Exemplo n.º 1
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);
}
Exemplo n.º 2
0
/*
 * Constructs a tunnel between two points
 *
 * This function must be called BEFORE any streamers are created,
 * since we use the special "granite wall" sub-types to keep track
 * of legal places for corridors to pierce rooms.
 *
 * We use "door_flag" to prevent excessive construction of doors
 * along overlapping corridors.
 *
 * We queue the tunnel grids to prevent door creation along a corridor
 * which intersects itself.
 *
 * We queue the wall piercing grids to prevent a corridor from leaving
 * a room and then coming back in through the same entrance.
 *
 * We "pierce" grids which are "outer" walls of rooms, and when we
 * do so, we change all adjacent "outer" walls of rooms into "solid"
 * walls so that no two corridors may use adjacent grids for exits.
 *
 * The "solid" wall check prevents corridors from "chopping" the
 * corners of rooms off, as well as "silly" door placement, and
 * "excessively wide" room entrances.
 *
 * Kind of walls:
 *   extra -- walls
 *   inner -- inner room walls
 *   outer -- outer room walls
 *   solid -- solid room walls
 */
bool build_tunnel(int row1, int col1, int row2, int col2)
{
    int y, x;
    int tmp_row, tmp_col;
    int row_dir, col_dir;
    int start_row, start_col;
    int main_loop_count = 0;

    bool door_flag = FALSE;

    cave_type *c_ptr;

    /* Save the starting location */
    start_row = row1;
    start_col = col1;

    /* Start out in the correct direction */
    correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);

    /* Keep going until done (or bored) */
    while ((row1 != row2) || (col1 != col2))
    {
        /* Mega-Hack -- Paranoia -- prevent infinite loops */
        if (main_loop_count++ > 2000) return FALSE;

        /* Allow bends in the tunnel */
        if (randint0(100) < dun_tun_chg)
        {
            /* Acquire the correct direction */
            correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);

            /* Random direction */
            if (randint0(100) < dun_tun_rnd)
            {
                rand_dir(&row_dir, &col_dir);
            }
        }

        /* Get the next location */
        tmp_row = row1 + row_dir;
        tmp_col = col1 + col_dir;


        /* Extremely Important -- do not leave the dungeon */
        while (!in_bounds(tmp_row, tmp_col))
        {
            /* Acquire the correct direction */
            correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);

            /* Random direction */
            if (randint0(100) < dun_tun_rnd)
            {
                rand_dir(&row_dir, &col_dir);
            }

            /* Get the next location */
            tmp_row = row1 + row_dir;
            tmp_col = col1 + col_dir;
        }


        /* Access the location */
        c_ptr = &cave[tmp_row][tmp_col];

        /* Avoid "solid" walls */
        if (is_solid_grid(c_ptr)) continue;

        /* Pierce "outer" walls of rooms */
        if (is_outer_grid(c_ptr))
        {
            /* Acquire the "next" location */
            y = tmp_row + row_dir;
            x = tmp_col + col_dir;

            /* Hack -- Avoid outer/solid walls */
            if (is_outer_bold(y, x)) continue;
            if (is_solid_bold(y, x)) continue;

            /* Accept this location */
            row1 = tmp_row;
            col1 = tmp_col;

            /* Save the wall location */
            if (dun->wall_n < WALL_MAX)
            {
                dun->wall[dun->wall_n].y = row1;
                dun->wall[dun->wall_n].x = col1;
                dun->wall_n++;
            }
            else return FALSE;

            /* Forbid re-entry near this piercing */
            for (y = row1 - 1; y <= row1 + 1; y++)
            {
                for (x = col1 - 1; x <= col1 + 1; x++)
                {
                    /* Convert adjacent "outer" walls as "solid" walls */
                    if (is_outer_bold(y, x))
                    {
                        /* Change the wall to a "solid" wall */
                        place_solid_noperm_bold(y, x);
                    }
                }
            }
        }

        /* Travel quickly through rooms */
        else if (c_ptr->info & (CAVE_ROOM))
        {
            /* Accept the location */
            row1 = tmp_row;
            col1 = tmp_col;
        }

        /* Tunnel through all other walls */
        else if (is_extra_grid(c_ptr) || is_inner_grid(c_ptr) || is_solid_grid(c_ptr))
        {
            /* Accept this location */
            row1 = tmp_row;
            col1 = tmp_col;

            /* Save the tunnel location */
            if (dun->tunn_n < TUNN_MAX)
            {
                dun->tunn[dun->tunn_n].y = row1;
                dun->tunn[dun->tunn_n].x = col1;
                dun->tunn_n++;
            }
            else return FALSE;

