Article 12823 of alt.sources:
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From: buster@isys.net (Andreas Burmester)
Subject: moty_0.82 2/5
Followup-To: alt.sources.d
Reply-To: buster@isys.net
Organization: private
Date: Tue, 12 Sep 1995 14:04:12 GMT
Message-ID: <DEspr3.y2@isys.net>
Lines: 1451


#! /bin/sh
# This is a shell archive.  Remove anything before this line, then unpack
# it by saving it into a file and typing "sh file".  To overwrite existing
# files, type "sh file -c".  You can also feed this as standard input via
# unshar, or by typing "sh <file", e.g..  If this archive is complete, you
# will see the following message at the end:
#		"End of archive 2 (of 5)."
# Contents:  moty_0.82/mplay.c moty_0.82/mscr_001-050
# Wrapped by buster@busters on Tue Sep 12 16:01:19 1995
PATH=/bin:/usr/bin:/usr/ucb ; export PATH
if test -f 'moty_0.82/mplay.c' -a "${1}" != "-c" ; then 
  echo shar: Will not clobber existing file \"'moty_0.82/mplay.c'\"
else
echo shar: Extracting \"'moty_0.82/mplay.c'\" \(17368 characters\)
sed "s/^X//" >'moty_0.82/mplay.c' <<'END_OF_FILE'
X#include    "moty.h"
X
X/* >>>>>>>>>>>>>>>>>> PLAY <<<<<<<<<<<<<<<<<< */
X
XOBJ *hit1,*hit2,        /* objects that are hit by NOWAY() */
X    *rbpusher;          /* object that tries to push a (pile of) RBALL(s) */
Xint lstcmd;
Xint pumped;
X
Xint isbrick(OBJ *op)
X{
X    int kind;
X
X    kind = op->kind;
X    return kind == SBRICK || kind == LBRICK || kind == RBRICK || kind == RIM;
X}
X
Xint istilt()
X{
X    int kind1, kind2;
X
X    kind1 = hit1->kind, kind2 = hit2->kind;
X    return kind1 == PUSHER && (kind2 == NOTHIN || kind2 == PUSHER)
X            || kind1 == NOTHIN && kind2 == PUSHER;
X}
X
X/* place an object on board & crt */
Xvoid putobj(OBJ *op)
X{
X    BTYPE *bp;
X
X    bp = &BOARD[op->row][op->col];
X    *bp = op;
X    *(bp + 1) = op;
X    *(bp + COLDIM) = op;
X    *(bp + COLDIM + 1) = op;
X
X    if( op->kind == PUMP )
X    {
X        int len,del,off1,off2;
X
X        switch( op->state & DIRECTION )
X        {
X            case UP:
X                bp -= COLDIM;
X                off1 = -COLDIM;
X                off2 = 1;
X                break;
X
X            case DOWN:
X                bp += 2*COLDIM;
X                off1 = COLDIM;
X                off2 = 1;
X                break;
X
X            case LEFT:
X                bp--;
X                off1 = -1;
X                off2 = COLDIM;
X                break;
X
X            case RIGHT:
X                bp += 2;
X                off1 = 1;
X                off2 = COLDIM;
X                break;
X        }
X
X        switch( op->state & PMP_STATE )
X        {
X            case PMP_IN:
X                len = 0;
X                del = (mtime != MAXTIME);
X                break;
X
X            case PMP_HOUT:
X                len = 1;
X                del = FALSE;
X                break;
X
X            case PMP_OUT:
X                len = 2;
X                del = FALSE;
X                break;
X
X            case PMP_HIN:
X                len = 1;
X                del = TRUE;
X                break;
X        }
X
X        while( len-- )
X        {
X            *bp = op;
X            *(bp + off2) = op;
X            bp += off1;
X        }
X        if( del && op->state & PUMPING )
X        {
X            *bp = &nil;
X            *(bp + off2) = &nil;
X        }
X    }
X    vdobj(op);
X}
X
Xvoid rmvobj(OBJ *op)
X{
X    BTYPE *bp;
X    int kind;
X
X    bp = &BOARD[op->row][op->col];
