xref: /netbsd/games/hunt/huntd/shots.c (revision bf9ec67e)
1 /*	$NetBSD: shots.c,v 1.3 1997/10/11 08:13:50 lukem Exp $	*/
2 /*
3  *  Hunt
4  *  Copyright (c) 1985 Conrad C. Huang, Gregory S. Couch, Kenneth C.R.C. Arnold
5  *  San Francisco, California
6  */
7 
8 #include <sys/cdefs.h>
9 #ifndef lint
10 __RCSID("$NetBSD: shots.c,v 1.3 1997/10/11 08:13:50 lukem Exp $");
11 #endif /* not lint */
12 
13 # include	<err.h>
14 # include	<signal.h>
15 # include	<stdlib.h>
16 # include	"hunt.h"
17 
18 # define	PLUS_DELTA(x, max)	if (x < max) x++; else x--
19 # define	MINUS_DELTA(x, min)	if (x > min) x--; else x++
20 
21 static	void	chkshot __P((BULLET *, BULLET *));
22 static	void	chkslime __P((BULLET *, BULLET *));
23 static	void	explshot __P((BULLET *, int, int));
24 static	void	find_under __P((BULLET *, BULLET *));
25 static	int	iswall __P((int, int));
26 static	void	mark_boot __P((BULLET *));
27 static	void	mark_player __P((BULLET *));
28 #ifdef DRONE
29 static	void	move_drone __P((BULLET *));
30 #endif
31 static	void	move_flyer __P((PLAYER *));
32 static	int	move_normal_shot __P((BULLET *));
33 static	void	move_slime __P((BULLET *, int, BULLET *));
34 static	void	save_bullet __P((BULLET *));
35 static	void	zapshot __P((BULLET *, BULLET *));
36 
37 /*
38  * moveshots:
39  *	Move the shots already in the air, taking explosions into account
40  */
41 void
42 moveshots()
43 {
44 	BULLET	*bp, *next;
45 	PLAYER	*pp;
46 	int	x, y;
47 	BULLET	*blist;
48 
49 	rollexpl();
50 	if (Bullets == NULL)
51 		goto ret;
52 
53 	/*
54 	 * First we move through the bullet list BULSPD times, looking
55 	 * for things we may have run into.  If we do run into
56 	 * something, we set up the explosion and disappear, checking
57 	 * for damage to any player who got in the way.
58 	 */
59 
60 	blist = Bullets;
61 	Bullets = NULL;
62 	for (bp = blist; bp != NULL; bp = next) {
63 		next = bp->b_next;
64 		x = bp->b_x;
65 		y = bp->b_y;
66 		Maze[y][x] = bp->b_over;
67 		for (pp = Player; pp < End_player; pp++)
68 			check(pp, y, x);
69 # ifdef MONITOR
70 		for (pp = Monitor; pp < End_monitor; pp++)
71 			check(pp, y, x);
72 # endif
73 
74 		switch (bp->b_type) {
75 		  case SHOT:
76 		  case GRENADE:
77 		  case SATCHEL:
78 		  case BOMB:
79 			if (move_normal_shot(bp)) {
80 				bp->b_next = Bullets;
81 				Bullets = bp;
82 			}
83 			break;
84 # ifdef OOZE
85 		  case SLIME:
86 			if (bp->b_expl || move_normal_shot(bp)) {
87 				bp->b_next = Bullets;
88 				Bullets = bp;
89 			}
90 			break;
91 # endif
92 # ifdef DRONE
93 		  case DSHOT:
94 			if (move_drone(bp)) {
95 				bp->b_next = Bullets;
96 				Bullets = bp;
97 			}
98 			break;
99 # endif
100 		  default:
101 			bp->b_next = Bullets;
102 			Bullets = bp;
103 			break;
104 		}
105 	}
106 
107 	blist = Bullets;
108 	Bullets = NULL;
109 	for (bp = blist; bp != NULL; bp = next) {
110 		next = bp->b_next;
111 		if (!bp->b_expl) {
112 			save_bullet(bp);
113 # ifdef MONITOR
114 			for (pp = Monitor; pp < End_monitor; pp++)
115 				check(pp, bp->b_y, bp->b_x);
116 # endif
117 # ifdef DRONE
118 			if (bp->b_type == DSHOT)
119 				for (pp = Player; pp < End_player; pp++)
120 					if (pp->p_scan >= 0)
121 						check(pp, bp->b_y, bp->b_x);
122 # endif
123 			continue;
124 		}
125 
126 		chkshot(bp, next);
127 		free((char *) bp);
128 	}
129 
130 	for (pp = Player; pp < End_player; pp++)
131 		Maze[pp->p_y][pp->p_x] = pp->p_face;
132 
133 ret:
134 # ifdef BOOTS
135 	for (pp = Boot; pp < &Boot[NBOOTS]; pp++)
136 		if (pp->p_flying >= 0)
137 			move_flyer(pp);
138 # endif
139 	for (pp = Player; pp < End_player; pp++) {
140 # ifdef FLY
141 		if (pp->p_flying >= 0)
142 			move_flyer(pp);
143 # endif
