Be deliberately careful with copies taken of oextra pointers and clear the pointer if it truly is a redundant copy that will become invalid if/when the original holder is deallocated.
2218 lines
61 KiB
C
2218 lines
61 KiB
C
/* SCCS Id: @(#)display.c 3.5 2005/06/21 */
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/* Copyright (c) Dean Luick, with acknowledgements to Kevin Darcy */
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/* and Dave Cohrs, 1990. */
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/* NetHack may be freely redistributed. See license for details. */
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/*
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* THE NEW DISPLAY CODE
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*
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* The old display code has been broken up into three parts: vision, display,
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* and drawing. Vision decides what locations can and cannot be physically
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* seen by the hero. Display decides _what_ is displayed at a given location.
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* Drawing decides _how_ to draw a monster, fountain, sword, etc.
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*
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* The display system uses information from the vision system to decide
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* what to draw at a given location. The routines for the vision system
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* can be found in vision.c and vision.h. The routines for display can
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* be found in this file (display.c) and display.h. The drawing routines
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* are part of the window port. See doc/window.doc for the drawing
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* interface.
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*
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* The display system deals with an abstraction called a glyph. Anything
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* that could possibly be displayed has a unique glyph identifier.
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*
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* What is seen on the screen is a combination of what the hero remembers
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* and what the hero currently sees. Objects and dungeon features (walls
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* doors, etc) are remembered when out of sight. Monsters and temporary
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* effects are not remembered. Each location on the level has an
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* associated glyph. This is the hero's _memory_ of what he or she has
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* seen there before.
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*
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* Display rules:
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*
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* If the location is in sight, display in order:
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* visible (or sensed) monsters
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* visible objects
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* known traps
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* background
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*
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* If the location is out of sight, display in order:
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* sensed monsters (telepathy)
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* memory
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*
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*
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*
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* Here is a list of the major routines in this file to be used externally:
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*
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* newsym
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*
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* Possibly update the screen location (x,y). This is the workhorse routine.
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* It is always correct --- where correct means following the in-sight/out-
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* of-sight rules. **Most of the code should use this routine.** This
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* routine updates the map and displays monsters.
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*
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*
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* map_background
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* map_object
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* map_trap
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* map_invisible
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* unmap_object
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*
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* If you absolutely must override the in-sight/out-of-sight rules, there
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* are two possibilities. First, you can mess with vision to force the
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* location in sight then use newsym(), or you can use the map_* routines.
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* The first has not been tried [no need] and the second is used in the
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* detect routines --- detect object, magic mapping, etc. The map_*
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* routines *change* what the hero remembers. All changes made by these
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* routines will be sticky --- they will survive screen redraws. Do *not*
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* use these for things that only temporarily change the screen. These
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* routines are also used directly by newsym(). unmap_object is used to
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* clear a remembered object when/if detection reveals it isn't there.
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*
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*
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* show_glyph
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*
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* This is direct (no processing in between) buffered access to the screen.
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* Temporary screen effects are run through this and its companion,
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* flush_screen(). There is yet a lower level routine, print_glyph(),
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* but this is unbuffered and graphic dependent (i.e. it must be surrounded
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* by graphic set-up and tear-down routines). Do not use print_glyph().
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*
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*
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* see_monsters
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* see_objects
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* see_traps
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*
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* These are only used when something affects all of the monsters or
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* objects or traps. For objects and traps, the only thing is hallucination.
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* For monsters, there are hallucination and changing from/to blindness, etc.
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*
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*
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* tmp_at
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*
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* This is a useful interface for displaying temporary items on the screen.
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* Its interface is different than previously, so look at it carefully.
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*
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*
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*
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* Parts of the rm structure that are used:
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*
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* typ - What is really there.
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* glyph - What the hero remembers. This will never be a monster.
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* Monsters "float" above this.
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* lit - True if the position is lit. An optimization for
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* lit/unlit rooms.
