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

1.1     ! root        1: /*
        !             2:  * Copyright (c) 1985 Regents of the University of California.
        !             3:  * All rights reserved.
        !             4:  *
        !             5:  * Redistribution and use in source and binary forms are permitted
        !             6:  * provided that the above copyright notice and this paragraph are
        !             7:  * duplicated in all such forms and that any documentation,
        !             8:  * advertising materials, and other materials related to such
        !             9:  * distribution and use acknowledge that the software was developed
        !            10:  * by the University of California, Berkeley.  The name of the
        !            11:  * University may not be used to endorse or promote products derived
        !            12:  * from this software without specific prior written permission.
        !            13:  * THIS SOFTWARE IS PROVIDED ``AS IS'' AND WITHOUT ANY EXPRESS OR
        !            14:  * IMPLIED WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED
        !            15:  * WARRANTIES OF MERCHANTIBILITY AND FITNESS FOR A PARTICULAR PURPOSE.
        !            16:  */
        !            17: 
        !            18: #ifndef lint
        !            19: static char sccsid[] = "@(#)expl.c     5.2 (Berkeley) 6/27/88";
        !            20: #endif /* not lint */
        !            21: 
        !            22: /*
        !            23:  *  Hunt
        !            24:  *  Copyright (c) 1985 Conrad C. Huang, Gregory S. Couch, Kenneth C.R.C. Arnold
        !            25:  *  San Francisco, California
        !            26:  */
        !            27: 
        !            28: # include      "hunt.h"
        !            29: 
        !            30: /*
        !            31:  * showexpl:
        !            32:  *     Show the explosions as they currently are
        !            33:  */
        !            34: showexpl(y, x, type)
        !            35: register int   y, x;
        !            36: char           type;
        !            37: {
        !            38:        register PLAYER *pp;
        !            39:        register EXPL   *ep;
        !            40: 
        !            41:        if (y < 0 || y >= HEIGHT)
        !            42:                return;
        !            43:        if (x < 0 || x >= WIDTH)
        !            44:                return;
        !            45:        ep = (EXPL *) malloc(sizeof (EXPL));    /* NOSTRICT */
        !            46:        ep->e_y = y;
        !            47:        ep->e_x = x;
        !            48:        ep->e_char = type;
        !            49:        ep->e_next = Expl[0];
        !            50:        Expl[0] = ep;
        !            51:        for (pp = Player; pp < End_player; pp++) {
        !            52:                if (pp->p_maze[y][x] == type)
        !            53:                        continue;
        !            54:                pp->p_maze[y][x] = type;
        !            55:                cgoto(pp, y, x);
        !            56:                outch(pp, type);
        !            57:        }
        !            58: # ifdef MONITOR
        !            59:        for (pp = Monitor; pp < End_monitor; pp++) {
        !            60:                if (pp->p_maze[y][x] == type)
        !            61:                        continue;
        !            62:                pp->p_maze[y][x] = type;
        !            63:                cgoto(pp, y, x);
        !            64:                outch(pp, type);
        !            65:        }
        !            66: # endif MONITOR
        !            67:        switch (Maze[y][x]) {
        !            68:          case WALL1:
        !            69:          case WALL2:
        !            70:          case WALL3:
        !            71: # ifdef RANDOM
        !            72:          case DOOR:
        !            73: # endif RANDOM
        !            74: # ifdef REFLECT
        !            75:          case WALL4:
        !            76:          case WALL5:
        !            77: # endif REFLECT
        !            78:                if (y >= UBOUND && y < DBOUND && x >= LBOUND && x < RBOUND)
        !            79:                        remove_wall(y, x);
        !            80:                break;
        !            81:        }
        !            82: }
        !            83: 
        !            84: /*
        !            85:  * rollexpl:
        !            86:  *     Roll the explosions over, so the next one in the list is at the
        !            87:  *     top
        !            88:  */
        !            89: rollexpl()
        !            90: {
        !            91:        register EXPL   *ep;
        !            92:        register PLAYER *pp;
        !            93:        register int    y, x;
        !            94:        register char   c;
        !            95:        register EXPL   *nextep;
        !            96: 
        !            97:        for (ep = Expl[EXPLEN - 1]; ep != NULL; ep = nextep) {
        !            98:                nextep = ep->e_next;
        !            99:                y = ep->e_y;
        !           100:                x = ep->e_x;
        !           101:                if (y < UBOUND || y >= DBOUND || x < LBOUND || x >= RBOUND)
        !           102:                        c = Maze[y][x];
        !           103:                else
        !           104:                        c = SPACE;
        !           105:                for (pp = Player; pp < End_player; pp++)
        !           106:                        if (pp->p_maze[y][x] == ep->e_char) {
        !           107:                                pp->p_maze[y][x] = c;
        !           108:                                cgoto(pp, y, x);
        !           109:                                outch(pp, c);
        !           110:                        }
        !           111: # ifdef MONITOR
        !           112:                for (pp = Monitor; pp < End_monitor; pp++)
        !           113:                        check(pp, y, x);
        !           114: # endif MONITOR
        !           115:                free((char *) ep);
        !           116:        }
        !           117:        for (x = EXPLEN - 1; x > 0; x--)
        !           118:                Expl[x] = Expl[x - 1];
        !           119:        Expl[0] = NULL;
        !           120: }
        !           121: 
        !           122: /* There's about 700 walls in the initial maze.  So we pick a number
        !           123:  * that keeps the maze relatively full. */
        !           124: # define MAXREMOVE     40
        !           125: 
        !           126: static REGEN   removed[MAXREMOVE];
        !           127: static REGEN   *rem_index = removed;
        !           128: 
        !           129: /*
        !           130:  * remove_wall - add a location where the wall was blown away.