144 		sendcom(pp, REFRESH);	/* Flush out the explosions */
145 		look(pp);
146 		sendcom(pp, REFRESH);
147 	}
148 # ifdef MONITOR
149 	for (pp = Monitor; pp < End_monitor; pp++)
150 		sendcom(pp, REFRESH);
151 # endif
152 
153 	return;
154 }
155 
156 /*
157  * move_normal_shot:
158  *	Move a normal shot along its trajectory
159  */
160 static int
161 move_normal_shot(bp)
162 	BULLET	*bp;
163 {
164 	int	i, x, y;
165 	PLAYER	*pp;
166 
167 	for (i = 0; i < BULSPD; i++) {
168 		if (bp->b_expl)
169 			break;
170 
171 		x = bp->b_x;
172 		y = bp->b_y;
173 
174 		switch (bp->b_face) {
175 		  case LEFTS:
176 			x--;
177 			break;
178 		  case RIGHT:
179 			x++;
180 			break;
181 		  case ABOVE:
182 			y--;
183 			break;
184 		  case BELOW:
185 			y++;
186 			break;
187 		}
188 
189 		switch (Maze[y][x]) {
190 		  case SHOT:
191 			if (rand_num(100) < 5) {
192 				zapshot(Bullets, bp);
193 				zapshot(bp->b_next, bp);
194 			}
195 			break;
196 		  case GRENADE:
197 			if (rand_num(100) < 10) {
198 				zapshot(Bullets, bp);
199 				zapshot(bp->b_next, bp);
200 			}
201 			break;
202 # ifdef	REFLECT
203 		  case WALL4:	/* reflecting walls */
204 			switch (bp->b_face) {
205 			  case LEFTS:
206 				bp->b_face = BELOW;
207 				break;
208 			  case RIGHT:
209 				bp->b_face = ABOVE;
210 				break;
211 			  case ABOVE:
212 				bp->b_face = RIGHT;
213 				break;
214 			  case BELOW:
215 				bp->b_face = LEFTS;
216 				break;
217 			}
218 			Maze[y][x] = WALL5;
219 # ifdef MONITOR
220 			for (pp = Monitor; pp < End_monitor; pp++)
221 				check(pp, y, x);
222 # endif
223 			break;
224 		  case WALL5:
225 			switch (bp->b_face) {
226 			  case LEFTS:
227 				bp->b_face = ABOVE;
228 				break;
229 			  case RIGHT:
230 				bp->b_face = BELOW;
231 				break;
232 			  case ABOVE:
233 				bp->b_face = LEFTS;
234 				break;
235 			  case BELOW:
236 				bp->b_face = RIGHT;
237 				break;
238 			}
239 			Maze[y][x] = WALL4;
240 # ifdef MONITOR
241 			for (pp = Monitor; pp < End_monitor; pp++)
242 				check(pp, y, x);
243 # endif
244 			break;
245 # endif
246 # ifdef RANDOM
247 		  case DOOR:
248 			switch (rand_num(4)) {
249 			  case 0:
250 				bp->b_face = ABOVE;
251 				break;
252 			  case 1:
253 				bp->b_face = BELOW;
254 				break;
255 			  case 2:
256 				bp->b_face = LEFTS;
257 				break;
258 			  case 3:
259 				bp->b_face = RIGHT;
260 				break;
261 			}
262 			break;
263 # endif
264 # ifdef FLY
265 		  case FLYER:
266 			pp = play_at(y, x);
267 			message(pp, "Zing!");
268 			break;
269 # endif
270 		  case LEFTS:
271 		  case RIGHT:
272 		  case BELOW:
273 		  case ABOVE:
274 			/*
275 			 * give the person a chance to catch a
276 			 * grenade if s/he is facing it
277 			 */
278 			pp = play_at(y, x);
279 			pp->p_ident->i_shot += bp->b_charge;
280 			if (opposite(bp->b_face, Maze[y][x])) {
281 			    if (rand_num(100) < 10) {
282 				if (bp->b_owner != NULL)
283 					message(bp->b_owner,
284 					    "Your charge was absorbed!");
285 				if (bp->b_score != NULL)
286 					bp->b_score->i_robbed += bp->b_charge;
287 				pp->p_ammo += bp->b_charge;
288 				if (pp->p_damage + bp->b_size * MINDAM
289 				    > pp->p_damcap)
290 					pp->p_ident->i_saved++;
291 				message(pp, "Absorbed charge (good shield!)");
292 				pp->p_ident->i_absorbed += bp->b_charge;
293 				free((char *) bp);
294 				(void) sprintf(Buf, "%3d", pp->p_ammo);
295 				cgoto(pp, STAT_AMMO_ROW, STAT_VALUE_COL);
296 				outstr(pp, Buf, 3);
297 				return FALSE;
298 			    }
299 			    pp->p_ident->i_faced += bp->b_charge;
300 			}
301 			/*
302 			 * Small chance that the bullet just misses the
303 			 * person.  If so, the bullet just goes on its
304 			 * merry way without exploding.