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* waslit - True if the position was *remembered* as lit.
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* seenv - A vector of bits representing the directions from which the
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* hero has seen this position. The vector's primary use is
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* determining how walls are seen. E.g. a wall sometimes looks
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* like stone on one side, but is seen as a wall from the other.
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* Other uses are for unmapping detected objects and felt
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* locations, where we need to know if the hero has ever
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* seen the location.
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* flags - Additional information for the typ field. Different for
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* each typ.
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* horizontal - Indicates whether the wall or door is horizontal or
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* vertical.
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*/
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#include "hack.h"
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STATIC_DCL void FDECL(display_monster,(XCHAR_P,XCHAR_P,struct monst *,int,XCHAR_P));
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STATIC_DCL int FDECL(swallow_to_glyph, (int, int));
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STATIC_DCL void FDECL(display_warning,(struct monst *));
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STATIC_DCL int FDECL(check_pos, (int, int, int));
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#ifdef WA_VERBOSE
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STATIC_DCL boolean FDECL(more_than_one, (int, int, int, int, int));
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#endif
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STATIC_DCL int FDECL(set_twall, (int,int, int,int, int,int, int,int));
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STATIC_DCL int FDECL(set_wall, (int, int, int));
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STATIC_DCL int FDECL(set_corn, (int,int, int,int, int,int, int,int));
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STATIC_DCL int FDECL(set_crosswall, (int, int));
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STATIC_DCL void FDECL(set_seenv, (struct rm *, int, int, int, int));
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STATIC_DCL void FDECL(t_warn, (struct rm *));
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STATIC_DCL int FDECL(wall_angle, (struct rm *));
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#ifdef INVISIBLE_OBJECTS
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/*
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* vobj_at()
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*
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* Returns a pointer to an object if the hero can see an object at the
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* given location. This takes care of invisible objects. NOTE, this
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* assumes that the hero is not blind and on top of the object pile.
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* It does NOT take into account that the location is out of sight, or,
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* say, one can see blessed, etc.
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*/
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struct obj *
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vobj_at(x,y)
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xchar x,y;
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{
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register struct obj *obj = level.objects[x][y];
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while (obj) {
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if (!obj->oinvis || See_invisible) return obj;
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obj = obj->nexthere;
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}
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return ((struct obj *) 0);
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}
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#endif /* else vobj_at() is defined in display.h */
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/*
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* magic_map_background()
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*
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* This function is similar to map_background (see below) except we pay
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* attention to and correct unexplored, lit ROOM and CORR spots.
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*/
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void
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magic_map_background(x, y, show)
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xchar x,y;
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int show;
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{
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int glyph = back_to_glyph(x,y); /* assumes hero can see x,y */
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struct rm *lev = &levl[x][y];
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/*
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* Correct for out of sight lit corridors and rooms that the hero
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* doesn't remember as lit.
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*/
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if (!cansee(x,y) && !lev->waslit) {
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/* Floor spaces are dark if unlit. Corridors are dark if unlit. */
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if (lev->typ == ROOM && glyph == cmap_to_glyph(S_room))
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glyph = cmap_to_glyph(S_stone);
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else if (lev->typ == CORR && glyph == cmap_to_glyph(S_litcorr))
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glyph = cmap_to_glyph(S_corr);
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}
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if (level.flags.hero_memory)
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lev->glyph = glyph;
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if (show) show_glyph(x,y, glyph);
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#ifdef DUNGEON_OVERVIEW
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lev->styp = lev->typ;
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#endif /* DUNGEON_OVERVIEW */
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}
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/*
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* The routines map_background(), map_object(), and map_trap() could just
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* as easily be:
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*
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* map_glyph(x,y,glyph,show)
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*
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* Which is called with the xx_to_glyph() in the call. Then I can get
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* rid of 3 routines that don't do very much anyway. And then stop
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* having to create fake objects and traps. However, I am reluctant to
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* make this change.
