]> git.cameronkatri.com Git - bsdgames-darwin.git/blobdiff - hunt/huntd/shots.c
Fix darwin-amd64
[bsdgames-darwin.git] / hunt / huntd / shots.c
index 225ce77808a7ef87ea60ed9765380c72660160bb..c1252aed7a1d5c3c89c274a2f1f69095da5ca265 100644 (file)
@@ -1,4 +1,4 @@
-/*     $NetBSD: shots.c,v 1.6 2006/03/17 23:34:37 abs Exp $    */
+/*     $NetBSD: shots.c,v 1.15 2019/10/13 07:42:57 mrg Exp $   */
 /*
  * Copyright (c) 1983-2003, Regents of the University of California.
  * All rights reserved.
 
 #include <sys/cdefs.h>
 #ifndef lint
-__RCSID("$NetBSD: shots.c,v 1.6 2006/03/17 23:34:37 abs Exp $");
+__RCSID("$NetBSD: shots.c,v 1.15 2019/10/13 07:42:57 mrg Exp $");
 #endif /* not lint */
 
-# include      <err.h>
-# include      <signal.h>
-# include      <stdlib.h>
-# include      "hunt.h"
+#include <err.h>
+#include <signal.h>
+#include <stdlib.h>
+#include "hunt.h"
 
-# define       PLUS_DELTA(x, max)      if (x < max) x++; else x--
-# define       MINUS_DELTA(x, min)     if (x > min) x--; else x++
+#define PLUS_DELTA(x, max)     if (x < max) x++; else x--
+#define MINUS_DELTA(x, min)    if (x > min) x--; else x++
 
-static void    chkshot(BULLET *, BULLET *);
-static void    chkslime(BULLET *, BULLET *);
-static void    explshot(BULLET *, int, int);
-static void    find_under(BULLET *, BULLET *);
-static int     iswall(int, int);
-static void    mark_boot(BULLET *);
-static void    mark_player(BULLET *);
+static void chkshot(BULLET *, BULLET *);
+static void chkslime(BULLET *, BULLET *);
+static void explshot(BULLET *, int, int);
+static void find_under(BULLET *, BULLET *);
+static bool iswall(int, int);
+static void mark_boot(BULLET *);
+static void mark_player(BULLET *);
 #ifdef DRONE
-static void    move_drone(BULLET *);
+static void move_drone(BULLET *);
 #endif
-static void    move_flyer(PLAYER *);
-static int     move_normal_shot(BULLET *);
-static void    move_slime(BULLET *, int, BULLET *);
-static void    save_bullet(BULLET *);
-static void    zapshot(BULLET *, BULLET *);
+static void move_flyer(PLAYER *);
+static int move_normal_shot(BULLET *);
+static void move_slime(BULLET *, int, BULLET *);
+static void save_bullet(BULLET *);
+static void zapshot(BULLET *, BULLET *);
 
 /*
  * moveshots:
  *     Move the shots already in the air, taking explosions into account
  */
 void
-moveshots()
+moveshots(void)
 {
-       BULLET  *bp, *next;
-       PLAYER  *pp;
-       int     x, y;
-       BULLET  *blist;
+       BULLET *bp, *next;
+       PLAYER *pp;
+       int x, y;
+       BULLET *blist;
 
        rollexpl();
        if (Bullets == NULL)
@@ -91,10 +91,10 @@ moveshots()
                Maze[y][x] = bp->b_over;
                for (pp = Player; pp < End_player; pp++)
                        check(pp, y, x);
-# ifdef MONITOR
+#ifdef MONITOR
                for (pp = Monitor; pp < End_monitor; pp++)
                        check(pp, y, x);
-# endif
+#endif
 
