pp, "Zing!"); | |||
| 414 | ||||
| 415 | /* Tell the bullet owner they missed: */ | |||
| 416 | if (bp->b_owner != NULL((void *)0)) | |||
| 417 | message(bp->b_owner, | |||
| 418 | ((bp->b_score->i_missed & 0x7) == 0x7) ? | |||
| ||||
| 419 | "My! What a bad shot you are!" : | |||
| 420 | "Missed him"); | |||
| 421 | ||||
| 422 | /* Don't fall through */ | |||
| 423 | break; | |||
| 424 | } else { | |||
| 425 | /* The player is to be blown up: */ | |||
| 426 | bp->b_expl = TRUE1; | |||
| 427 | } | |||
| 428 | break; | |||
| 429 | /* Bullet hits a wall, and always explodes: */ | |||
| 430 | case WALL1'-': | |||
| 431 | case WALL2'|': | |||
| 432 | case WALL3'+': | |||
| 433 | bp->b_expl = TRUE1; | |||
| 434 | break; | |||
| 435 | } | |||
| 436 | ||||
| 437 | /* Update the bullet's new position: */ | |||
| 438 | bp->b_x = x; | |||
| 439 | bp->b_y = y; | |||
| 440 | } | |||
| 441 | ||||
| 442 | /* Caller should keep tracking the bullet: */ | |||
| 443 | return TRUE1; | |||
| 444 | } | |||
| 445 | ||||
| 446 | /* | |||
| 447 | * move_drone: | |||
| 448 | * Move the drone to the next square | |||
| 449 | * Returns FALSE if the drone need no longer be tracked. | |||
| 450 | */ | |||
| 451 | static int | |||
| 452 | move_drone(BULLET *bp) | |||
| 453 | { | |||
| 454 | int mask, count; | |||
| 455 | int n, dir = -1; | |||
| 456 | PLAYER *pp; | |||
| 457 | ||||
| 458 | /* See if we can give someone a blast: */ | |||
| 459 | if (is_player(Maze[bp->b_y][bp->b_x - 1])(Maze[bp->b_y][bp->b_x - 1] == '{' || Maze[bp->b_y][ bp->b_x - 1] == '}' || Maze[bp->b_y][bp->b_x - 1] == 'i' || Maze[bp->b_y][bp->b_x - 1] == '!' || Maze[bp-> b_y][bp->b_x - 1] == '&')) { | |||
| 460 | dir = WEST020; | |||
| 461 | goto drone_move; | |||
| 462 | } | |||
| 463 | if (is_player(Maze[bp->b_y - 1][bp->b_x])(Maze[bp->b_y - 1][bp->b_x] == '{' || Maze[bp->b_y - 1][bp->b_x] == '}' || Maze[bp->b_y - 1][bp->b_x] == 'i' || Maze[bp->b_y - 1][bp->b_x] == '!' || Maze[bp-> b_y - 1][bp->b_x] == '&')) { | |||
| 464 | dir = NORTH01; | |||
| 465 | goto drone_move; | |||
| 466 | } | |||
| 467 | if (is_player(Maze[bp->b_y + 1][bp->b_x])(Maze[bp->b_y + 1][bp->b_x] == '{' || Maze[bp->b_y + 1][bp->b_x] == '}' || Maze[bp->b_y + 1][bp->b_x] == 'i' || Maze[bp->b_y + 1][bp->b_x] == '!' || Maze[bp-> b_y + 1][bp->b_x] == '&')) { | |||
| 468 | dir = SOUTH02; | |||
| 469 | goto drone_move; | |||
| 470 | } | |||
| 471 | if (is_player(Maze[bp->b_y][bp->b_x + 1])(Maze[bp->b_y][bp->b_x + 1] == '{' || Maze[bp->b_y][ bp->b_x + 1] == '}' || Maze[bp->b_y][bp->b_x + 1] == 'i' || Maze[bp->b_y][bp->b_x + 1] == '!' || Maze[bp-> b_y][bp->b_x + 1] == '&')) { | |||
| 472 | dir = EAST010; | |||
| 473 | goto drone_move; | |||
| 474 | } | |||
| 475 | ||||
| 476 | /* Find out what directions are clear and move that way: */ | |||
| 477 | mask = count = 0; | |||
| 478 | if (!iswall(bp->b_y, bp->b_x - 1)) | |||
| 479 | mask |= WEST020, count++; | |||
| 480 | if (!iswall(bp->b_y - 1, bp->b_x)) | |||
| 481 | mask |= NORTH01, count++; | |||
| 482 | if (!iswall(bp->b_y + 1, bp->b_x)) | |||
| 483 | mask |= SOUTH02, count++; | |||
| 484 | if (!iswall(bp->b_y, bp->b_x + 1)) | |||
| 485 | mask |= EAST010, count++; | |||
| 486 | ||||
| 487 | /* All blocked up, just wait: */ | |||
| 488 | if (count == 0) | |||
| 489 | return TRUE1; | |||
| 490 | ||||
| 491 | /* Only one way to go: */ | |||
| 492 | if (count == 1) { | |||
| 493 | dir = mask; | |||
