Esempio n. 1
0
/*
 * move_slime:
 *	move the given slime shot speed times and add it back if
 *	it hasn't fizzled yet
 */
static void
move_slime(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);
}
Esempio n. 2
0
/*
 * chkshot
 *	Handle explosions
 */
static void
chkshot(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,
                         NULL, TRUE, SPACE);
                Maze[y][x] = SPACE;
                break;
            }
        }
    }
}
Esempio n. 3
0
/*
 * move_player:
 *	Execute a move in the given direction
 */
static void
move_player(PLAYER *pp, int dir)
{
	PLAYER *newp;
	int x, y;
	bool moved;
	BULLET *bp;

	y = pp->p_y;
	x = pp->p_x;

	switch (dir) {
	  case LEFTS:
		x--;
		break;
	  case RIGHT:
		x++;
		break;
	  case ABOVE:
		y--;
		break;
	  case BELOW:
		y++;
		break;
	}

	moved = false;
	switch (Maze[y][x]) {
	  case SPACE:
#ifdef RANDOM
	  case DOOR:
#endif
		moved = true;
		break;
	  case WALL1:
	  case WALL2:
	  case WALL3:
#ifdef REFLECT
	  case WALL4:
	  case WALL5:
#endif
		break;
	  case MINE:
	  case GMINE:
		if (dir == pp->p_face)
			pickup(pp, y, x, 2, Maze[y][x]);
		else if (opposite(dir, pp->p_face))
			pickup(pp, y, x, 95, Maze[y][x]);
		else
			pickup(pp, y, x, 50, Maze[y][x]);
		Maze[y][x] = SPACE;
		moved = true;
		break;
	  case SHOT:
	  case GRENADE:
	  case SATCHEL:
	  case BOMB:
#ifdef OOZE
	  case SLIME:
#endif
#ifdef DRONE
	  case DSHOT:
#endif
		bp = is_bullet(y, x);
		if (bp != NULL)
			bp->b_expl = true;
		Maze[y][x] = SPACE;
		moved = true;
		break;
	  case LEFTS:
	  case RIGHT:
	  case ABOVE:
	  case BELOW:
		if (dir != pp->p_face)
			sendcom(pp, BELL);
		else {
			newp = play_at(y, x);
			checkdam(newp, pp, pp->p_ident, STABDAM, KNIFE);
		}
		break;
#ifdef FLY
	  case FLYER:
		newp = play_at(y, x);
		message(newp, "Oooh, there's a short guy waving at you!");
		message(pp, "You couldn't quite reach him!");
		break;
#endif
#ifdef BOOTS
	  case BOOT:
	  case BOOT_PAIR:
		if (Maze[y][x] == BOOT)
			pp->p_nboots++;
		else
			pp->p_nboots += 2;
		for (newp = Boot; newp < &Boot[NBOOTS]; newp++) {
			if (newp->p_flying < 0)
				continue;
			if (newp->p_y == y && newp->p_x == x) {
				newp->p_flying = -1;
				if (newp->p_undershot)
					fixshots(y, x, newp->p_over);
			}
		}
		if (pp->p_nboots == 2)
			message(pp, "Wow!  A pair of boots!");
		else
			message(pp, "You can hobble around on one boot.");
		Maze[y][x] = SPACE;
		moved = true;
		break;
#endif
	}
	if (moved) {
		if (pp->p_ncshot > 0)
			if (--pp->p_ncshot == MAXNCSHOT) {
				cgoto(pp, STAT_GUN_ROW, STAT_VALUE_COL);
				outstr(pp, " ok", 3);
			}
		if (pp->p_undershot) {
			fixshots(pp->p_y, pp->p_x, pp->p_over);
			pp->p_undershot = false;
		}
		drawplayer(pp, false);
		pp->p_over = Maze[y][x];
		pp->p_y = y;
		pp->p_x = x;
		drawplayer(pp, true);
	}
}
Esempio n. 4
0
/*
 * move_flyer:
 *	Update the position of a player in flight
 */
static void
move_flyer(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, NULL, 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);
}
Esempio n. 5
0
/*
 * move_player:
 *	Try to move player 'pp' in direction 'dir'.
 */
static void
move_player(PLAYER *pp, int dir)
{
	PLAYER	*newp;
	int	x, y;
	FLAG	moved;
	BULLET	*bp;

	y = pp->p_y;
	x = pp->p_x;

	switch (dir) {
	  case LEFTS:
		x--;
		break;
	  case RIGHT:
		x++;
		break;
	  case ABOVE:
		y--;
		break;
	  case BELOW:
		y++;
		break;
	}

	moved = FALSE;

