📄 driver.c
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ouch->p_ammo = 0; /* No exploding */ break; case SHOT: cp = "Shot to death"; break; case GRENADE: case SATCHEL: case BOMB: cp = "Bombed"; break; case MINE: case GMINE: cp = "Blown apart"; break;# ifdef OOZE case SLIME: cp = "Slimed"; if (credit != NULL) credit->i_slime++; break;# endif# ifdef VOLCANO case LAVA: cp = "Baked"; break;# endif# ifdef DRONE case DSHOT: cp = "Eliminated"; break;# endif } if (credit == NULL) { (void) sprintf(ouch->p_death, "| %s by %s |", cp, (shot_type == MINE || shot_type == GMINE) ? "a mine" : "act of God"); return; } (void) sprintf(ouch->p_death, "| %s by %s |", cp, credit->i_name); if (ouch == gotcha) { /* No use killing yourself */ credit->i_kills--; credit->i_bkills++; } else if (ouch->p_ident->i_team == ' ' || ouch->p_ident->i_team != credit->i_team) { credit->i_kills++; credit->i_gkills++; } else { credit->i_kills--; credit->i_bkills++; } credit->i_score = credit->i_kills / (double) credit->i_entries; ouch->p_ident->i_deaths++; if (ouch->p_nchar == 0) ouch->p_ident->i_stillb++; if (gotcha == NULL) return; gotcha->p_damcap += STABDAM; gotcha->p_damage -= STABDAM; if (gotcha->p_damage < 0) gotcha->p_damage = 0; (void) sprintf(Buf, "%2d/%2d", gotcha->p_damage, gotcha->p_damcap); cgoto(gotcha, STAT_DAM_ROW, STAT_VALUE_COL); outstr(gotcha, Buf, 5); (void) sprintf(Buf, "%3d", (gotcha->p_damcap - MAXDAM) / 2); cgoto(gotcha, STAT_KILL_ROW, STAT_VALUE_COL); outstr(gotcha, Buf, 3); (void) sprintf(Buf, "%5.2f", gotcha->p_ident->i_score); for (ouch = Player; ouch < End_player; ouch++) { cgoto(ouch, STAT_PLAY_ROW + 1 + (gotcha - Player), STAT_NAME_COL); outstr(ouch, Buf, 5); }# ifdef MONITOR for (ouch = Monitor; ouch < End_monitor; ouch++) { cgoto(ouch, STAT_PLAY_ROW + 1 + (gotcha - Player), STAT_NAME_COL); outstr(ouch, Buf, 5); }# endif}/* * zap: * Kill off a player and take him out of the game. */zap(pp, was_player)register PLAYER *pp;FLAG was_player;{ register int i, len; register BULLET *bp; register PLAYER *np; register int x, y; int savefd, savemask; if (was_player) { if (pp->p_undershot) fixshots(pp->p_y, pp->p_x, pp->p_over); drawplayer(pp, FALSE); Nplayer--; } len = strlen(pp->p_death); /* Display the cause of death */ x = (WIDTH - len) / 2; cgoto(pp, HEIGHT / 2, x); outstr(pp, pp->p_death, len); for (i = 1; i < len; i++) pp->p_death[i] = '-'; pp->p_death[0] = '+'; pp->p_death[len - 1] = '+'; cgoto(pp, HEIGHT / 2 - 1, x); outstr(pp, pp->p_death, len); cgoto(pp, HEIGHT / 2 + 1, x); outstr(pp, pp->p_death, len); cgoto(pp, HEIGHT, 0); savefd = pp->p_fd; savemask = pp->p_mask;# ifdef MONITOR if (was_player) {# endif for (bp = Bullets; bp != NULL; bp = bp->b_next) { if (bp->b_owner == pp) bp->b_owner = NULL; if (bp->b_x == pp->p_x && bp->b_y == pp->p_y) bp->b_over = SPACE; } i = rand_num(pp->p_ammo); x = rand_num(pp->p_ammo); if (x > i) i = x; if (pp->p_ammo == 0) x = 0; else if (i == pp->p_ammo - 1) { x = pp->p_ammo; len = SLIME; } else { for (x = MAXBOMB - 1; x > 0; x--) if (i >= shot_req[x]) break; for (y = MAXSLIME - 1; y > 0; y--) if (i >= slime_req[y]) break; if (y >= 0 && slime_req[y] > shot_req[x]) { x = slime_req[y]; len = SLIME; } else if (x != 0) { len = shot_type[x]; x = shot_req[x]; } } if (x > 0) { (void) add_shot(len, pp->p_y, pp->p_x, pp->p_face, x, (PLAYER *) NULL, TRUE, SPACE); (void) sprintf(Buf, "%s detonated.", pp->p_ident->i_name); for (np = Player; np < End_player; np++) message(np, Buf);# ifdef MONITOR for (np = Monitor; np < End_monitor; np++) message(np, Buf);# endif# ifdef BOOTS while (pp->p_nboots-- > 0) { for (np = Boot; np < &Boot[NBOOTS]; np++) if (np->p_flying < 0) break; if (np >= &Boot[NBOOTS]) abort(1, "Too many boots"); np->p_undershot = FALSE; np->p_x = pp->p_x; np->p_y = pp->p_y; np->p_flying = rand_num(20); np->p_flyx = 2 * rand_num(6) - 5; np->p_flyy = 2 * rand_num(6) - 5; np->p_over = SPACE; np->p_face = BOOT; showexpl(np->p_y, np->p_x, BOOT); }# endif }# ifdef BOOTS else if (pp->p_nboots > 0) { if (pp->p_nboots == 2) Maze[pp->p_y][pp->p_x] = BOOT_PAIR; else Maze[pp->p_y][pp->p_x] = BOOT; if (pp->p_undershot) fixshots(pp->p_y, pp->p_x, Maze[pp->p_y][pp->p_x]); }# endif# ifdef VOLCANO volcano += pp->p_ammo - x; if (rand_num(100) < volcano / 50) { do { x = rand_num(WIDTH / 2) + WIDTH / 4; y = rand_num(HEIGHT / 2) + HEIGHT / 4; } while (Maze[y][x] != SPACE); (void) add_shot(LAVA, y, x, LEFTS, volcano, (PLAYER *) NULL, TRUE, SPACE); for (np = Player; np < End_player; np++) message(np, "Volcano eruption."); volcano = 0; }# endif# ifdef DRONE if (rand_num(100) < 2) { do { x = rand_num(WIDTH / 2) + WIDTH / 4; y = rand_num(HEIGHT / 2) + HEIGHT / 4; } while (Maze[y][x] != SPACE); add_shot(DSHOT, y, x, rand_dir(), shot_req[MINDSHOT + rand_num(MAXBOMB - MINDSHOT)], (PLAYER *) NULL, FALSE, SPACE); }# endif sendcom(pp, ENDWIN); (void) putc(' ', pp->p_output); (void) fclose(pp->p_output); End_player--; if (pp != End_player) { memcpy(pp, End_player, sizeof (PLAYER)); (void) sprintf(Buf, "%5.2f%c%-10.10s %c", pp->p_ident->i_score, stat_char(pp), pp->p_ident->i_name, pp->p_ident->i_team); i = STAT_PLAY_ROW + 1 + (pp - Player); for (np = Player; np < End_player; np++) { cgoto(np, i, STAT_NAME_COL); outstr(np, Buf, STAT_NAME_LEN); }# ifdef MONITOR for (np = Monitor; np < End_monitor; np++) { cgoto(np, i, STAT_NAME_COL); outstr(np, Buf, STAT_NAME_LEN); }# endif } /* Erase the last player */ i = STAT_PLAY_ROW + 1 + Nplayer; for (np = Player; np < End_player; np++) { cgoto(np, i, STAT_NAME_COL); ce(np); }# ifdef MONITOR for (np = Monitor; np < End_monitor; np++) { cgoto(np, i, STAT_NAME_COL); ce(np); } } else { sendcom(pp, ENDWIN); (void) putc(LAST_PLAYER, pp->p_output); (void) fclose(pp->p_output); End_monitor--; if (pp != End_monitor) { memcpy(pp, End_monitor, sizeof (PLAYER)); (void) sprintf(Buf, "%5.5s %-10.10s %c", " ", pp->p_ident->i_name, pp->p_ident->i_team); i = STAT_MON_ROW + 1 + (pp - Player); for (np = Player; np < End_player; np++) { cgoto(np, i, STAT_NAME_COL); outstr(np, Buf, STAT_NAME_LEN); } for (np = Monitor; np < End_monitor; np++) { cgoto(np, i, STAT_NAME_COL); outstr(np, Buf, STAT_NAME_LEN); } } /* Erase the last monitor */ i = STAT_MON_ROW + 1 + (End_monitor - Monitor); for (np = Player; np < End_player; np++) { cgoto(np, i, STAT_NAME_COL); ce(np); } for (np = Monitor; np < End_monitor; np++) { cgoto(np, i, STAT_NAME_COL); ce(np); } }# endif Fds_mask &= ~savemask; if (Num_fds == savefd + 1) { Num_fds = Socket;# ifdef INTERNET if (Test_socket > Socket) Num_fds = Test_socket;# endif for (np = Player; np < End_player; np++) if (np->p_fd > Num_fds) Num_fds = np->p_fd;# ifdef MONITOR for (np = Monitor; np < End_monitor; np++) if (np->p_fd > Num_fds) Num_fds = np->p_fd;# endif Num_fds++; }}/* * rand_num: * Return a random number in a given range. */rand_num(range)int range;{ return (range == 0 ? 