305 			 */
306 			if (rand_num(100) < 5) {
307 				pp->p_ident->i_ducked += bp->b_charge;
308 				if (pp->p_damage + bp->b_size * MINDAM
309 				    > pp->p_damcap)
310 					pp->p_ident->i_saved++;
311 				if (bp->b_score != NULL)
312 					bp->b_score->i_missed += bp->b_charge;
313 				message(pp, "Zing!");
314 				if (bp->b_owner == NULL)
315 					break;
316 				message(bp->b_owner,
317 					((bp->b_score->i_missed & 0x7) == 0x7) ?
318 					"My!  What a bad shot you are!" :
319 					"Missed him");
320 				break;
321 			}
322 			/*
323 			 * The shot hit that sucker!  Blow it up.
324 			 */
325 			/* FALLTHROUGH */
326 # ifndef RANDOM
327 		  case DOOR:
328 # endif
329 		  case WALL1:
330 		  case WALL2:
331 		  case WALL3:
332 			bp->b_expl = TRUE;
333 			break;
334 		}
335 
336 		bp->b_x = x;
337 		bp->b_y = y;
338 	}
339 	return TRUE;
340 }
341 
342 # ifdef	DRONE
343 /*
344  * move_drone:
345  *	Move the drone to the next square
346  */
347 static void
348 move_drone(bp)
349 	BULLET	*bp;
350 {
351 	int	mask, count;
352 	int	n, dir;
353 	PLAYER	*pp;
354 
355 	/*
356 	 * See if we can give someone a blast
357 	 */
358 	if (isplayer(Maze[bp->b_y][bp->b_x - 1])) {
359 		dir = WEST;
360 		goto drone_move;
361 	}
362 	if (isplayer(Maze[bp->b_y - 1][bp->b_x])) {
363 		dir = NORTH;
364 		goto drone_move;
365 	}
366 	if (isplayer(Maze[bp->b_y + 1][bp->b_x])) {
367 		dir = SOUTH;
368 		goto drone_move;
369 	}
370 	if (isplayer(Maze[bp->b_y][bp->b_x + 1])) {
371 		dir = EAST;
372 		goto drone_move;
373 	}
374 
375 	/*
376 	 * Find out what directions are clear
377 	 */
378 	mask = count = 0;
379 	if (!iswall(bp->b_y, bp->b_x - 1))
380 		mask |= WEST, count++;
381 	if (!iswall(bp->b_y - 1, bp->b_x))
382 		mask |= NORTH, count++;
383 	if (!iswall(bp->b_y + 1, bp->b_x))
384 		mask |= SOUTH, count++;
385 	if (!iswall(bp->b_y, bp->b_x + 1))
386 		mask |= EAST, count++;
387 
388 	/*
389 	 * All blocked up, just you wait
390 	 */
391 	if (count == 0)
392 		return TRUE;
393 
394 	/*
395 	 * Only one way to go.
