/*- * 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: * * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. 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. * 3. 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. * * $OpenBSD: expl.c,v 1.9 2007/09/04 22:39:31 hshoexer Exp $ * $NetBSD: expl.c,v 1.2 1997/10/10 16:33:18 lukem Exp $ * $DragonFly: src/games/hunt/huntd/expl.c,v 1.2 2008/09/04 16:12:51 swildner Exp $ */ #include #include #include #include "hunt.h" #include "server.h" #include "conf.h" static void remove_wall(int, int); static void init_removed(void); /* * showexpl: * Show the explosions as they currently are */ void showexpl(int y, int 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 */ if (ep == NULL) { logit(LOG_ERR, "malloc"); return; } 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); } 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); } switch (Maze[y][x]) { case WALL1: case WALL2: case WALL3: case DOOR: case WALL4: case WALL5: 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(void) { 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); } for (pp = Monitor; pp < End_monitor; pp++) check(pp, y, x); free((char *) ep); } memmove(&Expl[1], &Expl[0], (EXPLEN - 1) * sizeof Expl[0]); /* for (x = EXPLEN - 1; x > 0; x--) Expl[x] = Expl[x - 1]; */ Last_expl = Expl[0] = NULL; } int can_rollexpl(void) { int i; for (i = EXPLEN - 1; i >= 0; i--) if (Expl[i] != NULL) return 1; return 0; } static REGEN *removed = NULL; static REGEN *rem_index = NULL; static void init_removed(void) { rem_index = removed = calloc(conf_maxremove, sizeof(REGEN)); if (rem_index == NULL) { logit(LOG_ERR, "malloc"); cleanup(1); } } /* * 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(int y, int x) { REGEN *r; PLAYER *pp; char save_char = 0; if (removed == NULL) clearwalls(); r = rem_index; while (r->r_y != 0) { 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; } if (++r >= removed + conf_maxremove) r = removed; } found: if (r->r_y != 0) { /* Slot being used, put back this wall */ if (save_char == SPACE) Maze[r->r_y][r->r_x] = Orig_maze[r->r_y][r->r_x]; else { /* We throw the player off the wall: */ pp = play_at(r->r_y, r->r_x); if (pp->p_flying >= 0) pp->p_flying += rand_num(conf_flytime / 2); else { pp->p_flying = rand_num(conf_flytime); pp->p_flyx = 2 * rand_num(conf_flystep + 1) - conf_flystep; pp->p_flyy = 2 * rand_num(conf_flystep + 1) - conf_flystep; } 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); } Maze[r->r_y][r->r_x] = Orig_maze[r->r_y][r->r_x]; if (conf_random && rand_num(100) < conf_prandom) Maze[r->r_y][r->r_x] = DOOR; if (conf_reflect && rand_num(100) == conf_preflect) Maze[r->r_y][r->r_x] = WALL4; for (pp = Monitor; pp < End_monitor; pp++) check(pp, r->r_y, r->r_x); } r->r_y = y; r->r_x = x; if (++r >= removed + conf_maxremove) rem_index = removed; else rem_index = r; Maze[y][x] = SPACE; for (pp = Monitor; pp < End_monitor; pp++) check(pp, y, x); } /* * clearwalls: * Clear out the walls array */ void clearwalls(void) { REGEN *rp; if (removed == NULL) init_removed(); for (rp = removed; rp < removed + conf_maxremove; rp++) rp->r_y = 0; rem_index = removed; }