| 494 | goto drone_move; | |||
| 495 | } | |||
| 496 | ||||
| 497 | /* Avoid backtracking, and remove the direction we came from: */ | |||
| 498 | switch (bp->b_face) { | |||
| 499 | case LEFTS'{': | |||
| 500 | if (mask & EAST010) | |||
| 501 | mask &= ~EAST010, count--; | |||
| 502 | break; | |||
| 503 | case RIGHT'}': | |||
| 504 | if (mask & WEST020) | |||
| 505 | mask &= ~WEST020, count--; | |||
| 506 | break; | |||
| 507 | case ABOVE'i': | |||
| 508 | if (mask & SOUTH02) | |||
| 509 | mask &= ~SOUTH02, count--; | |||
| 510 | break; | |||
| 511 | case BELOW'!': | |||
| 512 | if (mask & NORTH01) | |||
| 513 | mask &= ~NORTH01, count--; | |||
| 514 | break; | |||
| 515 | } | |||
| 516 | ||||
| 517 | /* Pick one of the remaining directions: */ | |||
| 518 | n = rand_num(count); | |||
| 519 | if (n >= 0 && mask & NORTH01) | |||
| 520 | dir = NORTH01, n--; | |||
| 521 | if (n >= 0 && mask & SOUTH02) | |||
| 522 | dir = SOUTH02, n--; | |||
| 523 | if (n >= 0 && mask & EAST010) | |||
| 524 | dir = EAST010, n--; | |||
| 525 | if (n >= 0 && mask & WEST020) | |||
| 526 | dir = WEST020, n--; | |||
| 527 | ||||
| 528 | drone_move: | |||
| 529 | /* Move the drone: */ | |||
| 530 | switch (dir) { | |||
| 531 | case -1: | |||
| 532 | /* no move */ | |||
| 533 | case WEST020: | |||
| 534 | bp->b_x--; | |||
| 535 | bp->b_face = LEFTS'{'; | |||
| 536 | break; | |||
| 537 | case EAST010: | |||
| 538 | bp->b_x++; | |||
| 539 | bp->b_face = RIGHT'}'; | |||
| 540 | break; | |||
| 541 | case NORTH01: | |||
| 542 | bp->b_y--; | |||
| 543 | bp->b_face = ABOVE'i'; | |||
| 544 | break; | |||
| 545 | case SOUTH02: | |||
| 546 | bp->b_y++; | |||
| 547 | bp->b_face = BELOW'!'; | |||
| 548 | break; | |||
| 549 | } | |||
| 550 | ||||
| 551 | /* Look at what the drone moved onto: */ | |||
| 552 | switch (Maze[bp->b_y][bp->b_x]) { | |||
| 553 | case LEFTS'{': | |||
| 554 | case RIGHT'}': | |||
| 555 | case BELOW'!': | |||
| 556 | case ABOVE'i': | |||
| 557 | /* | |||
| 558 | * Players have a 1% chance of absorbing a drone, | |||
| 559 | * if they are facing it. | |||
| 560 | */ | |||
| 561 | if (rand_num(100) < conf_pdroneabsorb && opposite(bp->b_face, | |||
| 562 | Maze[bp->b_y][bp->b_x])) { | |||
| 563 | ||||
| 564 | /* Feel the power: */ | |||
| 565 | pp = play_at(bp->b_y, bp->b_x); | |||
| 566 | pp->p_ammo += bp->b_charge; | |||
| 567 | message(pp, "**** Absorbed drone ****"); | |||
| 568 | ||||
| 569 | /* Release drone storage: */ | |||
| 570 | free(bp); | |||
| 571 | ||||
| 572 | /* Update ammo: */ | |||
| 573 | ammo_update(pp); | |||
| 574 | ||||
| 575 | /* No need for caller to keep tracking drone: */ | |||
| 576 | return FALSE0; | |||
| 577 | } | |||
| 578 | /* Detonate the drone: */ | |||
| 579 | bp->b_expl = TRUE1; | |||
| 580 | break; | |||
| 581 | } | |||
| 582 | ||||
| 583 | /* Keep tracking the drone. */ | |||
| 584 | return TRUE1; | |||
| 585 | } | |||
| 586 | ||||
| 587 | /* | |||
| 588 | * save_bullet: | |||
| 589 | * Put a bullet back onto the bullet list | |||
| 590 | */ | |||
| 591 | static void | |||
| 592 | save_bullet(BULLET *bp) | |||
| 593 | { | |||
| 594 | ||||
| 595 | /* Save what the bullet will be flying over: */ | |||
| 596 | bp->b_over = Maze[bp->b_y][bp->b_x]; | |||
| 597 | ||||
| 598 | switch (bp->b_over) { | |||
| 599 | /* Bullets that can pass through each other: */ | |||
| 600 | case SHOT':': | |||
| 601 | case GRENADE'o': | |||