396 	 */
397 	if (count == 1) {
398 		dir = mask;
399 		goto drone_move;
400 	}
401 
402 	/*
403 	 * Get rid of the direction that we came from
404 	 */
405 	switch (bp->b_face) {
406 	  case LEFTS:
407 		if (mask & EAST)
408 			mask &= ~EAST, count--;
409 		break;
410 	  case RIGHT:
411 		if (mask & WEST)
412 			mask &= ~WEST, count--;
413 		break;
414 	  case ABOVE:
415 		if (mask & SOUTH)
416 			mask &= ~SOUTH, count--;
417 		break;
418 	  case BELOW:
419 		if (mask & NORTH)
420 			mask &= ~NORTH, count--;
421 		break;
422 	}
423 
424 	/*
425 	 * Pick one of the remaining directions
426 	 */
427 	n = rand_num(count);
428 	if (n >= 0 && mask & NORTH)
429 		dir = NORTH, n--;
430 	if (n >= 0 && mask & SOUTH)
431 		dir = SOUTH, n--;
432 	if (n >= 0 && mask & EAST)
433 		dir = EAST, n--;
434 	if (n >= 0 && mask & WEST)
435 		dir = WEST, n--;
436 
437 	/*
438 	 * Now that we know the direction of movement,
439 	 * just update the position of the drone
440 	 */
441 drone_move:
442 	switch (dir) {
443 	  case WEST:
444 		bp->b_x--;
445 		bp->b_face = LEFTS;
446 		break;
447 	  case EAST:
448 		bp->b_x++;
449 		bp->b_face = RIGHT;
450 		break;
451 	  case NORTH:
452 		bp->b_y--;
453 		bp->b_face = ABOVE;
454 		break;
455 	  case SOUTH:
456 		bp->b_y++;
457 		bp->b_face = BELOW;
458 		break;
459 	}
460 	switch (Maze[bp->b_y][bp->b_x]) {
461 	  case LEFTS:
462 	  case RIGHT:
463 	  case BELOW:
464 	  case ABOVE:
465 		/*
466 		 * give the person a chance to catch a
467 		 * drone if s/he is facing it
468 		 */
469 		if (rand_num(100) < 1 &&
470 		opposite(bp->b_face, Maze[bp->b_y][bp->b_x])) {
471 			pp = play_at(bp->b_y, bp->b_x);
472 			pp->p_ammo += bp->b_charge;
473 			message(pp, "**** Absorbed drone ****");
474 			free((char *) bp);
475 			(void) sprintf(Buf, "%3d", pp->p_ammo);
476 			cgoto(pp, STAT_AMMO_ROW, STAT_VALUE_COL);
477 			outstr(pp, Buf, 3);
478 			return FALSE;
479 		}
480 		bp->b_expl = TRUE;
481 		break;
482 	}
483 	return TRUE;
484 }
485 # endif
486 
487 /*
488  * save_bullet:
489  *	Put this bullet back onto the bullet list
490  */
491 static void
492 save_bullet(bp)
493 	BULLET	*bp;
494 {
495 	bp->b_over = Maze[bp->b_y][bp->b_x];
496 	switch (bp->b_over) {
497 	  case SHOT:
498 	  case GRENADE:
499 	  case SATCHEL:
500 	  case BOMB:
501 # ifdef OOZE
502 	  case SLIME:
503 # ifdef VOLCANO
504 	  case LAVA:
505 # endif
506 # endif
507 # ifdef DRONE
508 	  case DSHOT:
509 # endif
510 		find_under(Bullets, bp);
511 		break;
512 	}
513 
514 	switch (bp->b_over) {
515 	  case LEFTS:
516 	  case RIGHT:
517 	  case ABOVE:
518 	  case BELOW:
519 # ifdef FLY
520 	  case FLYER:
521 # endif
522 		mark_player(bp);
523 		break;
524 # ifdef BOOTS
525 	  case BOOT:
526 	  case BOOT_PAIR:
527 		mark_boot(bp);
528 # endif
529 
530 	  default:
531 		Maze[bp->b_y][bp->b_x] = bp->b_type;
532 		break;
533 	}
534 
535 	bp->b_next = Bullets;
536 	Bullets = bp;
537 }
538 
539 /*
540  * move_flyer:
541  *	Update the position of a player in flight
542  */
543 static void
544 move_flyer(pp)
545 	PLAYER	*pp;
546 {
547 	int	x, y;
548 
549 	if (pp->p_undershot) {
550 		fixshots(pp->p_y, pp->p_x, pp->p_over);
551 		pp->p_undershot = FALSE;
552 	}
553 	Maze[pp->p_y][pp->p_x] = pp->p_over;
554 	x = pp->p_x + pp->p_flyx;
555 	y = pp->p_y + pp->p_flyy;
556 	if (x < 1) {
557 		x = 1 - x;
558 		pp->p_flyx = -pp->p_flyx;