                switch (bp->b_type) {
                  case SHOT:
@@ -106,22 +106,22 @@ moveshots()
                                Bullets = bp;
                        }
                        break;
-# ifdef OOZE
+#ifdef OOZE
                  case SLIME:
                        if (bp->b_expl || move_normal_shot(bp)) {
                                bp->b_next = Bullets;
                                Bullets = bp;
                        }
                        break;
-# endif
-# ifdef DRONE
+#endif
+#ifdef DRONE
                  case DSHOT:
                        if (move_drone(bp)) {
                                bp->b_next = Bullets;
                                Bullets = bp;
                        }
                        break;
-# endif
+#endif
                  default:
                        bp->b_next = Bullets;
                        Bullets = bp;
@@ -135,45 +135,45 @@ moveshots()
                next = bp->b_next;
                if (!bp->b_expl) {
                        save_bullet(bp);
-# ifdef MONITOR
+#ifdef MONITOR
                        for (pp = Monitor; pp < End_monitor; pp++)
                                check(pp, bp->b_y, bp->b_x);
-# endif
-# ifdef DRONE
+#endif
+#ifdef DRONE
                        if (bp->b_type == DSHOT)
                                for (pp = Player; pp < End_player; pp++)
                                        if (pp->p_scan >= 0)
                                                check(pp, bp->b_y, bp->b_x);
-# endif
+#endif
                        continue;
                }
 
                chkshot(bp, next);
-               free((char *) bp);
+               free(bp);
        }
 
        for (pp = Player; pp < End_player; pp++)
                Maze[pp->p_y][pp->p_x] = pp->p_face;
 
 ret:
-# ifdef BOOTS
+#ifdef BOOTS
        for (pp = Boot; pp < &Boot[NBOOTS]; pp++)
                if (pp->p_flying >= 0)
                        move_flyer(pp);
-# endif
+#endif
        for (pp = Player; pp < End_player; pp++) {
-# ifdef FLY
+#ifdef FLY
                if (pp->p_flying >= 0)
                        move_flyer(pp);
-# endif
+#endif
                sendcom(pp, REFRESH);   /* Flush out the explosions */
                look(pp);
                sendcom(pp, REFRESH);
        }
-# ifdef MONITOR
+#ifdef MONITOR
        for (pp = Monitor; pp < End_monitor; pp++)
                sendcom(pp, REFRESH);
-# endif
+#endif
 
        return;
 }
@@ -183,11 +183,10 @@ ret:
  *     Move a normal shot along its trajectory
  */
 static int
-move_normal_shot(bp)
-       BULLET  *bp;
+move_normal_shot(BULLET *bp)
 {
-       int     i, x, y;
-       PLAYER  *pp;
+       int i, x, y;
+       PLAYER *pp;
 