X    kind = op->kind;
X    *bp = &nil;
X    *(bp + 1) = &nil;
X    *(bp + COLDIM) = &nil;
X    *(bp + COLDIM + 1) = &nil;
X    op->kind = NOTHIN;
X    vdobj(op);
X    op->kind = kind;
X}
X
X/* no way for object ? - say what was hit via HIT1 & HIT2 */
Xint noway(OBJ *op)
X{
X    static int
X        off1[] = { -COLDIM, 2, 2*COLDIM, -1 },
X        off2[] = { 1, COLDIM, 1, COLDIM };
X    int state,dir;
X    BTYPE *bp;
X
X    state = op->state;
X    dir = state & DIRECTION;
X    bp = &BOARD[op->row][op->col] + off1[dir];
X    if( op->kind == PUMP )
X    {
X        static int off[] = { -COLDIM, 1, COLDIM, -1 };
X        state &= PMP_STATE;
X
X        if( state > PMP_HOUT )
X            return FALSE;                   /* piston's going in */
X        if( state == PMP_HOUT )
X            bp += off[dir];
X    }
X    hit1 = *bp;
X    hit2 = *(bp + off2[dir]);
X    return (hit1 != &nil) || (hit2 != &nil);
X}
X
X/* a moving YBALL has way - but does it hit a just withdrawn piston? */
Xint yb2wpmp(OBJ *op)
X{
X    static int
X        off1[] = { -2*COLDIM, 3, 3*COLDIM, -2 },
X        off2[] = { 1, COLDIM, 1, COLDIM };
X    int dir,pstate;
X    BTYPE *bp;
X    OBJ *pptr,*npptr;
X
X    dir = op->state & DIRECTION;
X    bp = &BOARD[op->row][op->col] + off1[dir];
X    if( (pptr = *bp)->kind != PUMP )
X        return FALSE;
X    if( pptr != *(bp + off2[dir]) )
X        return FALSE;
X    if( !pumped )
X        return FALSE;
X    pstate = pptr->state;
X    if( pstate & PUMPING )
X    {
X        if( (pstate & PMP_STATE) != PMP_HIN )
X            return FALSE;
X    }
X    else
X    {
X        int npstate;
X
X        if( (npptr = pptr + 1)->kind == NOTHIN )
X            npptr = pumps;
X        npstate = npptr->state;
X        if( !(npstate & PUMPING) || (npstate & PMP_STATE) != PMP_IN )
X            return FALSE;
X    }
X    if( ((op->state ^ pstate) & DIRECTION) != 2 )       /* opposite dirs? */
X        return FALSE;
X    return TRUE;
X}
X
Xvoid mvobj(OBJ *op)
X{
X    rmvobj(op);
X    switch( op->state & DIRECTION )
X    {
X        case UP:
X            op->row--;
X            break;
X        case DOWN:
X            op->row++;
X            break;
X        case LEFT:
X            op->col--;
X            break;
X        case RIGHT:
X        op->col++;
X    }
X    putobj(op);
X}
X
X/* push a (pile of) RBALL(s) by PUSHER */
Xint pushrb(OBJ *rball)
X{
X    if( noway(rball) )
X    {
X        if( hit1 == hit2 )
X        {
X            if( hit1->kind == RBALL )
X            {
X                if( !(hit1->state & CRUMBLING) )
X                {
X                    hit1->state = rball->state;     /* copy direction */
X                    if( !pushrb(hit1) )
X                        return FALSE;
X                    else
X                    {
X                        /* RBALL can be pushed */
X                        mvobj(rball);               /* do it */
X                        return TRUE;                /* say that we succeeded */
X                    }
X                }
X            }
X            else
X                if( hit1->kind == YBALL )
X                {
X                    rball->state = CRUMBLE1;
X                    return FALSE;
X                }
X        }
X        /* we hit anything - crumble if pusher is PUMP */
X        if( rbpusher->kind == PUMP )
X            rball->state = CRUMBLE1;
X        return FALSE;
X    }
X    /* RBALL can be pushed */
X    mvobj(rball);       /* do it */