559 	}
560 	else if (x > WIDTH - 2) {
561 		x = (WIDTH - 2) - (x - (WIDTH - 2));
562 		pp->p_flyx = -pp->p_flyx;
563 	}
564 	if (y < 1) {
565 		y = 1 - y;
566 		pp->p_flyy = -pp->p_flyy;
567 	}
568 	else if (y > HEIGHT - 2) {
569 		y = (HEIGHT - 2) - (y - (HEIGHT - 2));
570 		pp->p_flyy = -pp->p_flyy;
571 	}
572 again:
573 	switch (Maze[y][x]) {
574 	  default:
575 		switch (rand_num(4)) {
576 		  case 0:
577 			PLUS_DELTA(x, WIDTH - 2);
578 			break;
579 		  case 1:
580 			MINUS_DELTA(x, 1);
581 			break;
582 		  case 2:
583 			PLUS_DELTA(y, HEIGHT - 2);
584 			break;
585 		  case 3:
586 			MINUS_DELTA(y, 1);
587 			break;
588 		}
589 		goto again;
590 	  case WALL1:
591 	  case WALL2:
592 	  case WALL3:
593 # ifdef	REFLECT
594 	  case WALL4:
595 	  case WALL5:
596 # endif
597 # ifdef	RANDOM
598 	  case DOOR:
599 # endif
600 		if (pp->p_flying == 0)
601 			pp->p_flying++;
602 		break;
603 	  case SPACE:
604 		break;
605 	}
606 	pp->p_y = y;
607 	pp->p_x = x;
608 	if (pp->p_flying-- == 0) {
609 # ifdef BOOTS
610 		if (pp->p_face != BOOT && pp->p_face != BOOT_PAIR) {
611 # endif
612 			checkdam(pp, (PLAYER *) NULL, (IDENT *) NULL,
613 				rand_num(pp->p_damage / 5), FALL);
614 			pp->p_face = rand_dir();
615 			showstat(pp);
616 # ifdef BOOTS
617 		}
618 		else {
619 			if (Maze[y][x] == BOOT)
620 				pp->p_face = BOOT_PAIR;
621 			Maze[y][x] = SPACE;
622 		}
623 # endif
624 	}
625 	pp->p_over = Maze[y][x];
626 	Maze[y][x] = pp->p_face;
627 	showexpl(y, x, pp->p_face);
628 }
629 
630 /*
631  * chkshot
632  *	Handle explosions
633  */
634 static void
635 chkshot(bp, next)
636 	BULLET	*bp;
637 	BULLET	*next;
638 {
639 	int	y, x;
640 	int	dy, dx, absdy;
641 	int	delta, damage;
642 	char	expl;
643 	PLAYER	*pp;
644 
645 	delta = 0;
646 	switch (bp->b_type) {
647 	  case SHOT:
648 	  case MINE:
649 	  case GRENADE:
650 	  case GMINE:
651 	  case SATCHEL:
652 	  case BOMB:
653 		delta = bp->b_size - 1;
654 		break;
655 # ifdef	OOZE
656 	  case SLIME:
657 # ifdef VOLCANO
658 	  case LAVA:
659 # endif
660 		chkslime(bp, next);
661 		return;
662 # endif
663 # ifdef DRONE
664 	  case DSHOT:
665 		bp->b_type = SLIME;
666 		chkslime(bp, next);
667 		return;
668 # endif
669 	}
670 	for (y = bp->b_y - delta; y <= bp->b_y + delta; y++) {
671 		if (y < 0 || y >= HEIGHT)
672 			continue;
673 		dy = y - bp->b_y;
674 		absdy = (dy < 0) ? -dy : dy;
675 		for (x = bp->b_x - delta; x <= bp->b_x + delta; x++) {
676 			if (x < 0 || x >= WIDTH)
677 				continue;
678 			dx = x - bp->b_x;
679 			if (dx == 0)
680 				expl = (dy == 0) ? '*' : '|';
681 			else if (dy == 0)
682 				expl = '-';
683 			else if (dx == dy)
684 				expl = '\\';
685 			else if (dx == -dy)
686 				expl = '/';
687 			else
688 				expl = '*';
689 			showexpl(y, x, expl);
690 			switch (Maze[y][x]) {
691 			  case LEFTS:
692 			  case RIGHT:
693 			  case ABOVE:
694 			  case BELOW:
695 # ifdef FLY
696 			  case FLYER:
697 # endif
698 				if (dx < 0)
699 					dx = -dx;
700 				if (absdy > dx)
701 					damage = bp->b_size - absdy;
702 				else
703 					damage = bp->b_size - dx;
704 				pp = play_at(y, x);
705 				checkdam(pp, bp->b_owner, bp->b_score,
706 					damage * MINDAM, bp->b_type);
707 				break;
708 			  case GMINE:
709 			  case MINE:
710 				add_shot((Maze[y][x] == GMINE) ?
711 					GRENADE : SHOT,
712 					y, x, LEFTS,
713 					(Maze[y][x] == GMINE) ?