            /* Allow door in next grid */
            door_flag = FALSE;
        }

        /* Handle corridor intersections or overlaps */
        else
        {
            /* Accept the location */
            row1 = tmp_row;
            col1 = tmp_col;

            /* Collect legal door locations */
            if (!door_flag)
            {
                /* Save the door location */
                if (dun->door_n < DOOR_MAX)
                {
                    dun->door[dun->door_n].y = row1;
                    dun->door[dun->door_n].x = col1;
                    dun->door_n++;
                }
                else return FALSE;

                /* No door in next grid */
                door_flag = TRUE;
            }

            /* Hack -- allow pre-emptive tunnel termination */
            if (randint0(100) >= dun_tun_con)
            {
                /* Distance between row1 and start_row */
                tmp_row = row1 - start_row;
                if (tmp_row < 0) tmp_row = (-tmp_row);

                /* Distance between col1 and start_col */
                tmp_col = col1 - start_col;
                if (tmp_col < 0) tmp_col = (-tmp_col);

                /* Terminate the tunnel */
                if ((tmp_row > 10) || (tmp_col > 10)) break;
            }
        }
    }

    return TRUE;
}
Exemplo n.º 3
0
/*
 * zap:
 *	Kill off a player and take them out of the game.
 *	The 'was_player' flag indicates that the player was not
 *	a monitor and needs extra cleaning up.
 */
static void
zap(PLAYER *pp, FLAG was_player)
{
	int	len;
	BULLET	*bp;
	PLAYER	*np;
	int	x, y;
	int	savefd;

	if (was_player) {
		/* If they died from a shot, clean up shrapnel */
		if (pp->p_undershot)
			fixshots(pp->p_y, pp->p_x, pp->p_over);
		/* Let the player see their last position: */
		drawplayer(pp, FALSE);
		/* Remove from game: */
		Nplayer--;
	}

	/* Display the cause of death in the centre of the screen: */
	len = strlen(pp->p_death);
	x = (WIDTH - len) / 2;
	outyx(pp, HEIGHT / 2, x, "%s", pp->p_death);

	/* Put some horizontal lines around and below the death message: */
	memset(pp->p_death + 1, '-', len - 2);
	pp->p_death[0] = '+';
	pp->p_death[len - 1] = '+';
	outyx(pp, HEIGHT / 2 - 1, x, "%s", pp->p_death);
	outyx(pp, HEIGHT / 2 + 1, x, "%s", pp->p_death);

	/* Move to bottom left */
	cgoto(pp, HEIGHT, 0);

	savefd = pp->p_fd;

	if (was_player) {
		int	expl_charge;
		int	expl_type;
		int	ammo_exploding;

		/* Check all the bullets: */
		for (bp = Bullets; bp != NULL; bp = bp->b_next) {
			if (bp->b_owner == pp)
				/* Zapped players can't own bullets: */
				bp->b_owner = NULL;
			if (bp->b_x == pp->p_x && bp->b_y == pp->p_y)
				/* Bullets over the player are now over air: */
				bp->b_over = SPACE;
		}

		/* Explode a random fraction of the player's ammo: */
		ammo_exploding = rand_num(pp->p_ammo);

		/* Determine the type and amount of detonation: */
		expl_charge = rand_num(ammo_exploding + 1);
		if (pp->p_ammo == 0)
			/* Ignore the no-ammo case: */
			expl_charge = expl_type = 0;
		else if (ammo_exploding >= pp->p_ammo - 1) {
			/* Maximal explosions always appear as slime: */
			expl_charge = pp->p_ammo;
			expl_type = SLIME;
		} else {
			/*
			 * Figure out the best effective explosion
			 * type to use, given the amount of charge
			 */
			int btype, stype;
			for (btype = MAXBOMB - 1; btype > 0; btype--)
				if (expl_charge >= shot_req[btype])
					break;
			for (stype = MAXSLIME - 1; stype > 0; stype--)
				if (expl_charge >= slime_req[stype])
					break;
			/* Pick the larger of the bomb or slime: */
			if (btype >= 0 && stype >= 0) {
				if (shot_req[btype] > slime_req[btype])
					btype = -1;
			}
			if (btype >= 0)  {
				expl_type = shot_type[btype];
				expl_charge = shot_req[btype];
			} else
				expl_type = SLIME;
		}

		if (expl_charge > 0) {
			char buf[BUFSIZ];

			/* Detonate: */
			(void) add_shot(expl_type, pp->p_y, pp->p_x,
			    pp->p_face, expl_charge, NULL,
			    TRUE, SPACE);