| 602 | case SATCHEL'O': | |||
| 603 | case BOMB'@': | |||
| 604 | case SLIME'$': | |||
| 605 | case LAVA'~': | |||
| 606 | case DSHOT'?': | |||
| 607 | find_under(Bullets, bp); | |||
| 608 | break; | |||
| 609 | } | |||
| 610 | ||||
| 611 | switch (bp->b_over) { | |||
| 612 | /* A bullet hits a player: */ | |||
| 613 | case LEFTS'{': | |||
| 614 | case RIGHT'}': | |||
| 615 | case ABOVE'i': | |||
| 616 | case BELOW'!': | |||
| 617 | case FLYER'&': | |||
| 618 | mark_player(bp); | |||
| 619 | break; | |||
| 620 | ||||
| 621 | /* A bullet passes a boot: */ | |||
| 622 | case BOOT'b': | |||
| 623 | case BOOT_PAIR'B': | |||
| 624 | mark_boot(bp); | |||
| 625 | /* FALLTHROUGH */ | |||
| 626 | ||||
| 627 | /* The bullet flies over everything else: */ | |||
| 628 | default: | |||
| 629 | Maze[bp->b_y][bp->b_x] = bp->b_type; | |||
| 630 | break; | |||
| 631 | } | |||
| 632 | ||||
| 633 | /* Insert the bullet into the Bullets list: */ | |||
| 634 | bp->b_next = Bullets; | |||
| 635 | Bullets = bp; | |||
| 636 | } | |||
| 637 | ||||
| 638 | /* | |||
| 639 | * move_flyer: | |||
| 640 | * Update the position of a player in flight | |||
| 641 | */ | |||
| 642 | static void | |||
| 643 | move_flyer(PLAYER *pp) | |||
| 644 | { | |||
| 645 | int x, y; | |||
| 646 | ||||
| 647 | if (pp->p_undershot) { | |||
| 648 | fixshots(pp->p_y, pp->p_x, pp->p_over); | |||
| 649 | pp->p_undershot = FALSE0; | |||
| 650 | } | |||
| 651 | ||||
| 652 | /* Restore what the flier was flying over */ | |||
| 653 | Maze[pp->p_y][pp->p_x] = pp->p_over; | |||
| 654 | ||||
| 655 | /* Fly: */ | |||
| 656 | x = pp->p_x + pp->p_flyx; | |||
| 657 | y = pp->p_y + pp->p_flyy; | |||
| 658 | ||||
| 659 | /* Bouncing off the edges of the maze: */ | |||
| 660 | if (x < 1) { | |||
| 661 | x = 1 - x; | |||
| 662 | pp->p_flyx = -pp->p_flyx; | |||
| 663 | } | |||
| 664 | else if (x > WIDTH51 - 2) { | |||
| 665 | x = (WIDTH51 - 2) - (x - (WIDTH51 - 2)); | |||
| 666 | pp->p_flyx = -pp->p_flyx; | |||
| 667 | } | |||
| 668 | if (y < 1) { | |||
| 669 | y = 1 - y; | |||
| 670 | pp->p_flyy = -pp->p_flyy; | |||
| 671 | } | |||
| 672 | else if (y > HEIGHT23 - 2) { | |||
| 673 | y = (HEIGHT23 - 2) - (y - (HEIGHT23 - 2)); | |||
| 674 | pp->p_flyy = -pp->p_flyy; | |||
| 675 | } | |||
| 676 | ||||
| 677 | /* Make sure we don't land on something we can't: */ | |||
| 678 | again: | |||
| 679 | switch (Maze[y][x]) { | |||
| 680 | default: | |||
| 681 | /* | |||
| 682 | * Flier is over something other than space, a wall | |||
| 683 | * or a door. Randomly move (drift) the flier a little bit | |||
| 684 | * and then try again: | |||
| 685 | */ | |||
| 686 | switch (rand_num(4)) { | |||
| 687 | case 0: | |||
| 688 | PLUS_DELTA(x, WIDTH - 2)if (x < 51 - 2) x++; else x--; | |||
| 689 | break; | |||
| 690 | case 1: | |||
| 691 | MINUS_DELTA(x, 1)if (x > 1) x--; else x++; | |||
| 692 | break; | |||
| 693 | case 2: | |||
| 694 | PLUS_DELTA(y, HEIGHT - 2)if (y < 23 - 2) y++; else y--; | |||
| 695 | break; | |||
| 696 | case 3: | |||
| 697 | MINUS_DELTA(y, 1)if (y > 1) y--; else y++; | |||
| 698 | break; | |||
| 699 | } | |||
| 700 | goto again; | |||
| 701 | /* Give a little boost when about to land on a wall or door: */ | |||
| 702 | case WALL1'-': | |||
| 703 | case WALL2'|': | |||
| 704 | case WALL3'+': | |||
| 705 | case WALL4'/': | |||
| 706 | case WALL5'\\': | |||
| 707 | case DOOR'#': | |||