        !           131:  *              if there is no space left over, put the a wall at
        !           132:  *              the location currently pointed at.
        !           133:  */
        !           134: remove_wall(y, x)
        !           135: int    y, x;
        !           136: {
        !           137:        register REGEN  *r;
        !           138: # if defined(MONITOR) || defined(FLY)
        !           139:        register PLAYER *pp;
        !           140: # endif MONITOR || FLY
        !           141: # ifdef        FLY
        !           142:        register char   save_char;
        !           143: # endif        FLY
        !           144: 
        !           145:        r = rem_index;
        !           146:        while (r->r_y != 0) {
        !           147: # ifdef FLY
        !           148:                switch (Maze[r->r_y][r->r_x]) {
        !           149:                  case SPACE:
        !           150:                  case LEFTS:
        !           151:                  case RIGHT:
        !           152:                  case ABOVE:
        !           153:                  case BELOW:
        !           154:                  case FLYER:
        !           155:                        save_char = Maze[r->r_y][r->r_x];
        !           156:                        goto found;
        !           157:                }
        !           158: # else FLY
        !           159:                if (Maze[r->r_y][r->r_x] == SPACE)
        !           160:                        break;
        !           161: # endif FLY
        !           162:                if (++r >= &removed[MAXREMOVE])
        !           163:                        r = removed;
        !           164:        }
        !           165: 
        !           166: found:
        !           167:        if (r->r_y != 0) {
        !           168:                /* Slot being used, put back this wall */
        !           169: # ifdef FLY
        !           170:                if (save_char == SPACE)
        !           171:                        Maze[r->r_y][r->r_x] = Orig_maze[r->r_y][r->r_x];
        !           172:                else {
        !           173:                        pp = play_at(r->r_y, r->r_x);
        !           174:                        if (pp->p_flying >= 0)
        !           175:                                pp->p_flying += rand_num(10);
        !           176:                        else {
        !           177:                                pp->p_flying = rand_num(20);
        !           178:                                pp->p_flyx = 2 * rand_num(6) - 5;
        !           179:                                pp->p_flyy = 2 * rand_num(6) - 5;
        !           180:                        }
        !           181:                        pp->p_over = Orig_maze[r->r_y][r->r_x];
        !           182:                        pp->p_face = FLYER;
        !           183:                        Maze[r->r_y][r->r_x] = FLYER;
        !           184:                        showexpl(r->r_y, r->r_x, FLYER);
        !           185:                }
        !           186: # else FLY
        !           187:                Maze[r->r_y][r->r_x] = Orig_maze[r->r_y][r->r_x];
        !           188: # endif FLY
        !           189: # ifdef RANDOM
        !           190:                if (rand_num(100) == 0)
        !           191:                        Maze[r->r_y][r->r_x] = DOOR;
        !           192: # endif RANDOM
        !           193: # ifdef REFLECT
        !           194:                if (rand_num(100) == 0)         /* one percent of the time */
        !           195:                        Maze[r->r_y][r->r_x] = WALL4;
        !           196: # endif REFLECT
        !           197: # ifdef MONITOR
        !           198:                for (pp = Monitor; pp < End_monitor; pp++)
        !           199:                        check(pp, r->r_y, r->r_x);
        !           200: # endif MONITOR
        !           201:        }
        !           202: 
        !           203:        r->r_y = y;
        !           204:        r->r_x = x;
        !           205:        if (++r >= &removed[MAXREMOVE])
        !           206:                rem_index = removed;
        !           207:        else
        !           208:                rem_index = r;
        !           209: 
        !           210:        Maze[y][x] = SPACE;
        !           211: # ifdef MONITOR
        !           212:        for (pp = Monitor; pp < End_monitor; pp++)
        !           213:                check(pp, y, x);
        !           214: # endif MONITOR
        !           215: }

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