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 | } |