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*/
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/* FIXME: some of these use xchars for x and y, and some use ints. Make
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* this consistent.
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*/
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/*
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* map_background()
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*
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* Make the real background part of our map. This routine assumes that
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* the hero can physically see the location. Update the screen if directed.
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*/
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void
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map_background(x, y, show)
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register xchar x,y;
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register int show;
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{
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register int glyph = back_to_glyph(x,y);
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if (level.flags.hero_memory)
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levl[x][y].glyph = glyph;
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if (show) show_glyph(x,y, glyph);
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}
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/*
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* map_trap()
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*
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* Map the trap and print it out if directed. This routine assumes that the
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* hero can physically see the location.
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*/
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void
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map_trap(trap, show)
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register struct trap *trap;
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register int show;
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{
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register int x = trap->tx, y = trap->ty;
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register int glyph = trap_to_glyph(trap);
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if (level.flags.hero_memory)
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levl[x][y].glyph = glyph;
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if (show) show_glyph(x, y, glyph);
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}
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/*
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* map_object()
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*
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* Map the given object. This routine assumes that the hero can physically
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* see the location of the object. Update the screen if directed.
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*/
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void
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map_object(obj, show)
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register struct obj *obj;
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register int show;
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{
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register int x = obj->ox, y = obj->oy;
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register int glyph = obj_to_glyph(obj);
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if (level.flags.hero_memory)
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levl[x][y].glyph = glyph;
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if (show) show_glyph(x, y, glyph);
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}
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/*
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* map_invisible()
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*
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* Make the hero remember that a square contains an invisible monster.
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* This is a special case in that the square will continue to be displayed
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* this way even when the hero is close enough to see it. To get rid of
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* this and display the square's actual contents, use unmap_object() followed
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* by newsym() if necessary.
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*/
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void
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map_invisible(x, y)
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register xchar x, y;
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{
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if (x != u.ux || y != u.uy) { /* don't display I at hero's location */
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if (level.flags.hero_memory)
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levl[x][y].glyph = GLYPH_INVISIBLE;
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show_glyph(x, y, GLYPH_INVISIBLE);
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}
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}
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/*
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* unmap_object()
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*
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* Remove something from the map when the hero realizes it's not there any
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* more. Replace it with background or known trap, but not with any other
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* If this is used for detection, a full screen update is imminent anyway;
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* if this is used to get rid of an invisible monster notation, we might have
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* to call newsym().
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*/
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void
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unmap_object(x, y)
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register int x, y;
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{
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register struct trap *trap;
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if (!level.flags.hero_memory) return;
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if ((trap = t_at(x,y)) != 0 && trap->tseen && !covers_traps(x,y))
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map_trap(trap, 0);
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else if (levl[x][y].seenv) {
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struct rm *lev = &levl[x][y];
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map_background(x, y, 0);
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/* turn remembered dark room squares dark */
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if (!lev->waslit && lev->glyph == cmap_to_glyph(S_room) &&
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lev->typ == ROOM)
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lev->glyph = cmap_to_glyph(S_stone);
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} else
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levl[x][y].glyph = cmap_to_glyph(S_stone); /* default val */
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}
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/*
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* map_location()
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*
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* Make whatever at this location show up. This is only for non-living
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* things. This will not handle feeling invisible objects correctly.
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*
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* Internal to display.c, this is a #define for speed.
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*/
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#define _map_location(x,y,show) \
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{ \
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register struct obj *obj; \
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register struct trap *trap; \
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\
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if ((obj = vobj_at(x,y)) && !covers_objects(x,y)) \
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map_object(obj,show); \
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else if ((trap = t_at(x,y)) && trap->tseen && !covers_traps(x,y)) \
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map_trap(trap,show); \
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else \
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map_background(x,y,show); \
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}
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void
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map_location(x,y,show)
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int x, y, show;
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{
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_map_location(x,y,show);
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}
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#define DETECTED 2
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#define PHYSICALLY_SEEN 1
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#define is_worm_tail(mon) ((mon) && ((x != (mon)->mx) || (y != (mon)->my)))
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/*
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* display_monster()
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*
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* Note that this is *not* a map_XXXX() function! Monsters sort of float
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* above everything.