        for (i = 0; i < BULSPD; i++) {
                if (bp->b_expl)
@@ -224,7 +223,7 @@ move_normal_shot(bp)
                                zapshot(bp->b_next, bp);
                        }
                        break;
-# ifdef        REFLECT
+#ifdef REFLECT
                  case WALL4:   /* reflecting walls */
                        switch (bp->b_face) {
                          case LEFTS:
@@ -241,10 +240,10 @@ move_normal_shot(bp)
                                break;
                        }
                        Maze[y][x] = WALL5;
-# ifdef MONITOR
+#ifdef MONITOR
                        for (pp = Monitor; pp < End_monitor; pp++)
                                check(pp, y, x);
-# endif
+#endif
                        break;
                  case WALL5:
                        switch (bp->b_face) {
@@ -262,13 +261,13 @@ move_normal_shot(bp)
                                break;
                        }
                        Maze[y][x] = WALL4;
-# ifdef MONITOR
+#ifdef MONITOR
                        for (pp = Monitor; pp < End_monitor; pp++)
                                check(pp, y, x);
-# endif
+#endif
                        break;
-# endif
-# ifdef RANDOM
+#endif
+#ifdef RANDOM
                  case DOOR:
                        switch (rand_num(4)) {
                          case 0:
@@ -285,13 +284,13 @@ move_normal_shot(bp)
                                break;
                        }
                        break;
-# endif
-# ifdef FLY
+#endif
+#ifdef FLY
                  case FLYER:
                        pp = play_at(y, x);
                        message(pp, "Zing!");
                        break;
-# endif
+#endif
                  case LEFTS:
                  case RIGHT:
                  case BELOW:
@@ -315,11 +314,12 @@ move_normal_shot(bp)
                                        pp->p_ident->i_saved++;
                                message(pp, "Absorbed charge (good shield!)");
                                pp->p_ident->i_absorbed += bp->b_charge;
-                               free((char *) bp);
-                               (void) sprintf(Buf, "%3d", pp->p_ammo);
+                               free(bp);
+                               (void) snprintf(Buf, sizeof(Buf),
+                                               "%3d", pp->p_ammo);
                                cgoto(pp, STAT_AMMO_ROW, STAT_VALUE_COL);
                                outstr(pp, Buf, 3);
-                               return FALSE;
+                               return false;
                            }
                            pp->p_ident->i_faced += bp->b_charge;
                        }
@@ -347,35 +347,35 @@ move_normal_shot(bp)
                        /*
                         * The shot hit that sucker!  Blow it up.
                         */
+#ifndef RANDOM
                        /* FALLTHROUGH */
-# ifndef RANDOM
                  case DOOR:
-# endif
+#endif
+                       /* FALLTHROUGH */
                  case WALL1:
                  case WALL2:
                  case WALL3:
-                       bp->b_expl = TRUE;
+                       bp->b_expl = true;
                        break;
                }
 
                bp->b_x = x;
                bp->b_y = y;
        }
-       return TRUE;
+       return true;
 }
 
-# ifdef        DRONE
+#ifdef DRONE
 /*
  * move_drone:
  *     Move the drone to the next square
  */
 static void
-move_drone(bp)
-       BULLET  *bp;
+move_drone(BULLET *bp)
 {
-       int     mask, count;
-       int     n, dir;
-       PLAYER  *pp;
+       int mask, count;
+       int n, dir;
+       PLAYER *pp;
 
        /*
         * See if we can give someone a blast
@@ -414,7 +414,7 @@ move_drone(bp)
         * All blocked up, just you wait
         */
        if (count == 0)
-               return TRUE;
+               return true;
 
        /*
         * Only one way to go.
@@ -496,26 +496,25 @@ drone_move:
                        pp = play_at(bp->b_y, bp->b_x);
                        pp->p_ammo += bp->b_charge;
                        message(pp, "**** Absorbed drone ****");
-                       free((char *) bp);
-                       (void) sprintf(Buf, "%3d", pp->p_ammo);
+                       free(bp);
+                       (void) snprintf(Buf, sizeof(buf), "%3d", pp->p_ammo);
                        cgoto(pp, STAT_AMMO_ROW, STAT_VALUE_COL);
                        outstr(pp, Buf, 3);
-                       return FALSE;
+                       return false;
                }
-               bp->b_expl = TRUE;
+               bp->b_expl = true;
                break;
        }
-       return TRUE;
+       return true;
 }
-# endif
+#endif
 