			/* Explain what the explosion is about. */
			snprintf(buf, sizeof buf, "%s detonated.",
				pp->p_ident->i_name);
			message(ALL_PLAYERS, buf);

			while (pp->p_nboots-- > 0) {
				/* Throw one of the boots away: */
				for (np = Boot; np < &Boot[NBOOTS]; np++)
					if (np->p_flying < 0)
						break;
#ifdef DIAGNOSTIC
				if (np >= &Boot[NBOOTS])
					err(1, "Too many boots");
#endif
				/* Start the boots from where the player is */
				np->p_undershot = FALSE;
				np->p_x = pp->p_x;
				np->p_y = pp->p_y;
				/* Throw for up to 20 steps */
				np->p_flying = rand_num(20);
				np->p_flyx = 2 * rand_num(6) - 5;
				np->p_flyy = 2 * rand_num(6) - 5;
				np->p_over = SPACE;
				np->p_face = BOOT;
				showexpl(np->p_y, np->p_x, BOOT);
			}
		}
		/* No explosion. Leave the player's boots behind. */
		else if (pp->p_nboots > 0) {
			if (pp->p_nboots == 2)
				Maze[pp->p_y][pp->p_x] = BOOT_PAIR;
			else
				Maze[pp->p_y][pp->p_x] = BOOT;
			if (pp->p_undershot)
				fixshots(pp->p_y, pp->p_x,
					Maze[pp->p_y][pp->p_x]);
		}

		/* Any unexploded ammo builds up in the volcano: */
		volcano += pp->p_ammo - expl_charge;

		/* Volcano eruption: */
		if (conf_volcano && rand_num(100) < volcano /
		    conf_volcano_max) {
			/* Erupt near the middle of the map */
			do {
				x = rand_num(WIDTH / 2) + WIDTH / 4;
				y = rand_num(HEIGHT / 2) + HEIGHT / 4;
			} while (Maze[y][x] != SPACE);

			/* Convert volcano charge into lava: */
			(void) add_shot(LAVA, y, x, LEFTS, volcano,
				NULL, TRUE, SPACE);
			volcano = 0;

			/* Tell eveyone what's happening */
			message(ALL_PLAYERS, "Volcano eruption.");
		}

		/* Drone: */
		if (conf_drone && rand_num(100) < 2) {
			/* Find a starting place near the middle of the map: */
			do {
				x = rand_num(WIDTH / 2) + WIDTH / 4;
				y = rand_num(HEIGHT / 2) + HEIGHT / 4;
			} while (Maze[y][x] != SPACE);

			/* Start the drone going: */
			add_shot(DSHOT, y, x, rand_dir(),
				shot_req[conf_mindshot +
				rand_num(MAXBOMB - conf_mindshot)],
				NULL, FALSE, SPACE);
		}

		/* Tell the zapped player's client to shut down. */
		sendcom(pp, ENDWIN, ' ');
		(void) fclose(pp->p_output);

		/* Close up the gap in the Player array: */
		End_player--;
		if (pp != End_player) {
			/* Move the last player into the gap: */
			memcpy(pp, End_player, sizeof *pp);
			outyx(ALL_PLAYERS,
				STAT_PLAY_ROW + 1 + (pp - Player),
				STAT_NAME_COL,
				"%5.2f%c%-10.10s %c",
				pp->p_ident->i_score, stat_char(pp),
				pp->p_ident->i_name, pp->p_ident->i_team);
		}

		/* Erase the last player from the display: */
		cgoto(ALL_PLAYERS, STAT_PLAY_ROW + 1 + Nplayer, STAT_NAME_COL);
		ce(ALL_PLAYERS);
	}
	else {
		/* Zap a monitor */

		/* Close the session: */
		sendcom(pp, ENDWIN, LAST_PLAYER);
		(void) fclose(pp->p_output);

		/* shuffle the monitor table */
		End_monitor--;
		if (pp != End_monitor) {
			memcpy(pp, End_monitor, sizeof *pp);
			outyx(ALL_PLAYERS,
				STAT_MON_ROW + 1 + (pp - Player), STAT_NAME_COL,
				"%5.5s %-10.10s %c", " ",
				pp->p_ident->i_name, pp->p_ident->i_team);
		}

		/* Erase the last monitor in the list */
		cgoto(ALL_PLAYERS,
			STAT_MON_ROW + 1 + (End_monitor - Monitor),
			STAT_NAME_COL);
		ce(ALL_PLAYERS);
	}