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*
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* Yuck. Display body parts by recognizing that the display position is
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* not the same as the monster position. Currently the only body part is
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* a worm tail.
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*
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*/
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STATIC_OVL void
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display_monster(x, y, mon, sightflags, worm_tail)
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register xchar x, y; /* display position */
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register struct monst *mon; /* monster to display */
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int sightflags; /* 1 if the monster is physically seen */
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/* 2 if detected using Detect_monsters */
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register xchar worm_tail; /* mon is actually a worm tail */
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{
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register boolean mon_mimic = (mon->m_ap_type != M_AP_NOTHING);
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register int sensed = mon_mimic &&
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(Protection_from_shape_changers || sensemon(mon));
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/*
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* We must do the mimic check first. If the mimic is mimicing something,
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* and the location is in sight, we have to change the hero's memory
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* so that when the position is out of sight, the hero remembers what
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* the mimic was mimicing.
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*/
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if (mon_mimic && (sightflags == PHYSICALLY_SEEN)) {
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switch (mon->m_ap_type) {
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default:
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impossible("display_monster: bad m_ap_type value [ = %d ]",
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(int) mon->m_ap_type);
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case M_AP_NOTHING:
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show_glyph(x, y, mon_to_glyph(mon));
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break;
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|
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case M_AP_FURNITURE: {
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/*
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* This is a poor man's version of map_background(). I can't
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* use map_background() because we are overriding what is in
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* the 'typ' field. Maybe have map_background()'s parameters
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* be (x,y,glyph) instead of just (x,y).
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*
|
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* mappearance is currently set to an S_ index value in
|
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* makemon.c.
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*/
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register int glyph = cmap_to_glyph(mon->mappearance);
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levl[x][y].glyph = glyph;
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if (!sensed) show_glyph(x,y, glyph);
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break;
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}
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|
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case M_AP_OBJECT: {
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struct obj obj; /* Make a fake object to send */
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/* to map_object(). */
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obj.oextra = (struct oextra *)0;
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obj.ox = x;
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obj.oy = y;
|
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obj.otyp = mon->mappearance;
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obj.corpsenm = PM_TENGU; /* if mimicing a corpse */
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map_object(&obj,!sensed);
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break;
|
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}
|
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|
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case M_AP_MONSTER:
|
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show_glyph(x,y, monnum_to_glyph(what_mon((int)mon->mappearance)));
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break;
|
|
}
|
|
|
|
}
|
|
|
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/* If the mimic is unsucessfully mimicing something, display the monster */
|
|
if (!mon_mimic || sensed) {
|
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int num;
|
|
|
|
/* [ALI] Only use detected glyphs when monster wouldn't be
|
|
* visible by any other means.
|
|
*/
|
|
if (sightflags == DETECTED) {
|
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if (worm_tail)
|
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num = detected_monnum_to_glyph(what_mon(PM_LONG_WORM_TAIL));
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else
|
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num = detected_mon_to_glyph(mon);
|
|
} else if (mon->mtame && !Hallucination) {
|
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if (worm_tail)
|
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num = petnum_to_glyph(PM_LONG_WORM_TAIL);
|
|
else
|
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num = pet_to_glyph(mon);
|
|
} else {
|
|
if (worm_tail)
|
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num = monnum_to_glyph(what_mon(PM_LONG_WORM_TAIL));
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|
else
|
|
num = mon_to_glyph(mon);
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|
}
|
|
show_glyph(x,y,num);
|
|
}
|
|
}
|
|
|
|
/*
|
|
* display_warning()
|
|
*
|
|
* This is also *not* a map_XXXX() function! Monster warnings float
|
|
* above everything just like monsters do, but only if the monster
|
|
* is not showing.