	/* What would the player move over: */
	switch (Maze[y][x]) {
	  /* Players can move through spaces and doors, no problem: */
	  case SPACE:
	  case DOOR:
		moved = TRUE;
		break;
	  /* Can't move through walls: */
	  case WALL1:
	  case WALL2:
	  case WALL3:
	  case WALL4:
	  case WALL5:
		break;
	  /* Moving over a mine - try to pick it up: */
	  case MINE:
	  case GMINE:
		if (dir == pp->p_face)
			/* facing it: 2% chance of trip */
			pickup(pp, y, x, conf_ptrip_face, Maze[y][x]);
		else if (opposite(dir, pp->p_face))
			/* facing away: 95% chance of trip */
			pickup(pp, y, x, conf_ptrip_back, Maze[y][x]);
		else
			/* facing sideways: 50% chance of trip */
			pickup(pp, y, x, conf_ptrip_side, Maze[y][x]);
		/* Remove the mine: */
		Maze[y][x] = SPACE;
		moved = TRUE;
		break;
	  /* Moving into a bullet: */
	  case SHOT:
	  case GRENADE:
	  case SATCHEL:
	  case BOMB:
	  case SLIME:
	  case DSHOT:
		/* Find which bullet: */
		bp = is_bullet(y, x);
		if (bp != NULL)
			/* Detonate it: */
			bp->b_expl = TRUE;
		/* Remove it: */
		Maze[y][x] = SPACE;
		moved = TRUE;
		break;
	  /* Moving into another player: */
	  case LEFTS:
	  case RIGHT:
	  case ABOVE:
	  case BELOW:
		if (dir != pp->p_face)
			/* Can't walk backwards/sideways into another player: */
			sendcom(pp, BELL);
		else {
			/* Stab the other player */
			newp = play_at(y, x);
			checkdam(newp, pp, pp->p_ident, conf_stabdam, KNIFE);
		}
		break;
	  /* Moving into a player flying overhead: */
	  case FLYER:
		newp = play_at(y, x);
		message(newp, "Oooh, there's a short guy waving at you!");
		message(pp, "You couldn't quite reach him!");
		break;
	  /* Picking up a boot, or two: */
	  case BOOT_PAIR:
		pp->p_nboots++;
	  case BOOT:
		pp->p_nboots++;
		for (newp = Boot; newp < &Boot[NBOOTS]; newp++) {
			if (newp->p_flying < 0)
				continue;
			if (newp->p_y == y && newp->p_x == x) {
				newp->p_flying = -1;
				if (newp->p_undershot)
					fixshots(y, x, newp->p_over);
			}
		}
		if (pp->p_nboots == 2)
			message(pp, "Wow!  A pair of boots!");
		else
			message(pp, "You can hobble around on one boot.");
		Maze[y][x] = SPACE;
		moved = TRUE;
		break;
	}

	/* Can the player be moved? */
	if (moved) {
		/* Check the gun status: */
		if (pp->p_ncshot > 0)
			if (--pp->p_ncshot == conf_maxncshot)
				outyx(pp, STAT_GUN_ROW, STAT_VALUE_COL, " ok");
		/* Check for bullets flying past: */
		if (pp->p_undershot) {
			fixshots(pp->p_y, pp->p_x, pp->p_over);
			pp->p_undershot = FALSE;
		}
		/* Erase the player: */
		drawplayer(pp, FALSE);
		/* Save under: */
		pp->p_over = Maze[y][x];
		/* Move the player: */
		pp->p_y = y;
		pp->p_x = x;
		/* Draw the player in their new position */
		drawplayer(pp, TRUE);
	}
}