	/* Update the file descriptor sets used by select: */
	FD_CLR(savefd, &Fds_mask);
	if (Num_fds == savefd + 1) {
		Num_fds = Socket;
		if (Server_socket > Socket)
			Num_fds = Server_socket;
		for (np = Player; np < End_player; np++)
			if (np->p_fd > Num_fds)
				Num_fds = np->p_fd;
		for (np = Monitor; np < End_monitor; np++)
			if (np->p_fd > Num_fds)
				Num_fds = np->p_fd;
		Num_fds++;
	}
}
Exemplo n.º 4
0
/**
 * Initializes a player status.
 * @param[out] newpp The new player to initialize.
 * @param[in] enter_status The enter mode of a player.
 * [PSR]
 */
void stplayer(PLAYER *newpp, int enter_status) {
	int x, y;
	PLAYER *pp;

	nplayer++;

	for (y = 0; y < UBOUND; y++) {
		for (x = 0; x < WIDTH; x++) {
			newpp->p_maze[y][x] = maze[y][x];
		}
	}
	for (; y < DBOUND; y++) {
		for (x = 0; x < LBOUND; x++) {
			newpp->p_maze[y][x] = maze[y][x];
		}
		for (; x < RBOUND; x++) {
			newpp->p_maze[y][x] = SPACE;
		}
		for (; x < WIDTH; x++) {
			newpp->p_maze[y][x] = maze[y][x];
		}
	}
	for (; y < HEIGHT; y++) {
		for (x = 0; x < WIDTH; x++) {
			newpp->p_maze[y][x] = maze[y][x];
		}
	}

	do {
		x = rand_num(WIDTH - 1) + 1;
		y = rand_num(HEIGHT - 1) + 1;
	} while (maze[y][x] != SPACE);
	newpp->p_over = SPACE;
	newpp->p_x = x;
	newpp->p_y = y;
	newpp->p_undershot = false;

# ifdef FLY
	if (enter_status == Q_FLY) {
		newpp->p_flying = rand_num(20);
		newpp->p_flyx = 2 * rand_num(6) - 5;
		newpp->p_flyy = 2 * rand_num(6) - 5;
		newpp->p_face = FLYER;
	}
	else
# endif
	{
# ifdef FLY
		newpp->p_flying = -1;
# endif
		newpp->p_face = rand_dir();
	}
	newpp->p_damage = 0;
	newpp->p_damcap = MAXDAM;
	newpp->p_nchar = 0;
	newpp->p_ncount = 0;
	newpp->p_nexec = 0;
	newpp->p_ammo = ISHOTS;
# ifdef BOOTS
	newpp->p_nboots = 0;
# endif
	if (enter_status == Q_SCAN) {
		newpp->p_scan = SCANLEN;
		newpp->p_cloak = 0;
	} else {
		newpp->p_scan = 0;
		newpp->p_cloak = CLOAKLEN;
	}
	newpp->p_ncshot = 0;

	do {
		x = rand_num(WIDTH - 1) + 1;
		y = rand_num(HEIGHT - 1) + 1;
	} while (maze[y][x] != SPACE);
	maze[y][x] = GMINE;
# ifdef MONITOR
	for (pp = monitor; pp < end_monitor; pp++) {
		check(pp, y, x);
	}
# endif

	do {
		x = rand_num(WIDTH - 1) + 1;
		y = rand_num(HEIGHT - 1) + 1;
	} while (maze[y][x] != SPACE);
	maze[y][x] = MINE;
# ifdef MONITOR
	for (pp = monitor; pp < end_monitor; pp++) {
		check(pp, y, x);
	}
# endif

	(void) sprintf(gen_buf, "%5.2f%c%-10.10s %c", newpp->p_ident->i_score,
			stat_char(newpp), newpp->p_ident->i_name, newpp->p_ident->i_team);
	y = STAT_PLAY_ROW + 1 + (newpp - player);
	for (pp = player; pp < end_player; pp++) {
		if (pp != newpp) {
			char smallbuf[10];

			pp->p_ammo += NSHOTS;
			newpp->p_ammo += NSHOTS;
			cgoto(pp, y, STAT_NAME_COL);
			outstr(pp, gen_buf, STAT_NAME_LEN);
			(void) sprintf(smallbuf, "%3d", pp->p_ammo);
			cgoto(pp, STAT_AMMO_ROW, STAT_VALUE_COL);
			outstr(pp, smallbuf, 3);
		}
	}
# ifdef MONITOR
	for (pp = monitor; pp < end_monitor; pp++) {
		cgoto(pp, y, STAT_NAME_COL);
		outstr(pp, gen_buf, STAT_NAME_LEN);
	}
# endif

	drawmaze(newpp);
	drawplayer(newpp, true);
	look(newpp);
# ifdef	FLY
	if (enter_status == Q_FLY) {
		/* Make sure that the position you enter in will be erased */
		showexpl(newpp->p_y, newpp->p_x, FLYER);
	}
# endif
	sendcom(newpp, REFRESH);
	sendcom(newpp, READY, 0);
	(void) fflush(newpp->p_output);
}