714 					GRENREQ : BULREQ,
715 					(PLAYER *) NULL, TRUE, SPACE);
716 				Maze[y][x] = SPACE;
717 				break;
718 			}
719 		}
720 	}
721 }
722 
723 # ifdef	OOZE
724 /*
725  * chkslime:
726  *	handle slime shot exploding
727  */
728 static void
729 chkslime(bp, next)
730 	BULLET	*bp;
731 	BULLET	*next;
732 {
733 	BULLET	*nbp;
734 
735 	switch (Maze[bp->b_y][bp->b_x]) {
736 	  case WALL1:
737 	  case WALL2:
738 	  case WALL3:
739 # ifdef	REFLECT
740 	  case WALL4:
741 	  case WALL5:
742 # endif
743 # ifdef	RANDOM
744 	  case DOOR:
745 # endif
746 		switch (bp->b_face) {
747 		  case LEFTS:
748 			bp->b_x++;
749 			break;
750 		  case RIGHT:
751 			bp->b_x--;
752 			break;
753 		  case ABOVE:
754 			bp->b_y++;
755 			break;
756 		  case BELOW:
757 			bp->b_y--;
758 			break;
759 		}
760 		break;
761 	}
762 	nbp = (BULLET *) malloc(sizeof (BULLET));
763 	*nbp = *bp;
764 # ifdef VOLCANO
765 	move_slime(nbp, nbp->b_type == SLIME ? SLIMESPEED : LAVASPEED, next);
766 # else
767 	move_slime(nbp, SLIMESPEED, next);
768 # endif
769 }
770 
771 /*
772  * move_slime:
773  *	move the given slime shot speed times and add it back if
774  *	it hasn't fizzled yet
775  */
776 void
777 move_slime(bp, speed, next)
778 	BULLET	*bp;
779 	int	speed;
780 	BULLET	*next;
781 {
782 	int	i, j, dirmask, count;
783 	PLAYER	*pp;
784 	BULLET	*nbp;
785 
786 	if (speed == 0) {
787 		if (bp->b_charge <= 0)
788 			free((char *) bp);
789 		else
790 			save_bullet(bp);
791 		return;
792 	}
793 
794 # ifdef VOLCANO
795 	showexpl(bp->b_y, bp->b_x, bp->b_type == LAVA ? LAVA : '*');
796 # else
797 	showexpl(bp->b_y, bp->b_x, '*');
798 # endif
799 	switch (Maze[bp->b_y][bp->b_x]) {
800 	  case LEFTS:
801 	  case RIGHT:
802 	  case ABOVE:
803 	  case BELOW:
804 # ifdef FLY
805 	  case FLYER:
806 # endif
807 		pp = play_at(bp->b_y, bp->b_x);
808 		message(pp, "You've been slimed.");
809 		checkdam(pp, bp->b_owner, bp->b_score, MINDAM, bp->b_type);
810 		break;
811 	  case SHOT:
812 	  case GRENADE:
813 	  case SATCHEL:
814 	  case BOMB:
815 # ifdef DRONE
816 	  case DSHOT:
817 # endif
818 		explshot(next, bp->b_y, bp->b_x);
819 		explshot(Bullets, bp->b_y, bp->b_x);
820 		break;
821 	}
822 
823 	if (--bp->b_charge <= 0) {
824 		free((char *) bp);
825 		return;
826 	}
827 
828 	dirmask = 0;
829 	count = 0;
830 	switch (bp->b_face) {
831 	  case LEFTS:
832 		if (!iswall(bp->b_y, bp->b_x - 1))
833 			dirmask |= WEST, count++;
834 		if (!iswall(bp->b_y - 1, bp->b_x))
835 			dirmask |= NORTH, count++;
836 		if (!iswall(bp->b_y + 1, bp->b_x))
837 			dirmask |= SOUTH, count++;
838 		if (dirmask == 0)
839 			if (!iswall(bp->b_y, bp->b_x + 1))
840 				dirmask |= EAST, count++;
841 		break;
842 	  case RIGHT:
843 		if (!iswall(bp->b_y, bp->b_x + 1))
844 			dirmask |= EAST, count++;
845 		if (!iswall(bp->b_y - 1, bp->b_x))
846 			dirmask |= NORTH, count++;
847 		if (!iswall(bp->b_y + 1, bp->b_x))
848 			dirmask |= SOUTH, count++;
849 		if (dirmask == 0)
850 			if (!iswall(bp->b_y, bp->b_x - 1))
851 				dirmask |= WEST, count++;
852 		break;
853 	  case ABOVE:
854 		if (!iswall(bp->b_y - 1, bp->b_x))
855 			dirmask |= NORTH, count++;
856 		if (!iswall(bp->b_y, bp->b_x - 1))
857 			dirmask |= WEST, count++;
858 		if (!iswall(bp->b_y, bp->b_x + 1))
859 			dirmask |= EAST, count++;
860 		if (dirmask == 0)
861 			if (!iswall(bp->b_y + 1, bp->b_x))
862 				dirmask |= SOUTH, count++;
863 		break;
864 	  case BELOW:
865 		if (!iswall(bp->b_y + 1, bp->b_x))
866 			dirmask |= SOUTH, count++;
867 		if (!iswall(bp->b_y, bp->b_x - 1))
868 			dirmask |= WEST, count++;
869 		if (!iswall(bp->b_y, bp->b_x + 1))
870 			dirmask |= EAST, count++;
871 		if (dirmask == 0)
872 			if (!iswall(bp->b_y - 1, bp->b_x))
873 				dirmask |= NORTH, count++;
874 		break;
875 	}
876 	if (count == 0) {
877 		/*
878 		 * No place to go.  Just sit here for a while and wait
879 		 * for adjacent squares to clear out.