| 708 | if (pp->p_flying == 0) | |||
| 709 | pp->p_flying++; | |||
| 710 | break; | |||
| 711 | /* Spaces are okay: */ | |||
| 712 | case SPACE' ': | |||
| 713 | break; | |||
| 714 | } | |||
| 715 | ||||
| 716 | /* Update flier's coordinates: */ | |||
| 717 | pp->p_y = y; | |||
| 718 | pp->p_x = x; | |||
| 719 | ||||
| 720 | /* Consume 'flying' time: */ | |||
| 721 | if (pp->p_flying-- == 0) { | |||
| 722 | /* Land: */ | |||
| 723 | if (pp->p_face != BOOT'b' && pp->p_face != BOOT_PAIR'B') { | |||
| 724 | /* Land a player - they stustain a fall: */ | |||
| 725 | checkdam(pp, (PLAYER *) NULL((void *)0), (IDENT *) NULL((void *)0), | |||
| 726 | rand_num(pp->p_damage / conf_fall_frac), FALL'F'); | |||
| 727 | pp->p_face = rand_dir(); | |||
| 728 | showstat(pp); | |||
| 729 | } else { | |||
| 730 | /* Land boots: */ | |||
| 731 | if (Maze[y][x] == BOOT'b') | |||
| 732 | pp->p_face = BOOT_PAIR'B'; | |||
| 733 | Maze[y][x] = SPACE' '; | |||
| 734 | } | |||
| 735 | } | |||
| 736 | ||||
| 737 | /* Save under the flier: */ | |||
| 738 | pp->p_over = Maze[y][x]; | |||
| 739 | /* Draw in the flier: */ | |||
| 740 | Maze[y][x] = pp->p_face; | |||
| 741 | showexpl(y, x, pp->p_face); | |||
| 742 | } | |||
| 743 | ||||
| 744 | /* | |||
| 745 | * chkshot | |||
| 746 | * Handle explosions | |||
| 747 | */ | |||
| 748 | static void | |||
| 749 | chkshot(BULLET *bp, BULLET *next) | |||
| 750 | { | |||
| 751 | int y, x; | |||
| 752 | int dy, dx, absdy; | |||
| 753 | int delta, damage; | |||
| 754 | char expl; | |||
| 755 | PLAYER *pp; | |||
| 756 | ||||
| 757 | delta = 0; | |||
| 758 | switch (bp->b_type) { | |||
| 759 | case SHOT':': | |||
| 760 | case MINE';': | |||
| 761 | case GRENADE'o': | |||
| 762 | case GMINE'g': | |||
| 763 | case SATCHEL'O': | |||
| 764 | case BOMB'@': | |||
| 765 | delta = bp->b_size - 1; | |||
| 766 | break; | |||
| 767 | case SLIME'$': | |||
| 768 | case LAVA'~': | |||
| 769 | chkslime(bp, next); | |||
| 770 | return; | |||
| 771 | case DSHOT'?': | |||
| 772 | bp->b_type = SLIME'$'; | |||
| 773 | chkslime(bp, next); | |||
| 774 | return; | |||
| 775 | } | |||
| 776 | ||||
| 777 | /* Draw the explosion square: */ | |||
| 778 | for (y = bp->b_y - delta; y <= bp->b_y + delta; y++) { | |||
| 779 | if (y < 0 || y >= HEIGHT23) | |||
| 780 | continue; | |||
| 781 | dy = y - bp->b_y; | |||
| 782 | absdy = (dy < 0) ? -dy : dy; | |||
| 783 | for (x = bp->b_x - delta; x <= bp->b_x + delta; x++) { | |||
| 784 | /* Draw a part of the explosion cloud: */ | |||
| 785 | if (x < 0 || x >= WIDTH51) | |||
| 786 | continue; | |||
| 787 | dx = x - bp->b_x; | |||
| 788 | if (dx == 0) | |||
| 789 | expl = (dy == 0) ? '*' : '|'; | |||
| 790 | else if (dy == 0) | |||
| 791 | expl = '-'; | |||
| 792 | else if (dx == dy) | |||
| 793 | expl = '\\'; | |||
| 794 | else if (dx == -dy) | |||
| 795 | expl = '/'; | |||
| 796 | else | |||
| 797 | expl = '*'; | |||
| 798 | showexpl(y, x, expl); | |||
| 799 | ||||
| 800 | /* Check what poor bastard was in the explosion: */ | |||
| 801 | switch (Maze[y][x]) { | |||
| 802 | case LEFTS'{': | |||
| 803 | case RIGHT'}': | |||
| 804 | case ABOVE'i': | |||
| 805 | case BELOW'!': | |||
| 806 | case FLYER'&': | |||
| 807 | if (dx < 0) | |||
| 808 | dx = -dx; | |||
| 809 | if (absdy > dx) | |||
| 810 | damage = bp->b_size - absdy; | |||
| 811 | else | |||
| 812 | damage = bp->b_size - dx; | |||
| 813 | ||||
| 814 | /* Everybody hurts, sometimes. */ | |||