X    return TRUE;        /* say that we succeeded */
X}
X
Xint pushball(OBJ *op)
X{
X    if( hit1->kind == YBALL )
X    {
X        if( !(hit1->state & CRUMBLING) )
X            if( op->kind != PUSHER || !(hit1->state & MOVING) )
X                hit1->state = (op->state & DIRECTION) | MOVING;
X        return FALSE;
X    }
X
X    if( hit1->kind == RBALL )
X        if( !(hit1->state & CRUMBLING) )
X        {
X            rbpusher = op;
X            hit1->state = rbpusher->state & DIRECTION;
X            return pushrb(hit1);
X        }
X    return FALSE;
X}
X
X/* >>>>>>>>>>>>> OBJECT DRIVERS <<<<<<<<<<<<< */
X
X/* do all the crumbling of a BALL */
X/* return TRUE if OBJ's been deleted */
Xint crumble(OBJ *op)
X{
X    int state;
X    state = op->state;
X
X    if( !(state & CRUMBLING) )  /* is that BALL crumbling at all? */
X        return FALSE;
X
X    if( state == CRUMBEND )     /* got to vanish? */
X    {
X        OBJ *d,*s;
X
X        d = op - 1, s = op;
X        rmvobj(op);             /* remove it from crt */
X        for( ;; )               /* fill hole in list */
X        {
X            d++, s++;
X            if( s->kind )
X                rmvobj(s);
X            memcpy(d,s,sizeof(OBJ));
X            if( d->kind )
X                putobj(d);
X            else
X                break;
X        }
X        return TRUE;
X    }
X
X    vdobj(op);
X    op->state = state + CRUMBLE1;
X    return FALSE;
X}
X
X/* OP's half on pump - crumble it, if it's a BALL */
Xvoid pmpcrmb(OBJ *op)
X{
X    if( op->kind == RBALL || op->kind == YBALL )
X        if( !(op->state & CRUMBLING) )
X            op->state = CRUMBLE1;
X}
X
X/* drive the PUMPs */
Xvoid drvpumps()
X{
X    OBJ *op = pumps;
X
X    if( op->kind == NOTHIN )
X        return;             /* no pump at all */
X    if( pumped = !pumped )
X    {
X        /* find moving pump */
X        while( !(op->state & PUMPING) )
X            op++;
X        
X        if( noway(op) )
X        {
X            pumped = FALSE;
X            /* got to push/crumble balls? */
X            if( hit1 == hit2 )
X                pushball(op);
X            else
X                pmpcrmb(hit1), pmpcrmb(hit2);
X        }
X        else
X        {
X            op->state = (op->state + PMP_HOUT)
X                & ( PMP_STATE | PUMPING | DIRECTION );
X            putobj(op);
X
X            if( (op->state & PMP_STATE) == PMP_IN )
X            {
X                op->state &= DIRECTION;             /* not pumping */
X                if( (++op)->kind == NOTHIN )        /* get to next pump */
X                    op = pumps;
X                op->state |= PUMPING;
X            }
X        }
X    }
X}
X
X/* drive the LBRICKs */
Xvoid drvlbricks()
X{
X    OBJ *op;
X
X    for( op = lbricks; op->kind; op++ )
X        if( noway(op) )
X        {
X            tilt |= istilt();
X            op->state ^= 2;
X        }
X        else
X            mvobj(op);
X}
X
X/* drive the RBRICKs */
Xvoid drvrbricks()
X{
X    OBJ *op;
X
X    for( op = rbricks; op->kind; op++ )
X    {
X        if( noway(op) )
X            tilt |= istilt();
X        else
X        {
X            mvobj(op);
X            op->state += 010;
X            if( (op->state & 030) == 0 )
X                op->state = (op->state + 1) & DIRECTION;
X        }
X    }
X}
X
X/* stop YBALL & check for finished */
Xvoid stpyb(OBJ *op)
X{
X    int i,j;
X
X    op->state &= DIRECTION;     /* keep direction for 'Hit a Pump' */
X    /* all there && not moving ? */