|
|
*
|
|
* Do not call for worm tails.
|
|
*/
|
|
STATIC_OVL void
|
|
display_warning(mon)
|
|
register struct monst *mon;
|
|
{
|
|
int x = mon->mx, y = mon->my;
|
|
int wl = (int) (mon->m_lev / 4);
|
|
int glyph;
|
|
|
|
if (mon_warning(mon)) {
|
|
if (wl > WARNCOUNT - 1) wl = WARNCOUNT - 1;
|
|
/* 3.4.1: this really ought to be rn2(WARNCOUNT), but value "0"
|
|
isn't handled correctly by the what_is routine so avoid it */
|
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if (Hallucination) wl = rn1(WARNCOUNT-1,1);
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glyph = warning_to_glyph(wl);
|
|
} else if (MATCH_WARN_OF_MON(mon)) {
|
|
glyph = mon_to_glyph(mon);
|
|
} else {
|
|
impossible("display_warning did not match warning type?");
|
|
return;
|
|
}
|
|
show_glyph(x, y, glyph);
|
|
}
|
|
|
|
/*
|
|
* feel_location()
|
|
*
|
|
* Feel the given location. This assumes that the hero is blind and that
|
|
* the given position is either the hero's or one of the eight squares
|
|
* adjacent to the hero (except for a boulder push).
|
|
* If an invisible monster has gone away, that will be discovered. If an
|
|
* invisible monster has appeared, this will _not_ be discovered since
|
|
* searching only finds one monster per turn so we must check that separately.
|
|
*/
|
|
void
|
|
feel_location(x, y)
|
|
xchar x, y;
|
|
{
|
|
struct rm *lev = &(levl[x][y]);
|
|
struct obj *boulder;
|
|
register struct monst *mon;
|
|
|
|
/* If the hero's memory of an invisible monster is accurate, we want to keep
|
|
* him from detecting the same monster over and over again on each turn.
|
|
* We must return (so we don't erase the monster). (We must also, in the
|
|
* search function, be sure to skip over previously detected 'I's.)
|
|
*/
|
|
if (glyph_is_invisible(levl[x][y].glyph) && m_at(x,y)) return;
|
|
|
|
/* The hero can't feel non pool locations while under water. */
|
|
if (Underwater && !Is_waterlevel(&u.uz) && ! is_pool(x,y))
|
|
return;
|
|
|
|
/* Set the seen vector as if the hero had seen it. It doesn't matter */
|
|
/* if the hero is levitating or not. */
|
|
set_seenv(lev, u.ux, u.uy, x, y);
|
|
|
|
if (Levitation && !Is_airlevel(&u.uz) && !Is_waterlevel(&u.uz)) {
|
|
/*
|
|
* Levitation Rules. It is assumed that the hero can feel the state
|
|
* of the walls around herself and can tell if she is in a corridor,
|
|
* room, or doorway. Boulders are felt because they are large enough.
|
|
* Anything else is unknown because the hero can't reach the ground.
|
|
* This makes things difficult.
|
|
*
|
|
* Check (and display) in order:
|
|
*
|
|
* + Stone, walls, and closed doors.
|
|
* + Boulders. [see a boulder before a doorway]
|
|
* + Doors.
|
|
* + Room/water positions
|
|
* + Everything else (hallways!)
|
|
*/
|
|
if (IS_ROCK(lev->typ) || (IS_DOOR(lev->typ) &&
|
|
(lev->doormask & (D_LOCKED | D_CLOSED)))) {
|
|
map_background(x, y, 1);
|
|
} else if ((boulder = sobj_at(BOULDER,x,y)) != 0) {
|
|
map_object(boulder, 1);
|
|
} else if (IS_DOOR(lev->typ)) {
|
|
map_background(x, y, 1);
|
|
} else if (IS_ROOM(lev->typ) || IS_POOL(lev->typ)) {
|
|
/*
|
|
* An open room or water location. Normally we wouldn't touch
|
|
* this, but we have to get rid of remembered boulder symbols.