| 815 | pp = play_at(y, x); | |||
| 816 | checkdam(pp, bp->b_owner, bp->b_score, | |||
| 817 | damage * conf_mindam, bp->b_type); | |||
| 818 | break; | |||
| 819 | case GMINE'g': | |||
| 820 | case MINE';': | |||
| 821 | /* Mines detonate in a chain reaction: */ | |||
| 822 | add_shot((Maze[y][x] == GMINE'g') ? | |||
| 823 | GRENADE'o' : SHOT':', | |||
| 824 | y, x, LEFTS'{', | |||
| 825 | (Maze[y][x] == GMINE'g') ? | |||
| 826 | GRENREQ9 : BULREQ1, | |||
| 827 | (PLAYER *) NULL((void *)0), TRUE1, SPACE' '); | |||
| 828 | Maze[y][x] = SPACE' '; | |||
| 829 | break; | |||
| 830 | } | |||
| 831 | } | |||
| 832 | } | |||
| 833 | } | |||
| 834 | ||||
| 835 | /* | |||
| 836 | * chkslime: | |||
| 837 | * handle slime shot exploding | |||
| 838 | */ | |||
| 839 | static void | |||
| 840 | chkslime(BULLET *bp, BULLET *next) | |||
| 841 | { | |||
| 842 | BULLET *nbp; | |||
| 843 | ||||
| 844 | switch (Maze[bp->b_y][bp->b_x]) { | |||
| 845 | /* Slime explodes on walls and doors: */ | |||
| 846 | case WALL1'-': | |||
| 847 | case WALL2'|': | |||
| 848 | case WALL3'+': | |||
| 849 | case WALL4'/': | |||
| 850 | case WALL5'\\': | |||
| 851 | case DOOR'#': | |||
| 852 | switch (bp->b_face) { | |||
| 853 | case LEFTS'{': | |||
| 854 | bp->b_x++; | |||
| 855 | break; | |||
| 856 | case RIGHT'}': | |||
| 857 | bp->b_x--; | |||
| 858 | break; | |||
| 859 | case ABOVE'i': | |||
| 860 | bp->b_y++; | |||
| 861 | break; | |||
| 862 | case BELOW'!': | |||
| 863 | bp->b_y--; | |||
| 864 | break; | |||
| 865 | } | |||
| 866 | break; | |||
| 867 | } | |||
| 868 | ||||
| 869 | /* Duplicate the unit of slime: */ | |||
| 870 | nbp = malloc(sizeof (BULLET)); | |||
| 871 | if (nbp == NULL((void *)0)) { | |||
| 872 | logit(LOG_ERR3, "malloc"); | |||
| 873 | return; | |||
| 874 | } | |||
| 875 | *nbp = *bp; | |||
| 876 | ||||
| 877 | /* Move it around: */ | |||
| 878 | move_slime(nbp, nbp->b_type == SLIME'$' ? conf_slimespeed : | |||
| 879 | conf_lavaspeed, next); | |||
| 880 | } | |||
| 881 | ||||
| 882 | /* | |||
| 883 | * move_slime: | |||
| 884 | * move the given slime shot speed times and add it back if | |||
| 885 | * it hasn't fizzled yet | |||
| 886 | */ | |||
| 887 | static void | |||
| 888 | move_slime(BULLET *bp, int speed, BULLET *next) | |||
| 889 | { | |||
| 890 | int i, j, dirmask, count; | |||
| 891 | PLAYER *pp; | |||
| 892 | BULLET *nbp; | |||
| 893 | ||||
| 894 | if (speed == 0) { | |||
| 895 | if (bp->b_charge <= 0) | |||
| 896 | free(bp); | |||
| 897 | else | |||
| 898 | save_bullet(bp); | |||
| 899 | return; | |||
| 900 | } | |||
| 901 | ||||
| 902 | /* Draw it: */ | |||
| 903 | showexpl(bp->b_y, bp->b_x, bp->b_type == LAVA'~' ? LAVA'~' : '*'); | |||
| 904 | ||||
| 905 | switch (Maze[bp->b_y][bp->b_x]) { | |||
| 906 | /* Someone got hit by slime or lava: */ | |||
| 907 | case LEFTS'{': | |||
| 908 | case RIGHT'}': | |||
| 909 | case ABOVE'i': | |||
| 910 | case BELOW'!': | |||
| 911 | case FLYER'&': | |||
| 912 | pp = play_at(bp->b_y, bp->b_x); | |||
| 913 | message(pp, "You've been slimed."); | |||
| 914 | checkdam(pp, bp->b_owner, bp->b_score, conf_mindam, bp->b_type); | |||
| 915 | break; | |||
| 916 | /* Bullets detonate in slime and lava: */ | |||
| 917 | case SHOT':': | |||
| 918 | case GRENADE'o': | |||
| 919 | case SATCHEL'O': | |||
| 920 | case BOMB'@': | |||
| 921 | case DSHOT'?': | |||
| 922 | explshot(next, bp->b_y, bp->b_x); | |||