X    for( op = yballs, i = 3; i; op++, i-- )
X        if( op->kind == NOTHIN || (op->state & MOVING) )
X            return;     /* na */
X    i  = abs(yballs[0].row - yballs[1].row);
X    i += abs(yballs[1].row - yballs[2].row);
X    i += abs(yballs[0].row - yballs[2].row);
X    j  = abs(yballs[0].col - yballs[1].col);
X    j += abs(yballs[1].col - yballs[2].col);
X    j += abs(yballs[0].col - yballs[2].col);
X    finish = (i == 0 && j == 8) || (i == 8 && j == 0);
X}
X
X/* a noncrumbling YBALL hits a pump - set it to crumble if it has to */
Xvoid yb2pmp(OBJ *yball, OBJ *pump)
X{
X    int ybdir,pmpdir,tocrumb;
X
X    ybdir = yball->state & DIRECTION;
X    pmpdir = pump->state & DIRECTION;
X    if( ybdir == pmpdir )
X    {
X        yball->state = CRUMBLE1;        /* same direction */
X        return;
X    }
X    if( ((ybdir ^ pmpdir) & 1) == 0 )
X        return;                         /* opposite dirs */
X    if( ybdir == UP || ybdir == DOWN )
X        tocrumb = ( pmpdir == LEFT )
X            ? yball->col >= pump->col : yball->col <= pump->col;
X    else    /* yball's going left or right */
X        tocrumb = ( pmpdir == UP )
X            ? yball->row >= pump->row : yball->row <= pump->row;
X    if( tocrumb )
X        yball->state = CRUMBLE1;
X    return;
X}
X
X/* drive the YBALLs */
Xvoid drvyballs()
X{
X    OBJ *op;
X
X    for( op = yballs; op->kind; op++ )
X    {
X        if( op->state & CRUMBLING )
X        {
X            if( crumble(op) )
X                op--;
X            continue;
X
X        }
X        if( !(op->state & MOVING) )
X            continue;
X        
X        if( noway(op) )
X        {
X            if( hit1 == hit2 && hit1->kind == SPRING )
X            {
X                if( ((op->state ^ hit1->state) & 1) == 0 )
X                {
X                    mvobj(op);
X                    op->state = (op->state + 2) & DIRECTION | MOVING;
X                    hit1->state |= DEPRESSED;
X                    vdobj(hit1);
X                }
X                else
X                    stpyb(op);
X            }
X            else
X            {
X                OBJ *hit;
X
X                stpyb(op);          /* now stop moving any way */
X                hit = hit1;
X                for( ;; )
X                {
X                    if( isbrick(hit) )
X                        op->state = CRUMBLE1;
X                    if( !(op->state & CRUMBLING) && hit->kind == PUMP )
X                        yb2pmp(op,hit);
X                    if( hit->kind == RBALL )
X                        if( !(hit->state & CRUMBLING) )
X                            hit->state = CRUMBLE1;
X                    if( hit != hit2 )
X                        hit = hit2;
X                    else
X                        break;
X                }
X                tilt |= istilt();
X            }
X        }
X        else    /* noway() */
X        {
X            /* would it have hit a just withdrawn piston? */
X            if( yb2wpmp(op) )
X                stpyb(op);
X            else
X                mvobj(op);
X        }
X
X        if( crumble(op) )
X            op--;
X    }
X}
X
X/* drive the RBALLs */
Xvoid drvrballs()
X{
X    OBJ *op;
X
X    for( op = rballs; op->kind; op++ )
X        if( crumble(op) )
X            op--;
X}
X
X/* drive the SPRINGs - after YBALLs! */
Xvoid drvsprings()
X{
X    OBJ *op;
X
X    for( op = springs; op->kind; op++ )
X        if( op->state & DEPRESSED )
X        {
X            /* redraw spring if somebody's removed it */