0 : RN % range);}/* * havechar: * Check to see if we have any characters in the input queue; if * we do, read them, stash them away, and return TRUE; else return * FALSE. */havechar(pp)register PLAYER *pp;{ extern int errno; if (pp->p_ncount < pp->p_nchar) return TRUE; if (!(Have_inp & pp->p_mask)) return FALSE; Have_inp &= ~pp->p_mask;check_again: errno = 0; if ((pp->p_nchar = read(pp->p_fd, pp->p_cbuf, sizeof pp->p_cbuf)) <= 0) { if (errno == EINTR) goto check_again; pp->p_cbuf[0] = 'q'; } pp->p_ncount = 0; return TRUE;}/* * cleanup: * Exit with the given value, cleaning up any droppings lying around */SIGNAL_TYPEcleanup(eval)int eval;{ register PLAYER *pp; for (pp = Player; pp < End_player; pp++) { cgoto(pp, HEIGHT, 0); sendcom(pp, ENDWIN); (void) putc(LAST_PLAYER, pp->p_output); (void) fclose(pp->p_output); }# ifdef MONITOR for (pp = Monitor; pp < End_monitor; pp++) { cgoto(pp, HEIGHT, 0); sendcom(pp, ENDWIN); (void) putc(LAST_PLAYER, pp->p_output); (void) fclose(pp->p_output); }# endif (void) close(Socket);# ifdef AF_UNIX_HACK (void) unlink(Sock_name);# endif exit(eval);}/* * send_stats: * Print stats to requestor */send_stats(){ register IDENT *ip; register FILE *fp; int s; SOCKET sockstruct; int socklen; /* * Get the output stream ready */# ifdef INTERNET socklen = sizeof sockstruct;# else socklen = sizeof sockstruct - 1;# endif s = accept(Status, (struct sockaddr *) &sockstruct, &socklen); if (s < 0) { if (errno == EINTR) return;# ifdef LOG syslog(LOG_ERR, "accept: %m");# else perror("accept");# endif return; } fp = fdopen(s, "w"); if (fp == NULL) {# ifdef LOG syslog(LOG_ERR, "fdopen: %m");# else perror("fdopen");# endif (void) close(s); return; } /* * Send output to requestor */ fputs("Name\t\tScore\tDucked\tAbsorb\tFaced\tShot\tRobbed\tMissed\tSlimeK\n", fp); for (ip = Scores; ip != NULL; ip = ip->i_next) { fprintf(fp, "%s\t", ip->i_name); if (strlen(ip->i_name) < 8) putc('\t', fp); fprintf(fp, "%.2f\t%d\t%d\t%d\t%d\t%d\t%d\t%d\n", ip->i_score, ip->i_ducked, ip->i_absorbed, ip->i_faced, ip->i_shot, ip->i_robbed, ip->i_missed, ip->i_slime); } fputs("\n\nName\t\tEnemy\tFriend\tDeaths\tStill\tSaved\n", fp); for (ip = Scores; ip != NULL; ip = ip->i_next) { if (ip->i_team == ' ') { fprintf(fp, "%s\t", ip->i_name); if (strlen(ip->i_name) < 8) putc('\t', fp); } else { fprintf(fp, "%s[%c]\t", ip->i_name, ip->i_team); if (strlen(ip->i_name) + 3 < 8) putc('\t', fp); } fprintf(fp, "%d\t%d\t%d\t%d\t%d\n", ip->i_gkills, ip->i_bkills, ip->i_deaths, ip->i_stillb, ip->i_saved); } (void) fclose(fp);}/* * clear_scores: * Clear out the scores so the next session start clean */clear_scores(){ register IDENT *ip, *nextip; for (ip = Scores; ip != NULL; ip = nextip) { nextip = ip->i_next; (void) free((char *) ip); } Scores = NULL;}
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