|
|
* This will only occur in rare occations when the hero goes
|
|
* blind and doesn't find a boulder where expected (something
|
|
* came along and picked it up). We know that there is not a
|
|
* boulder at this location. Show fountains, pools, etc.
|
|
* underneath if already seen. Otherwise, show the appropriate
|
|
* floor symbol.
|
|
*
|
|
* Similarly, if the hero digs a hole in a wall or feels a location
|
|
* that used to contain an unseen monster. In these cases,
|
|
* there's no reason to assume anything was underneath, so
|
|
* just show the appropriate floor symbol. If something was
|
|
* embedded in the wall, the glyph will probably already
|
|
* reflect that. Don't change the symbol in this case.
|
|
*
|
|
* This isn't quite correct. If the boulder was on top of some
|
|
* other objects they should be seen once the boulder is removed.
|
|
* However, we have no way of knowing that what is there now
|
|
* was there then. So we let the hero have a lapse of memory.
|
|
* We could also just display what is currently on the top of the
|
|
* object stack (if anything).
|
|
*/
|
|
if (lev->glyph == objnum_to_glyph(BOULDER)) {
|
|
if (lev->typ != ROOM && lev->seenv) {
|
|
map_background(x, y, 1);
|
|
} else {
|
|
lev->glyph = lev->waslit ? cmap_to_glyph(S_room) :
|
|
cmap_to_glyph(S_stone);
|
|
show_glyph(x,y,lev->glyph);
|
|
}
|
|
} else if ((lev->glyph >= cmap_to_glyph(S_stone) &&
|
|
lev->glyph < cmap_to_glyph(S_room)) ||
|
|
glyph_is_invisible(levl[x][y].glyph)) {
|
|
lev->glyph = lev->waslit ? cmap_to_glyph(S_room) :
|
|
cmap_to_glyph(S_stone);
|
|
show_glyph(x,y,lev->glyph);
|
|
}
|
|
} else {
|
|
/* We feel it (I think hallways are the only things left). */
|
|
map_background(x, y, 1);
|
|
/* Corridors are never felt as lit (unless remembered that way) */
|
|
/* (lit_corridor only). */
|
|
if (lev->typ == CORR &&
|
|
lev->glyph == cmap_to_glyph(S_litcorr) && !lev->waslit)
|
|
show_glyph(x, y, lev->glyph = cmap_to_glyph(S_corr));
|
|
}
|
|
} else {
|
|
_map_location(x, y, 1);
|
|
|
|
if (Punished) {
|
|
/*
|
|
* A ball or chain is only felt if it is first on the object
|
|
* location list. Otherwise, we need to clear the felt bit ---
|
|
* something has been dropped on the ball/chain. If the bit is
|
|
* not cleared, then when the ball/chain is moved it will drop
|
|
* the wrong glyph.
|
|
*/
|
|
if (uchain->ox == x && uchain->oy == y) {
|
|
if (level.objects[x][y] == uchain)
|
|
u.bc_felt |= BC_CHAIN;
|
|
else
|
|
u.bc_felt &= ~BC_CHAIN; /* do not feel the chain */
|
|
}
|
|
if (!carried(uball) && uball->ox == x && uball->oy == y) {
|
|
if (level.objects[x][y] == uball)
|
|
u.bc_felt |= BC_BALL;
|
|
else
|
|
u.bc_felt &= ~BC_BALL; /* do not feel the ball */
|
|
}
|
|
}
|
|
|
|
/* Floor spaces are dark if unlit. Corridors are dark if unlit. */
|
|
if (lev->typ == ROOM &&
|
|
lev->glyph == cmap_to_glyph(S_room) && !lev->waslit)
|
|
show_glyph(x,y, lev->glyph = cmap_to_glyph(S_stone));
|
|
else if (lev->typ == CORR &&
|
|
lev->glyph == cmap_to_glyph(S_litcorr) && !lev->waslit)
|
|
show_glyph(x,y, lev->glyph = cmap_to_glyph(S_corr));
|
|
}
|
|
/* draw monster on top if we can sense it */
|
|
if ((x != u.ux || y != u.uy) && (mon = m_at(x,y)) && sensemon(mon))
|
|
display_monster(x, y, mon,
|
|
(tp_sensemon(mon) || MATCH_WARN_OF_MON(mon)) ? PHYSICALLY_SEEN : DETECTED,
|
|
is_worm_tail(mon));
|
|
}
|
|
|
|
/*
|
|
* newsym()
|
|
*
|
|
* Possibly put a new glyph at the given location.