X            BTYPE *bp = &BOARD[op->row][op->col];
X            if( *bp == &nil || *(bp + COLDIM + 1) == &nil )
X                op->state &= ~DEPRESSED,
X                putobj(op);
X        }
X}
X
Xint keybcmd()
X{
X    int thiscmd;
X    if( (thiscmd = getch()) != ERR )
X        lstcmd = thiscmd;
X    return lstcmd;
X}
X
X/* catch all cases (upper, lower & control ) */
X#define ALLCASES(ch)    case ch: case ch - ' '
X
X/* drive the PUSHER itself */
Xvoid drvpusher()
X{
X    int thiscmd;
X
X    if( tilt )      /* we could have just been killed... */
X        return;
X
X    if( pusher->state & SLEEPING )
X    {
X        pusher->state &= ~SLEEPING;
X        putobj(pusher);
X        return;
X    }
X
X    if( (thiscmd = (*getcmd)()) == 0 )
X        thiscmd = lstcmd;
X    if( hacking )
X        lstcmd = 0;
X
X    switch( thiscmd )
X    {
X        ALLCASES('q'):          /* back to OS */
X        case '!':
X            prtstat("Aborted.");
X            mexit1();
X        case ESC:               /* restart this screen */
X            longjmp(escape,1);
X        case '8':               /* pusher up */
X        ALLCASES('k'):
X        ALLCASES('e'):
X        ALLCASES('w'):
X            pusher->state = UP;
X            break;
X        case '4':               /* pusher left */
X        ALLCASES('h'):
X        ALLCASES('a'):
X        ALLCASES('s'):
X            pusher->state = LEFT;
X            break;
X        case '6':               /* pusher right */
X        ALLCASES('l'):
X        ALLCASES('f'):
X        ALLCASES('d'):
X            pusher->state = RIGHT;
X            break;
X        case '2':               /* pusher down */
X        ALLCASES('j'):
X        ALLCASES('x'):
X        ALLCASES('z'):
X            pusher->state = DOWN;
X            break;
X        ALLCASES('c'):          /* next screen - ^C is not exit ! */
X            if( reqpwd(level + 1) )
X                level++;
X            longjmp(escape,1);
X        ALLCASES('r'):          /* previous screen */   
X            if( level )
X                if( reqpwd(level - 1) )
X                    level--;
X            longjmp(escape,1);
X        case 'L' - '@':         /* refresh */
X        case 'R' - '@':
X            wrefresh(curscr);
X            ctplay();
X            lstcmd = 0;
X            /* fall thru */
X        default:
X            return;
X    }
X
X    if( noway(pusher) )
X    {
X        if( hit1 == hit2 )
X            if( pushball(pusher) )
X            {
X                pusher->state |= SLEEPING;
X                mvobj(pusher);
X            }
X
X    }
X    else
X    {
X        pusher->state |= SLEEPING;
X        mvobj(pusher);
X    }
X}
X
X/* >>>>>>>>>>>>> PLAY A SCREEN <<<<<<<<<<<<<< */
X
X/* return FINISH */
Xint play(int scrno)
X{
X    /* funcs called in kernel */
X    static void(*fa[])() =      /* BALLs before BRICKs before BLUEs !!! */
X    {
X#if VERBOSE
X        prttime,
X#endif
X        drvrballs, drvyballs, drvlbricks, drvrbricks,
X        drvpusher, drvpumps, drvsprings, prtscreen
X    };
X
X    int r,c;
X    OBJ *op;
X
X    /* clear board & crt */
X    for( r = 1; r <= ROWMAX; r++ )
X        for( c = 1; c <= COLMAX; c++ )
X            BOARD[r][c] = &nil;
X
X    /* print frame & set in board */
X    for( r = 0; r <= ROWMAX + 1; r++ )
X        BOARD[r][0] = BOARD[r][COLMAX+1] = &rim;
X    for( c = 0; c <= COLMAX + 1; c++ )
X        BOARD[0][c] = BOARD[ROWMAX+1][c] = &rim;
X
X    tilt = finish = pumped = FALSE;
