Annotation of 43BSD/games/hunt/expl.c, revision 1.1

1.1     ! root        1: /*
        !             2:  *  Hunt
        !             3:  *  Copyright (c) 1985 Conrad C. Huang, Gregory S. Couch, Kenneth C.R.C. Arnold
        !             4:  *  San Francisco, California
        !             5:  *
        !             6:  *  Copyright (c) 1985 Regents of the University of California.
        !             7:  *  All rights reserved.  The Berkeley software License Agreement
        !             8:  *  specifies the terms and conditions for redistribution.
        !             9:  */
        !            10: 
        !            11: # include      "hunt.h"
        !            12: 
        !            13: /*
        !            14:  * showexpl:
        !            15:  *     Show the explosions as they currently are
        !            16:  */
        !            17: showexpl(y, x, type)
        !            18: register int   y, x;
        !            19: char           type;
        !            20: {
        !            21:        register PLAYER *pp;
        !            22:        register EXPL   *ep;
        !            23: 
        !            24:        if (y < 0 || y >= HEIGHT)
        !            25:                return;
        !            26:        if (x < 0 || x >= WIDTH)
        !            27:                return;
        !            28:        ep = (EXPL *) malloc(sizeof (EXPL));    /* NOSTRICT */
        !            29:        ep->e_y = y;
        !            30:        ep->e_x = x;
        !            31:        ep->e_char = type;
        !            32:        ep->e_next = Expl[0];
        !            33:        Expl[0] = ep;
        !            34:        for (pp = Player; pp < End_player; pp++) {
        !            35:                if (pp->p_maze[y][x] == type)
        !            36:                        continue;
        !            37:                pp->p_maze[y][x] = type;
        !            38:                cgoto(pp, y, x);
        !            39:                outch(pp, type);
        !            40:        }
        !            41: # ifdef MONITOR
        !            42:        for (pp = Monitor; pp < End_monitor; pp++) {
        !            43:                if (pp->p_maze[y][x] == type)
        !            44:                        continue;
        !            45:                pp->p_maze[y][x] = type;
        !            46:                cgoto(pp, y, x);
        !            47:                outch(pp, type);
        !            48:        }
        !            49: # endif MONITOR
        !            50:        switch (Maze[y][x]) {
        !            51:          case WALL1:
        !            52:          case WALL2:
        !            53:          case WALL3:
        !            54: # ifdef RANDOM
        !            55:          case DOOR:
        !            56: # endif RANDOM
        !            57: # ifdef REFLECT
        !            58:          case WALL4:
        !            59:          case WALL5:
        !            60: # endif REFLECT
        !            61:                if (y >= UBOUND && y < DBOUND && x >= LBOUND && x < RBOUND)
        !            62:                        remove_wall(y, x);
        !            63:                break;
        !            64:        }
        !            65: }
        !            66: 
        !            67: /*
        !            68:  * rollexpl:
        !            69:  *     Roll the explosions over, so the next one in the list is at the
        !            70:  *     top
        !            71:  */
        !            72: rollexpl()
        !            73: {
        !            74:        register EXPL   *ep;
        !            75:        register PLAYER *pp;
        !            76:        register int    y, x;
        !            77:        register char   c;
        !            78:        register EXPL   *nextep;
        !            79: 
        !            80:        for (ep = Expl[EXPLEN - 1]; ep != NULL; ep = nextep) {
        !            81:                nextep = ep->e_next;
        !            82:                y = ep->e_y;
        !            83:                x = ep->e_x;
        !            84:                if (y < UBOUND || y >= DBOUND || x < LBOUND || x >= RBOUND)
        !            85:                        c = Maze[y][x];
        !            86:                else
        !            87:                        c = SPACE;
        !            88:                for (pp = Player; pp < End_player; pp++)
        !            89:                        if (pp->p_maze[y][x] == ep->e_char) {
        !            90:                                pp->p_maze[y][x] = c;
        !            91:                                cgoto(pp, y, x);
        !            92:                                outch(pp, c);
        !            93:                        }
        !            94: # ifdef MONITOR
        !            95:                for (pp = Monitor; pp < End_monitor; pp++)
        !            96:                        check(pp, y, x);
        !            97: # endif MONITOR
        !            98:                free((char *) ep);
        !            99:        }
        !           100:        for (x = EXPLEN - 1; x > 0; x--)
        !           101:                Expl[x] = Expl[x - 1];
        !           102:        Expl[0] = NULL;
        !           103: }
        !           104: 
        !           105: /* There's about 700 walls in the initial maze.  So we pick a number
        !           106:  * that keeps the maze relatively full. */
        !           107: # define MAXREMOVE     40
        !           108: 
        !           109: static REGEN   removed[MAXREMOVE];
        !           110: static REGEN   *rem_index = removed;
        !           111: 
        !           112: /*
        !           113:  * remove_wall - add a location where the wall was blown away.