| 923 | explshot(Bullets, bp->b_y, bp->b_x); | |||
| 924 | break; | |||
| 925 | } | |||
| 926 | ||||
| 927 | ||||
| 928 | /* Drain the slime/lava of some energy: */ | |||
| 929 | if (--bp->b_charge <= 0) { | |||
| 930 | /* It fizzled: */ | |||
| 931 | free(bp); | |||
| 932 | return; | |||
| 933 | } | |||
| 934 | ||||
| 935 | /* Figure out which way the slime should flow: */ | |||
| 936 | dirmask = 0; | |||
| 937 | count = 0; | |||
| 938 | switch (bp->b_face) { | |||
| 939 | case LEFTS'{': | |||
| 940 | if (!iswall(bp->b_y, bp->b_x - 1)) | |||
| 941 | dirmask |= WEST020, count++; | |||
| 942 | if (!iswall(bp->b_y - 1, bp->b_x)) | |||
| 943 | dirmask |= NORTH01, count++; | |||
| 944 | if (!iswall(bp->b_y + 1, bp->b_x)) | |||
| 945 | dirmask |= SOUTH02, count++; | |||
| 946 | if (dirmask == 0) | |||
| 947 | if (!iswall(bp->b_y, bp->b_x + 1)) | |||
| 948 | dirmask |= EAST010, count++; | |||
| 949 | break; | |||
| 950 | case RIGHT'}': | |||
| 951 | if (!iswall(bp->b_y, bp->b_x + 1)) | |||
| 952 | dirmask |= EAST010, count++; | |||
| 953 | if (!iswall(bp->b_y - 1, bp->b_x)) | |||
| 954 | dirmask |= NORTH01, count++; | |||
| 955 | if (!iswall(bp->b_y + 1, bp->b_x)) | |||
| 956 | dirmask |= SOUTH02, count++; | |||
| 957 | if (dirmask == 0) | |||
| 958 | if (!iswall(bp->b_y, bp->b_x - 1)) | |||
| 959 | dirmask |= WEST020, count++; | |||
| 960 | break; | |||
| 961 | case ABOVE'i': | |||
| 962 | if (!iswall(bp->b_y - 1, bp->b_x)) | |||
| 963 | dirmask |= NORTH01, count++; | |||
| 964 | if (!iswall(bp->b_y, bp->b_x - 1)) | |||
| 965 | dirmask |= WEST020, count++; | |||
| 966 | if (!iswall(bp->b_y, bp->b_x + 1)) | |||
| 967 | dirmask |= EAST010, count++; | |||
| 968 | if (dirmask == 0) | |||
| 969 | if (!iswall(bp->b_y + 1, bp->b_x)) | |||
| 970 | dirmask |= SOUTH02, count++; | |||
| 971 | break; | |||
| 972 | case BELOW'!': | |||
| 973 | if (!iswall(bp->b_y + 1, bp->b_x)) | |||
| 974 | dirmask |= SOUTH02, count++; | |||
| 975 | if (!iswall(bp->b_y, bp->b_x - 1)) | |||
| 976 | dirmask |= WEST020, count++; | |||
| 977 | if (!iswall(bp->b_y, bp->b_x + 1)) | |||
| 978 | dirmask |= EAST010, count++; | |||
| 979 | if (dirmask == 0) | |||
| 980 | if (!iswall(bp->b_y - 1, bp->b_x)) | |||
| 981 | dirmask |= NORTH01, count++; | |||
| 982 | break; | |||
| 983 | } | |||
| 984 | if (count == 0) { | |||
| 985 | /* | |||
| 986 | * No place to go. Just sit here for a while and wait | |||
| 987 | * for adjacent squares to clear out. | |||
| 988 | */ | |||
| 989 | save_bullet(bp); | |||
| 990 | return; | |||
| 991 | } | |||
| 992 | if (bp->b_charge < count) { | |||
| 993 | /* Only bp->b_charge paths may be taken */ | |||
| 994 | while (count > bp->b_charge) { | |||
| 995 | if (dirmask & WEST020) | |||
| 996 | dirmask &= ~WEST020; | |||
| 997 | else if (dirmask & EAST010) | |||
| 998 | dirmask &= ~EAST010; | |||
| 999 | else if (dirmask & NORTH01) | |||
| 1000 | dirmask &= ~NORTH01; | |||
| 1001 | else if (dirmask & SOUTH02) | |||
| 1002 | dirmask &= ~SOUTH02; | |||
| 1003 | count--; | |||
| 1004 | } | |||
| 1005 | } | |||
| 1006 | ||||
| 1007 | /* Spawn little slimes off in every possible direction: */ | |||
| 1008 | i = bp->b_charge / count; | |||
| 1009 | j = bp->b_charge % count; | |||
| 1010 | if (dirmask & WEST020) { | |||
| 1011 | count--; | |||
| 1012 | nbp = create_shot(bp->b_type, bp->b_y, bp->b_x - 1, LEFTS'{', | |||
| 1013 | i, bp->b_size, bp->b_owner, bp->b_score, TRUE1, SPACE' '); | |||