X    mtime = MAXTIME;
X    ctnplay();
X
X    /* read & print current screen */
X    iniobj(scrno);
X    if( prtall )
X    {
X        prtall = FALSE;
X        clear();
X        refresh();
X        inicrt();
X        prtframe();
X        prthiscore();
X    }
X    prtsno(scrno < MAXSCREENS ? scrno + 1 : 0);
X#if VERBOSE
X    prttime();
X#endif
X    prtleft();
X    putall();
X    prtstat("Hit Key!");
X
X    lstcmd = 0;
X    while( (*getcmd)() == 0 )       /* flicker the pusher */
X    {
X        rmvobj(pusher);
X        prtscreen();
X        putobj(pusher);
X        prtscreen();
X    }
X    prtstat("        ");
X
X    /* this is the PLAY kernel */
X    ctplay();
X    while( --mtime >= 0 && !tilt && !finish )
X        for( r = 0; r < DIM(fa); r++ )
X            (*fa[r])();
X    ctnplay();
X
X    if( finish && !tilt )
X    {
X#if VERBOSE
X        prtstat("U Got It");
X        for( r = 20; r; r-- )
X        {
X            for( op = yballs; op->kind; op++ )
X            {
X                op->kind = (r & 1) ? YBALL : RBALL;
X                vdobj(op);
X            }
X            prtscreen();
X        }
X        /* update HISCORE */
X        while( mtime > 50 )
X        {
X            hiscore += 50;
X            mtime -= 50;
X            prthiscore();
X            prttime();
X            refresh();
X        }
X        while( mtime > 0 )
X        {
X            hiscore++;
X            mtime--;
X            prthiscore();
X            prttime();
X            refresh();
X        }
X        prthiscore();
X        prttime();
X#else
X        hiscore += mtime;
X        prthiscore();
X#endif
X    }
X    else
X    {
X        prtstat(tilt ? "* TILT *" : "Time Out");
X        for( r = 21; r; r-- )
X        {
X            pusher->state ^= GRINNING;
X            vdobj(pusher);
X            prtscreen();
X        }
X    }
X
X    if( kbflush )
X        flushinp();
X    return finish;
X}
END_OF_FILE
if test 17368 -ne `wc -c <'moty_0.82/mplay.c'`; then
    echo shar: \"'moty_0.82/mplay.c'\" unpacked with wrong size!
fi
# end of 'moty_0.82/mplay.c'
fi
if test -f 'moty_0.82/mscr_001-050' -a "${1}" != "-c" ; then 
  echo shar: Will not clobber existing file \"'moty_0.82/mscr_001-050'\"
else
echo shar: Extracting \"'moty_0.82/mscr_001-050'\" \(27550 characters\)
sed "s/^X//" >'moty_0.82/mscr_001-050' <<'END_OF_FILE'
X    {
X        0x02,0x00,0x00,0x50,0x00,0x02,0x00,0x00,
X        0x00,0x00,0x05,0x00,0x05,0x00,0x00,0x00,
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END_OF_FILE
if test 27550 -ne `wc -c <'moty_0.82/mscr_001-050'`; then
    echo shar: \"'moty_0.82/mscr_001-050'\" unpacked with wrong size!
fi
# end of 'moty_0.82/mscr_001-050'
fi
echo shar: End of archive 2 \(of 5\).
cp /dev/null ark2isdone
MISSING=""
for I in 1 2 3 4 5 ; do
    if test ! -f ark${I}isdone ; then
	MISSING="${MISSING} ${I}"
    fi
done
if test "${MISSING}" = "" ; then
    echo You have unpacked all 5 archives.
    rm -f ark[1-9]isdone
else
    echo You still need to unpack the following archives:
    echo "        " ${MISSING}
fi
##  End of shell archive.
exit 0
-- 
                                                        __o
                                                      _`\<,_
                                                     (_)/ (_)
-------------------------------------------------------------
Andreas Burmester                  Internet: buster@isys.net
Phn & FAX: +49 40 6900337
-------------------------------------------------------------