 /*
  * save_bullet:
  *     Put this bullet back onto the bullet list
  */
 static void
-save_bullet(bp)
-       BULLET  *bp;
+save_bullet(BULLET *bp)
 {
        bp->b_over = Maze[bp->b_y][bp->b_x];
        switch (bp->b_over) {
@@ -523,15 +522,15 @@ save_bullet(bp)
          case GRENADE:
          case SATCHEL:
          case BOMB:
-# ifdef OOZE
+#ifdef OOZE
          case SLIME:
-# ifdef VOLCANO
+#ifdef VOLCANO
          case LAVA:
-# endif
-# endif
-# ifdef DRONE
+#endif
+#endif
+#ifdef DRONE
          case DSHOT:
-# endif
+#endif
                find_under(Bullets, bp);
                break;
        }
@@ -541,17 +540,18 @@ save_bullet(bp)
          case RIGHT:
          case ABOVE:
          case BELOW:
-# ifdef FLY
+#ifdef FLY
          case FLYER:
-# endif
+#endif
                mark_player(bp);
                break;
-# ifdef BOOTS
+#ifdef BOOTS
          case BOOT:
          case BOOT_PAIR:
                mark_boot(bp);
-# endif
-               
+               break;
+#endif
+
          default:
                Maze[bp->b_y][bp->b_x] = bp->b_type;
                break;
@@ -566,14 +566,13 @@ save_bullet(bp)
  *     Update the position of a player in flight
  */
 static void
-move_flyer(pp)
-       PLAYER  *pp;
+move_flyer(PLAYER *pp)
 {
-       int     x, y;
+       int x, y;
 
        if (pp->p_undershot) {
                fixshots(pp->p_y, pp->p_x, pp->p_over);
-               pp->p_undershot = FALSE;
+               pp->p_undershot = false;
        }
        Maze[pp->p_y][pp->p_x] = pp->p_over;
        x = pp->p_x + pp->p_flyx;
@@ -615,13 +614,13 @@ again:
          case WALL1:
          case WALL2:
          case WALL3:
-# ifdef        REFLECT
+#ifdef REFLECT
          case WALL4:
          case WALL5:
-# endif
-# ifdef        RANDOM
+#endif
+#ifdef RANDOM
          case DOOR:
-# endif
+#endif
                if (pp->p_flying == 0)
                        pp->p_flying++;
                break;
@@ -631,21 +630,21 @@ again:
        pp->p_y = y;
        pp->p_x = x;
        if (pp->p_flying-- == 0) {
-# ifdef BOOTS
+#ifdef BOOTS
                if (pp->p_face != BOOT && pp->p_face != BOOT_PAIR) {
-# endif
-                       checkdam(pp, (PLAYER *) NULL, (IDENT *) NULL,
+#endif
+                       checkdam(pp, NULL, NULL,
                                rand_num(pp->p_damage / 5), FALL);
                        pp->p_face = rand_dir();
                        showstat(pp);
-# ifdef BOOTS
+#ifdef BOOTS
                }
                else {
                        if (Maze[y][x] == BOOT)
                                pp->p_face = BOOT_PAIR;
                        Maze[y][x] = SPACE;
                }
-# endif
+#endif
        }
        pp->p_over = Maze[y][x];
        Maze[y][x] = pp->p_face;
@@ -657,15 +656,13 @@ again:
  *     Handle explosions
  */
 static void
-chkshot(bp, next)
-       BULLET  *bp;
-       BULLET  *next;
+chkshot(BULLET *bp, BULLET *next)
 {
-       int     y, x;
-       int     dy, dx, absdy;
-       int     delta, damage;
-       char    expl;
-       PLAYER  *pp;
+       int y, x;
+       int dy, dx, absdy;
+       int delta, damage;
+       char expl;
+       PLAYER *pp;
 
        delta = 0;
        switch (bp->b_type) {
@@ -677,20 +674,20 @@ chkshot(bp, next)
          case BOMB:
                delta = bp->b_size - 1;
                break;
-# ifdef        OOZE
+#ifdef OOZE
          case SLIME:
-# ifdef VOLCANO
+#ifdef VOLCANO
          case LAVA:
-# endif
+#endif
                chkslime(bp, next);
                return;
-# endif
-# ifdef DRONE
+#endif
+#ifdef DRONE
          case DSHOT:
                bp->b_type = SLIME;
                chkslime(bp, next);
                return;
-# endif
+#endif
        }
        for (y = bp->b_y - delta; y <= bp->b_y + delta; y++) {
                if (y < 0 || y >= HEIGHT)
@@ -717,9 +714,9 @@ chkshot(bp, next)
                          case RIGHT:
                          case ABOVE:
                          case BELOW:
-# ifdef FLY
+#ifdef FLY
                          case FLYER:
-# endif
+#endif
                                if (dx < 0)
                                        dx = -dx;
                                if (absdy > dx)
@@ -737,7 +734,7 @@ chkshot(bp, next)
                                        y, x, LEFTS,
                                        (Maze[y][x] == GMINE) ?
                                        GRENREQ : BULREQ,
-                                       (PLAYER *) NULL, TRUE, SPACE);
+                                       NULL, true, SPACE);
                                Maze[y][x] = SPACE;
                                break;
                        }
@@ -745,15 +742,13 @@ chkshot(bp, next)
        }
 }
 