| 1014 | move_slime(nbp, speed - 1, next); | |||
| 1015 | } | |||
| 1016 | if (dirmask & EAST010) { | |||
| 1017 | count--; | |||
| 1018 | nbp = create_shot(bp->b_type, bp->b_y, bp->b_x + 1, RIGHT'}', | |||
| 1019 | (count < j) ? i + 1 : i, bp->b_size, bp->b_owner, | |||
| 1020 | bp->b_score, TRUE1, SPACE' '); | |||
| 1021 | move_slime(nbp, speed - 1, next); | |||
| 1022 | } | |||
| 1023 | if (dirmask & NORTH01) { | |||
| 1024 | count--; | |||
| 1025 | nbp = create_shot(bp->b_type, bp->b_y - 1, bp->b_x, ABOVE'i', | |||
| 1026 | (count < j) ? i + 1 : i, bp->b_size, bp->b_owner, | |||
| 1027 | bp->b_score, TRUE1, SPACE' '); | |||
| 1028 | move_slime(nbp, speed - 1, next); | |||
| 1029 | } | |||
| 1030 | if (dirmask & SOUTH02) { | |||
| 1031 | count--; | |||
| 1032 | nbp = create_shot(bp->b_type, bp->b_y + 1, bp->b_x, BELOW'!', | |||
| 1033 | (count < j) ? i + 1 : i, bp->b_size, bp->b_owner, | |||
| 1034 | bp->b_score, TRUE1, SPACE' '); | |||
| 1035 | move_slime(nbp, speed - 1, next); | |||
| 1036 | } | |||
| 1037 | ||||
| 1038 | free(bp); | |||
| 1039 | } | |||
| 1040 | ||||
| 1041 | /* | |||
| 1042 | * iswall: | |||
| 1043 | * returns whether the given location is a wall | |||
| 1044 | */ | |||
| 1045 | static int | |||
| 1046 | iswall(int y, int x) | |||
| 1047 | { | |||
| 1048 | if (y < 0 || x < 0 || y >= HEIGHT23 || x >= WIDTH51) | |||
| 1049 | return TRUE1; | |||
| 1050 | switch (Maze[y][x]) { | |||
| 1051 | case WALL1'-': | |||
| 1052 | case WALL2'|': | |||
| 1053 | case WALL3'+': | |||
| 1054 | case WALL4'/': | |||
| 1055 | case WALL5'\\': | |||
| 1056 | case DOOR'#': | |||
| 1057 | case SLIME'$': | |||
| 1058 | case LAVA'~': | |||
| 1059 | return TRUE1; | |||
| 1060 | } | |||
| 1061 | return FALSE0; | |||
| 1062 | } | |||
| 1063 | ||||
| 1064 | /* | |||
| 1065 | * zapshot: | |||
| 1066 | * Take a shot out of the air. | |||
| 1067 | */ | |||
| 1068 | static void | |||
| 1069 | zapshot(BULLET *blist, BULLET *obp) | |||
| 1070 | { | |||
| 1071 | BULLET *bp; | |||
| 1072 | ||||
| 1073 | for (bp = blist; bp != NULL((void *)0); bp = bp->b_next) { | |||
| 1074 | /* Find co-located bullets not facing the same way: */ | |||
| 1075 | if (bp->b_face != obp->b_face | |||
| 1076 | && bp->b_x == obp->b_x && bp->b_y == obp->b_y) | |||
| 1077 | { | |||
| 1078 | /* Bullet collision: */ | |||
| 1079 | explshot(blist, obp->b_y, obp->b_x); | |||
| 1080 | return; | |||
| 1081 | } | |||
| 1082 | } | |||
| 1083 | } | |||
| 1084 | ||||
| 1085 | /* | |||
| 1086 | * explshot - | |||
| 1087 | * Make all shots at this location blow up | |||
| 1088 | */ | |||
| 1089 | static void | |||
| 1090 | explshot(BULLET *blist, int y, int x) | |||
| 1091 | { | |||
| 1092 | BULLET *bp; | |||
| 1093 | ||||
| 1094 | for (bp = blist; bp != NULL((void *)0); bp = bp->b_next) | |||
| 1095 | if (bp->b_x == x && bp->b_y == y) { | |||
| 1096 | bp->b_expl = TRUE1; | |||
| 1097 | if (bp->b_owner != NULL((void *)0)) | |||
| 1098 | message(bp->b_owner, "Shot intercepted."); | |||
| 1099 | } | |||
| 1100 | } | |||
| 1101 | ||||
| 1102 | /* | |||
| 1103 | * play_at: | |||
| 1104 | * Return a pointer to the player at the given location | |||
| 1105 | */ | |||
| 1106 | PLAYER * | |||
| 1107 | play_at(int y, int x) | |||
| 1108 | { | |||
| 1109 | PLAYER *pp; | |||
| 1110 | ||||
| 1111 | for (pp = Player; pp < End_player; pp++) | |||
| 1112 | if (pp->p_x == x && pp->p_y == y) | |||