880 		 */
881 		save_bullet(bp);
882 		return;
883 	}
884 	if (bp->b_charge < count) {
885 		/* Only bp->b_charge paths may be taken */
886 		while (count > bp->b_charge) {
887 			if (dirmask & WEST)
888 				dirmask &= ~WEST;
889 			else if (dirmask & EAST)
890 				dirmask &= ~EAST;
891 			else if (dirmask & NORTH)
892 				dirmask &= ~NORTH;
893 			else if (dirmask & SOUTH)
894 				dirmask &= ~SOUTH;
895 			count--;
896 		}
897 	}
898 
899 	i = bp->b_charge / count;
900 	j = bp->b_charge % count;
901 	if (dirmask & WEST) {
902 		count--;
903 		nbp = create_shot(bp->b_type, bp->b_y, bp->b_x - 1, LEFTS,
904 			i, bp->b_size, bp->b_owner, bp->b_score, TRUE, SPACE);
905 		move_slime(nbp, speed - 1, next);
906 	}
907 	if (dirmask & EAST) {
908 		count--;
909 		nbp = create_shot(bp->b_type, bp->b_y, bp->b_x + 1, RIGHT,
910 			(count < j) ? i + 1 : i, bp->b_size, bp->b_owner,
911 			bp->b_score, TRUE, SPACE);
912 		move_slime(nbp, speed - 1, next);
913 	}
914 	if (dirmask & NORTH) {
915 		count--;
916 		nbp = create_shot(bp->b_type, bp->b_y - 1, bp->b_x, ABOVE,
917 			(count < j) ? i + 1 : i, bp->b_size, bp->b_owner,
918 			bp->b_score, TRUE, SPACE);
919 		move_slime(nbp, speed - 1, next);
920 	}
921 	if (dirmask & SOUTH) {
922 		count--;
923 		nbp = create_shot(bp->b_type, bp->b_y + 1, bp->b_x, BELOW,
924 			(count < j) ? i + 1 : i, bp->b_size, bp->b_owner,
925 			bp->b_score, TRUE, SPACE);
926 		move_slime(nbp, speed - 1, next);
927 	}
928 
929 	free((char *) bp);
930 }
931 
932 /*
933  * iswall:
934  *	returns whether the given location is a wall
935  */
936 static int
937 iswall(y, x)
938 	int	y, x;
939 {
940 	if (y < 0 || x < 0 || y >= HEIGHT || x >= WIDTH)
941 		return TRUE;
942 	switch (Maze[y][x]) {
943 	  case WALL1:
944 	  case WALL2:
945 	  case WALL3:
946 # ifdef	REFLECT
947 	  case WALL4:
948 	  case WALL5:
949 # endif
950 # ifdef	RANDOM
951 	  case DOOR:
952 # endif
953 # ifdef OOZE
954 	  case SLIME:
955 # ifdef VOLCANO
956 	  case LAVA:
957 # endif
958 # endif
959 		return TRUE;
960 	}
961 	return FALSE;
962 }
963 # endif
964 
965 /*
966  * zapshot:
967  *	Take a shot out of the air.