-# ifdef        OOZE
+#ifdef OOZE
 /*
  * chkslime:
  *     handle slime shot exploding
  */
 static void
-chkslime(bp, next)
-       BULLET  *bp;
-       BULLET  *next;
+chkslime(BULLET *bp, BULLET *next)
 {
        BULLET  *nbp;
 
@@ -761,13 +756,13 @@ chkslime(bp, next)
          case WALL1:
          case WALL2:
          case WALL3:
-# ifdef        REFLECT
+#ifdef REFLECT
          case WALL4:
          case WALL5:
-# endif
-# ifdef        RANDOM
+#endif
+#ifdef RANDOM
          case DOOR:
-# endif
+#endif
                switch (bp->b_face) {
                  case LEFTS:
                        bp->b_x++;
@@ -784,13 +779,13 @@ chkslime(bp, next)
                }
                break;
        }
-       nbp = (BULLET *) malloc(sizeof (BULLET));
+       nbp = malloc(sizeof(*nbp));
        *nbp = *bp;
-# ifdef VOLCANO
+#ifdef VOLCANO
        move_slime(nbp, nbp->b_type == SLIME ? SLIMESPEED : LAVASPEED, next);
-# else
+#else
        move_slime(nbp, SLIMESPEED, next);
-# endif
+#endif
 }
 
 /*
@@ -798,37 +793,34 @@ chkslime(bp, next)
  *     move the given slime shot speed times and add it back if
  *     it hasn't fizzled yet
  */
-void
-move_slime(bp, speed, next)
-       BULLET  *bp;
-       int     speed;
-       BULLET  *next;
+static void
+move_slime(BULLET *bp, int speed, BULLET *next)
 {
-       int     i, j, dirmask, count;
-       PLAYER  *pp;
-       BULLET  *nbp;
+       int i, j, dirmask, count;
+       PLAYER *pp;
+       BULLET *nbp;
 
        if (speed == 0) {
                if (bp->b_charge <= 0)
-                       free((char *) bp);
+                       free(bp);
                else
                        save_bullet(bp);
                return;
        }
 
-# ifdef VOLCANO
+#ifdef VOLCANO
        showexpl(bp->b_y, bp->b_x, bp->b_type == LAVA ? LAVA : '*');
-# else
+#else
        showexpl(bp->b_y, bp->b_x, '*');
-# endif
+#endif
        switch (Maze[bp->b_y][bp->b_x]) {
          case LEFTS:
          case RIGHT:
          case ABOVE:
          case BELOW:
-# ifdef FLY
+#ifdef FLY
          case FLYER:
-# endif
+#endif
                pp = play_at(bp->b_y, bp->b_x);
                message(pp, "You've been slimed.");
                checkdam(pp, bp->b_owner, bp->b_score, MINDAM, bp->b_type);
@@ -837,16 +829,16 @@ move_slime(bp, speed, next)
          case GRENADE:
          case SATCHEL:
          case BOMB:
-# ifdef DRONE
+#ifdef DRONE
          case DSHOT:
-# endif
+#endif
                explshot(next, bp->b_y, bp->b_x);
                explshot(Bullets, bp->b_y, bp->b_x);
                break;
        }
 
        if (--bp->b_charge <= 0) {
-               free((char *) bp);
+               free(bp);
                return;
        }
 