| 1113 | return pp; | |||
| 1114 | ||||
| 1115 | /* Internal fault: */ | |||
| 1116 | logx(LOG_ERR3, "play_at: not a player"); | |||
| 1117 | abort(); | |||
| 1118 | } | |||
| 1119 | ||||
| 1120 | /* | |||
| 1121 | * opposite: | |||
| 1122 | * Return TRUE if the bullet direction faces the opposite direction | |||
| 1123 | * of the player in the maze | |||
| 1124 | */ | |||
| 1125 | int | |||
| 1126 | opposite(int face, char dir) | |||
| 1127 | { | |||
| 1128 | switch (face) { | |||
| 1129 | case LEFTS'{': | |||
| 1130 | return (dir == RIGHT'}'); | |||
| 1131 | case RIGHT'}': | |||
| 1132 | return (dir == LEFTS'{'); | |||
| 1133 | case ABOVE'i': | |||
| 1134 | return (dir == BELOW'!'); | |||
| 1135 | case BELOW'!': | |||
| 1136 | return (dir == ABOVE'i'); | |||
| 1137 | default: | |||
| 1138 | return FALSE0; | |||
| 1139 | } | |||
| 1140 | } | |||
| 1141 | ||||
| 1142 | /* | |||
| 1143 | * is_bullet: | |||
| 1144 | * Is there a bullet at the given coordinates? If so, return | |||
| 1145 | * a pointer to the bullet, otherwise return NULL | |||
| 1146 | */ | |||
| 1147 | BULLET * | |||
| 1148 | is_bullet(int y, int x) | |||
| 1149 | { | |||
| 1150 | BULLET *bp; | |||
| 1151 | ||||
| 1152 | for (bp = Bullets; bp != NULL((void *)0); bp = bp->b_next) | |||
| 1153 | if (bp->b_y == y && bp->b_x == x) | |||
| 1154 | return bp; | |||
| 1155 | return NULL((void *)0); | |||
| 1156 | } | |||
| 1157 | ||||
| 1158 | /* | |||
| 1159 | * fixshots: | |||
| 1160 | * change the underlying character of the shots at a location | |||
| 1161 | * to the given character. | |||
| 1162 | */ | |||
| 1163 | void | |||
| 1164 | fixshots(int y, int x, char over) | |||
| 1165 | { | |||
| 1166 | BULLET *bp; | |||
| 1167 | ||||
| 1168 | for (bp = Bullets; bp != NULL((void *)0); bp = bp->b_next) | |||
| 1169 | if (bp->b_y == y && bp->b_x == x) | |||
| 1170 | bp->b_over = over; | |||
| 1171 | } | |||
| 1172 | ||||
| 1173 | /* | |||
| 1174 | * find_under: | |||
| 1175 | * find the underlying character for a bullet when it lands | |||
| 1176 | * on another bullet. | |||
| 1177 | */ | |||
| 1178 | static void | |||
| 1179 | find_under(BULLET *blist, BULLET *bp) | |||
| 1180 | { | |||
| 1181 | BULLET *nbp; | |||
| 1182 | ||||
| 1183 | for (nbp = blist; nbp != NULL((void *)0); nbp = nbp->b_next) | |||
| 1184 | if (bp->b_y == nbp->b_y && bp->b_x == nbp->b_x) { | |||
| 1185 | bp->b_over = nbp->b_over; | |||
| 1186 | break; | |||
| 1187 | } | |||
| 1188 | } | |||
| 1189 | ||||
| 1190 | /* | |||
| 1191 | * mark_player: | |||
| 1192 | * mark a player as under a shot | |||
| 1193 | */ | |||
| 1194 | static void | |||
| 1195 | mark_player(BULLET *bp) | |||
| 1196 | { | |||
| 1197 | PLAYER *pp; | |||
| 1198 | ||||
| 1199 | for (pp = Player; pp < End_player; pp++) | |||
| 1200 | if (pp->p_y == bp->b_y && pp->p_x == bp->b_x) { | |||
| 1201 | pp->p_undershot = TRUE1; | |||
| 1202 | break; | |||
| 1203 | } | |||
| 1204 | } | |||
| 1205 | ||||
| 1206 | /* | |||
| 1207 | * mark_boot: | |||
| 1208 | * mark a boot as under a shot | |||
| 1209 | */ | |||
| 1210 | static void | |||
| 1211 | mark_boot(BULLET *bp) | |||
| 1212 | { | |||
| 1213 | PLAYER *pp; | |||
| 1214 | ||||
| 1215 | for (pp = Boot; pp < &Boot[NBOOTS2]; pp++) | |||
| 1216 | if (pp->p_y == bp->b_y && pp->p_x == bp->b_x) { | |||
| 1217 | pp->p_undershot = TRUE1; | |||
| 1218 | break; | |||
| 1219 | } | |||
| 1220 | } |