NetBSD/games/hunt/huntd/expl.c
2004-01-27 20:30:28 +00:00

251 lines
5.7 KiB
C

/* $NetBSD: expl.c,v 1.4 2004/01/27 20:30:29 jsm Exp $ */
/*
* Copyright (c) 1983-2003, Regents of the University of California.
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* + Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* + Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* + Neither the name of the University of California, San Francisco nor
* the names of its contributors may be used to endorse or promote
* products derived from this software without specific prior written
* permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
* IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
* PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include <sys/cdefs.h>
#ifndef lint
__RCSID("$NetBSD: expl.c,v 1.4 2004/01/27 20:30:29 jsm Exp $");
#endif /* not lint */
# include <stdlib.h>
# include "hunt.h"
static void remove_wall(int, int);
/*
* showexpl:
* Show the explosions as they currently are
*/
void
showexpl(y, x, type)
int y, x;
char type;
{
PLAYER *pp;
EXPL *ep;
if (y < 0 || y >= HEIGHT)
return;
if (x < 0 || x >= WIDTH)
return;
ep = (EXPL *) malloc(sizeof (EXPL)); /* NOSTRICT */
ep->e_y = y;
ep->e_x = x;
ep->e_char = type;
ep->e_next = NULL;
if (Last_expl == NULL)
Expl[0] = ep;
else
Last_expl->e_next = ep;
Last_expl = ep;
for (pp = Player; pp < End_player; pp++) {
if (pp->p_maze[y][x] == type)
continue;
pp->p_maze[y][x] = type;
cgoto(pp, y, x);
outch(pp, type);
}
# ifdef MONITOR
for (pp = Monitor; pp < End_monitor; pp++) {
if (pp->p_maze[y][x] == type)
continue;
pp->p_maze[y][x] = type;
cgoto(pp, y, x);
outch(pp, type);
}
# endif
switch (Maze[y][x]) {
case WALL1:
case WALL2:
case WALL3:
# ifdef RANDOM
case DOOR:
# endif
# ifdef REFLECT
case WALL4:
case WALL5:
# endif
if (y >= UBOUND && y < DBOUND && x >= LBOUND && x < RBOUND)
remove_wall(y, x);
break;
}
}
/*
* rollexpl:
* Roll the explosions over, so the next one in the list is at the
* top
*/
void
rollexpl()
{
EXPL *ep;
PLAYER *pp;
int y, x;
char c;
EXPL *nextep;
for (ep = Expl[EXPLEN - 1]; ep != NULL; ep = nextep) {
nextep = ep->e_next;
y = ep->e_y;
x = ep->e_x;
if (y < UBOUND || y >= DBOUND || x < LBOUND || x >= RBOUND)
c = Maze[y][x];
else
c = SPACE;
for (pp = Player; pp < End_player; pp++)
if (pp->p_maze[y][x] == ep->e_char) {
pp->p_maze[y][x] = c;
cgoto(pp, y, x);
outch(pp, c);
}
# ifdef MONITOR
for (pp = Monitor; pp < End_monitor; pp++)
check(pp, y, x);
# endif
free((char *) ep);
}
for (x = EXPLEN - 1; x > 0; x--)
Expl[x] = Expl[x - 1];
Last_expl = Expl[0] = NULL;
}
/* There's about 700 walls in the initial maze. So we pick a number
* that keeps the maze relatively full. */
# define MAXREMOVE 40
static REGEN removed[MAXREMOVE];
static REGEN *rem_index = removed;
/*
* remove_wall - add a location where the wall was blown away.
* if there is no space left over, put the a wall at
* the location currently pointed at.
*/
static void
remove_wall(y, x)
int y, x;
{
REGEN *r;
# if defined(MONITOR) || defined(FLY)
PLAYER *pp;
# endif
# ifdef FLY
char save_char = 0;
# endif
r = rem_index;
while (r->r_y != 0) {
# ifdef FLY
switch (Maze[r->r_y][r->r_x]) {
case SPACE:
case LEFTS:
case RIGHT:
case ABOVE:
case BELOW:
case FLYER:
save_char = Maze[r->r_y][r->r_x];
goto found;
}
# else
if (Maze[r->r_y][r->r_x] == SPACE)
break;
# endif
if (++r >= &removed[MAXREMOVE])
r = removed;
}
found:
if (r->r_y != 0) {
/* Slot being used, put back this wall */
# ifdef FLY
if (save_char == SPACE)
Maze[r->r_y][r->r_x] = Orig_maze[r->r_y][r->r_x];
else {
pp = play_at(r->r_y, r->r_x);
if (pp->p_flying >= 0)
pp->p_flying += rand_num(10);
else {
pp->p_flying = rand_num(20);
pp->p_flyx = 2 * rand_num(6) - 5;
pp->p_flyy = 2 * rand_num(6) - 5;
}
pp->p_over = Orig_maze[r->r_y][r->r_x];
pp->p_face = FLYER;
Maze[r->r_y][r->r_x] = FLYER;
showexpl(r->r_y, r->r_x, FLYER);
}
# else
Maze[r->r_y][r->r_x] = Orig_maze[r->r_y][r->r_x];
# endif
# ifdef RANDOM
if (rand_num(100) == 0)
Maze[r->r_y][r->r_x] = DOOR;
# endif
# ifdef REFLECT
if (rand_num(100) == 0) /* one percent of the time */
Maze[r->r_y][r->r_x] = WALL4;
# endif
# ifdef MONITOR
for (pp = Monitor; pp < End_monitor; pp++)
check(pp, r->r_y, r->r_x);
# endif
}
r->r_y = y;
r->r_x = x;
if (++r >= &removed[MAXREMOVE])
rem_index = removed;
else
rem_index = r;
Maze[y][x] = SPACE;
# ifdef MONITOR
for (pp = Monitor; pp < End_monitor; pp++)
check(pp, y, x);
# endif
}
/*
* clearwalls:
* Clear out the walls array
*/
void
clearwalls()
{
REGEN *rp;
for (rp = removed; rp < &removed[MAXREMOVE]; rp++)
rp->r_y = 0;
rem_index = removed;
}