@@ -926,85 +918,83 @@ move_slime(bp, speed, next)
        if (dirmask & WEST) {
                count--;
                nbp = create_shot(bp->b_type, bp->b_y, bp->b_x - 1, LEFTS,
-                       i, bp->b_size, bp->b_owner, bp->b_score, TRUE, SPACE);
+                       i, bp->b_size, bp->b_owner, bp->b_score, true, SPACE);
                move_slime(nbp, speed - 1, next);
        }
        if (dirmask & EAST) {
                count--;
                nbp = create_shot(bp->b_type, bp->b_y, bp->b_x + 1, RIGHT,
                        (count < j) ? i + 1 : i, bp->b_size, bp->b_owner,
-                       bp->b_score, TRUE, SPACE);
+                       bp->b_score, true, SPACE);
                move_slime(nbp, speed - 1, next);
        }
        if (dirmask & NORTH) {
                count--;
                nbp = create_shot(bp->b_type, bp->b_y - 1, bp->b_x, ABOVE,
                        (count < j) ? i + 1 : i, bp->b_size, bp->b_owner,
-                       bp->b_score, TRUE, SPACE);
+                       bp->b_score, true, SPACE);
                move_slime(nbp, speed - 1, next);
        }
        if (dirmask & SOUTH) {
                count--;
                nbp = create_shot(bp->b_type, bp->b_y + 1, bp->b_x, BELOW,
                        (count < j) ? i + 1 : i, bp->b_size, bp->b_owner,
-                       bp->b_score, TRUE, SPACE);
+                       bp->b_score, true, SPACE);
                move_slime(nbp, speed - 1, next);
        }
 
-       free((char *) bp);
+       free(bp);
 }
 
 /*
  * iswall:
  *     returns whether the given location is a wall
  */
-static int
-iswall(y, x)
-       int     y, x;
+static bool
+iswall(int y, int x)
 {
        if (y < 0 || x < 0 || y >= HEIGHT || x >= WIDTH)
-               return TRUE;
+               return true;
        switch (Maze[y][x]) {
          case WALL1:
          case WALL2:
          case WALL3:
-# ifdef        REFLECT
+#ifdef REFLECT
          case WALL4:
          case WALL5:
-# endif
-# ifdef        RANDOM
+#endif
+#ifdef RANDOM
          case DOOR:
-# endif
-# ifdef OOZE
+#endif
+#ifdef OOZE
          case SLIME:
-# ifdef VOLCANO
+#ifdef VOLCANO
          case LAVA:
-# endif
-# endif
-               return TRUE;
+#endif
+#endif
+               return true;
        }
-       return FALSE;
+       return false;
 }
-# endif
+#endif
 
 /*
  * zapshot:
  *     Take a shot out of the air.
  */
 static void
-zapshot(blist, obp)
-       BULLET  *blist, *obp;
+zapshot(BULLET *blist, BULLET *obp)
 {
-       BULLET  *bp;
-       FLAG    explode;
+       BULLET *bp;
+       bool explode;
 
-       explode = FALSE;
+       explode = false;
        for (bp = blist; bp != NULL; bp = bp->b_next) {
                if (bp->b_x != obp->b_x || bp->b_y != obp->b_y)
                        continue;
                if (bp->b_face == obp->b_face)
                        continue;
-               explode = TRUE;
+               explode = true;
                break;
        }
        if (!explode)
@@ -1016,16 +1006,14 @@ zapshot(blist, obp)
  * explshot -
  *     Make all shots at this location blow up
  */
-void
-explshot(blist, y, x)
-       BULLET  *blist;
-       int     y, x;
+static void
+explshot(BULLET *blist, int y, int x)
 {
-       BULLET  *bp;
+       BULLET *bp;
 