        !           114:  *              if there is no space left over, put the a wall at
        !           115:  *              the location currently pointed at.
        !           116:  */
        !           117: remove_wall(y, x)
        !           118: int    y, x;
        !           119: {
        !           120:        register REGEN  *r;
        !           121: # if defined(MONITOR) || defined(FLY)
        !           122:        register PLAYER *pp;
        !           123: # endif MONITOR || FLY
        !           124: # ifdef        FLY
        !           125:        register char   save_char;
        !           126: # endif        FLY
        !           127: 
        !           128:        r = rem_index;
        !           129:        while (r->r_y != 0) {
        !           130: # ifdef FLY
        !           131:                switch (Maze[r->r_y][r->r_x]) {
        !           132:                  case SPACE:
        !           133:                  case LEFTS:
        !           134:                  case RIGHT:
        !           135:                  case ABOVE:
        !           136:                  case BELOW:
        !           137:                  case FLYER:
        !           138:                        save_char = Maze[r->r_y][r->r_x];
        !           139:                        goto found;
        !           140:                }
        !           141: # else FLY
        !           142:                if (Maze[r->r_y][r->r_x] == SPACE)
        !           143:                        break;
        !           144: # endif FLY
        !           145:                if (++r >= &removed[MAXREMOVE])
        !           146:                        r = removed;
        !           147:        }
        !           148: 
        !           149: found:
        !           150:        if (r->r_y != 0) {
        !           151:                /* Slot being used, put back this wall */
        !           152: # ifdef FLY
        !           153:                if (save_char == SPACE)
        !           154:                        Maze[r->r_y][r->r_x] = Orig_maze[r->r_y][r->r_x];
        !           155:                else {
        !           156:                        pp = play_at(r->r_y, r->r_x);
        !           157:                        if (pp->p_flying >= 0)
        !           158:                                pp->p_flying += rand_num(10);
        !           159:                        else {
        !           160:                                pp->p_flying = rand_num(20);
        !           161:                                pp->p_flyx = 2 * rand_num(6) - 5;
        !           162:                                pp->p_flyy = 2 * rand_num(6) - 5;
        !           163:                        }
        !           164:                        pp->p_over = Orig_maze[r->r_y][r->r_x];
        !           165:                        pp->p_face = FLYER;
        !           166:                        Maze[r->r_y][r->r_x] = FLYER;
        !           167:                        showexpl(r->r_y, r->r_x, FLYER);
        !           168:                }
        !           169: # else FLY
        !           170:                Maze[r->r_y][r->r_x] = Orig_maze[r->r_y][r->r_x];
        !           171: # endif FLY
        !           172: # ifdef RANDOM
        !           173:                if (rand_num(100) == 0)
        !           174:                        Maze[r->r_y][r->r_x] = DOOR;
        !           175: # endif RANDOM
        !           176: # ifdef REFLECT
        !           177:                if (rand_num(100) == 0)         /* one percent of the time */
        !           178:                        Maze[r->r_y][r->r_x] = WALL4;
        !           179: # endif REFLECT
        !           180: # ifdef MONITOR
        !           181:                for (pp = Monitor; pp < End_monitor; pp++)
        !           182:                        check(pp, r->r_y, r->r_x);
        !           183: # endif MONITOR
        !           184:        }
        !           185: 
        !           186:        r->r_y = y;
        !           187:        r->r_x = x;
        !           188:        if (++r >= &removed[MAXREMOVE])
        !           189:                rem_index = removed;
        !           190:        else
        !           191:                rem_index = r;
        !           192: 
        !           193:        Maze[y][x] = SPACE;
        !           194: # ifdef MONITOR
        !           195:        for (pp = Monitor; pp < End_monitor; pp++)
        !           196:                check(pp, y, x);
        !           197: # endif MONITOR
        !           198: }

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