968  */
969 static void
970 zapshot(blist, obp)
971 	BULLET	*blist, *obp;
972 {
973 	BULLET	*bp;
974 	FLAG	explode;
975 
976 	explode = FALSE;
977 	for (bp = blist; bp != NULL; bp = bp->b_next) {
978 		if (bp->b_x != obp->b_x || bp->b_y != obp->b_y)
979 			continue;
980 		if (bp->b_face == obp->b_face)
981 			continue;
982 		explode = TRUE;
983 		break;
984 	}
985 	if (!explode)
986 		return;
987 	explshot(blist, obp->b_y, obp->b_x);
988 }
989 
990 /*
991  * explshot -
992  *	Make all shots at this location blow up
993  */
994 void
995 explshot(blist, y, x)
996 	BULLET	*blist;
997 	int	y, x;
998 {
999 	BULLET	*bp;
1000 
1001 	for (bp = blist; bp != NULL; bp = bp->b_next)
1002 		if (bp->b_x == x && bp->b_y == y) {
1003 			bp->b_expl = TRUE;
1004 			if (bp->b_owner != NULL)
1005 				message(bp->b_owner, "Shot intercepted");
1006 		}
1007 }
1008 
1009 /*
1010  * play_at:
1011  *	Return a pointer to the player at the given location
1012  */
1013 PLAYER *
1014 play_at(y, x)
1015 	int	y, x;
1016 {
1017 	PLAYER	*pp;
1018 
1019 	for (pp = Player; pp < End_player; pp++)
1020 		if (pp->p_x == x && pp->p_y == y)
1021 			return pp;
1022 	errx(1, "driver: couldn't find player at (%d,%d)", x, y);
1023 	/* NOTREACHED */
1024 }
1025 
1026 /*
1027  * opposite:
1028  *	Return TRUE if the bullet direction faces the opposite direction
1029  *	of the player in the maze
1030  */
1031 int
1032 opposite(face, dir)
1033 	int	face;
1034 	char	dir;
1035 {
1036 	switch (face) {
1037 	  case LEFTS:
1038 		return (dir == RIGHT);
1039 	  case RIGHT:
1040 		return (dir == LEFTS);
1041 	  case ABOVE:
1042 		return (dir == BELOW);
1043 	  case BELOW:
1044 		return (dir == ABOVE);
1045 	  default:
1046 		return FALSE;
1047 	}
1048 }
1049 
1050 /*
1051  * is_bullet:
1052  *	Is there a bullet at the given coordinates?  If so, return
1053  *	a pointer to the bullet, otherwise return NULL
1054  */
1055 BULLET *
1056 is_bullet(y, x)
1057 	int	y, x;
1058 {
1059 	BULLET	*bp;
1060 
1061 	for (bp = Bullets; bp != NULL; bp = bp->b_next)
1062 		if (bp->b_y == y && bp->b_x == x)
1063 			return bp;
1064 	return NULL;
1065 }
1066 
1067 /*
1068  * fixshots:
1069  *	change the underlying character of the shots at a location
1070  *	to the given character.
1071  */
1072 void
1073 fixshots(y, x, over)
1074 	int	y, x;
1075 	char	over;
1076 {
1077 	BULLET	*bp;
1078 
1079 	for (bp = Bullets; bp != NULL; bp = bp->b_next)
1080 		if (bp->b_y == y && bp->b_x == x)
1081 			bp->b_over = over;
1082 }
1083 
1084 /*
1085  * find_under:
1086  *	find the underlying character for a bullet when it lands
1087  *	on another bullet.
1088  */
1089 static void
1090 find_under(blist, bp)
1091 	BULLET	*blist, *bp;
1092 {
1093 	BULLET	*nbp;
1094 
1095 	for (nbp = blist; nbp != NULL; nbp = nbp->b_next)
1096 		if (bp->b_y == nbp->b_y && bp->b_x == nbp->b_x) {
1097 			bp->b_over = nbp->b_over;
1098 			break;
1099 		}
1100 }
1101 
1102 /*
1103  * mark_player:
1104  *	mark a player as under a shot
1105  */
1106 static void
1107 mark_player(bp)
1108 	BULLET	*bp;
1109 {
1110 	PLAYER	*pp;
1111 
1112 	for (pp = Player; pp < End_player; pp++)
1113 		if (pp->p_y == bp->b_y && pp->p_x == bp->b_x) {
1114 			pp->p_undershot = TRUE;
1115 			break;
1116 		}
1117 }
1118 
1119 # ifdef BOOTS
1120 /*
1121  * mark_boot:
1122  *	mark a boot as under a shot
1123  */
1124 static void
1125 mark_boot(bp)
1126 	BULLET	*bp;
1127 {
1128 	PLAYER	*pp;
1129 
1130 	for (pp = Boot; pp < &Boot[NBOOTS]; pp++)
1131 		if (pp->p_y == bp->b_y && pp->p_x == bp->b_x) {
1132 			pp->p_undershot = TRUE;
1133 			break;
1134 		}
1135 }
1136 # endif
1137