        for (bp = blist; bp != NULL; bp = bp->b_next)
                if (bp->b_x == x && bp->b_y == y) {
-                       bp->b_expl = TRUE;
+                       bp->b_expl = true;
                        if (bp->b_owner != NULL)
                                message(bp->b_owner, "Shot intercepted");
                }
@@ -1036,10 +1024,9 @@ explshot(blist, y, x)
  *     Return a pointer to the player at the given location
  */
 PLAYER *
-play_at(y, x)
-       int     y, x;
+play_at(int y, int x)
 {
-       PLAYER  *pp;
+       PLAYER *pp;
 
        for (pp = Player; pp < End_player; pp++)
                if (pp->p_x == x && pp->p_y == y)
@@ -1050,13 +1037,11 @@ play_at(y, x)
 
 /*
  * opposite:
- *     Return TRUE if the bullet direction faces the opposite direction
+ *     Return true if the bullet direction faces the opposite direction
  *     of the player in the maze
  */
-int
-opposite(face, dir)
-       int     face;
-       char    dir;
+bool
+opposite(int face, char dir)
 {
        switch (face) {
          case LEFTS:
@@ -1068,7 +1053,7 @@ opposite(face, dir)
          case BELOW:
                return (dir == ABOVE);
          default:
-               return FALSE;
+               return false;
        }
 }
 
@@ -1078,10 +1063,9 @@ opposite(face, dir)
  *     a pointer to the bullet, otherwise return NULL
  */
 BULLET *
-is_bullet(y, x)
-       int     y, x;
+is_bullet(int y, int x)
 {
-       BULLET  *bp;
+       BULLET *bp;
 
        for (bp = Bullets; bp != NULL; bp = bp->b_next)
                if (bp->b_y == y && bp->b_x == x)
@@ -1095,11 +1079,9 @@ is_bullet(y, x)
  *     to the given character.
  */
 void
-fixshots(y, x, over)
-       int     y, x;
-       char    over;
+fixshots(int y, int x, char over)
 {
-       BULLET  *bp;
+       BULLET *bp;
 
        for (bp = Bullets; bp != NULL; bp = bp->b_next)
                if (bp->b_y == y && bp->b_x == x)
@@ -1112,10 +1094,9 @@ fixshots(y, x, over)
  *     on another bullet.
  */
 static void
-find_under(blist, bp)
-       BULLET  *blist, *bp;
+find_under(BULLET *blist, BULLET *bp)
 {
-       BULLET  *nbp;
+       BULLET *nbp;
 
        for (nbp = blist; nbp != NULL; nbp = nbp->b_next)
                if (bp->b_y == nbp->b_y && bp->b_x == nbp->b_x) {
@@ -1129,33 +1110,31 @@ find_under(blist, bp)
  *     mark a player as under a shot
  */
 static void
-mark_player(bp)
-       BULLET  *bp;
+mark_player(BULLET *bp)
 {
-       PLAYER  *pp;
+       PLAYER *pp;
 
        for (pp = Player; pp < End_player; pp++)
                if (pp->p_y == bp->b_y && pp->p_x == bp->b_x) {
-                       pp->p_undershot = TRUE;
+                       pp->p_undershot = true;
                        break;
                }
 }
 
-# ifdef BOOTS
+#ifdef BOOTS
 /*
  * mark_boot:
  *     mark a boot as under a shot
  */
 static void
-mark_boot(bp)
-       BULLET  *bp;
+mark_boot(BULLET *bp)
 {
-       PLAYER  *pp;
+       PLAYER *pp;
 
        for (pp = Boot; pp < &Boot[NBOOTS]; pp++)
                if (pp->p_y == bp->b_y && pp->p_x == bp->b_x) {
-                       pp->p_undershot = TRUE;
+                       pp->p_undershot = true;
                        break;
                }
 }
-# endif
+#endif