|
|
*/
|
|
void
|
|
newsym(x,y)
|
|
register int x,y;
|
|
{
|
|
register struct monst *mon;
|
|
register struct rm *lev = &(levl[x][y]);
|
|
register int see_it;
|
|
register xchar worm_tail;
|
|
|
|
if (in_mklev) return;
|
|
|
|
/* only permit updating the hero when swallowed */
|
|
if (u.uswallow) {
|
|
if (x == u.ux && y == u.uy) display_self();
|
|
return;
|
|
}
|
|
if (Underwater && !Is_waterlevel(&u.uz)) {
|
|
/* don't do anything unless (x,y) is an adjacent underwater position */
|
|
int dx, dy;
|
|
if (!is_pool(x,y)) return;
|
|
dx = x - u.ux; if (dx < 0) dx = -dx;
|
|
dy = y - u.uy; if (dy < 0) dy = -dy;
|
|
if (dx > 1 || dy > 1) return;
|
|
}
|
|
|
|
/* Can physically see the location. */
|
|
if (cansee(x,y)) {
|
|
NhRegion* reg = visible_region_at(x,y);
|
|
/*
|
|
* Don't use templit here: E.g.
|
|
*
|
|
* lev->waslit = !!(lev->lit || templit(x,y));
|
|
*
|
|
* Otherwise we have the "light pool" problem, where non-permanently
|
|
* lit areas just out of sight stay remembered as lit. They should
|
|
* re-darken.
|
|
*
|
|
* Perhaps ALL areas should revert to their "unlit" look when
|
|
* out of sight.
|
|
*/
|
|
lev->waslit = (lev->lit!=0); /* remember lit condition */
|
|
|
|
if (reg != NULL && ACCESSIBLE(lev->typ)) {
|
|
show_region(reg,x,y);
|
|
return;
|
|
}
|
|
if (x == u.ux && y == u.uy) {
|
|
if (canspotself()) {
|
|
_map_location(x,y,0); /* map *under* self */
|
|
display_self();
|
|
} else
|
|
/* we can see what is there */
|
|
_map_location(x,y,1);
|
|
}
|
|
else {
|
|
mon = m_at(x,y);
|
|
worm_tail = is_worm_tail(mon);
|
|
see_it = mon && (worm_tail
|
|
? (!mon->minvis || See_invisible)
|
|
: (mon_visible(mon)) || tp_sensemon(mon) || MATCH_WARN_OF_MON(mon));
|
|
if (mon && (see_it || (!worm_tail && Detect_monsters))) {
|
|
if (mon->mtrapped) {
|
|
struct trap *trap = t_at(x, y);
|
|
int tt = trap ? trap->ttyp : NO_TRAP;
|
|
|
|
/* if monster is in a physical trap, you see the trap too */
|
|
if (tt == BEAR_TRAP || tt == PIT ||
|
|
tt == SPIKED_PIT ||tt == WEB) {
|
|
trap->tseen = TRUE;
|
|
}
|
|
}
|
|
_map_location(x,y,0); /* map under the monster */
|
|
/* also gets rid of any invisibility glyph */
|
|
display_monster(x, y, mon, see_it ? PHYSICALLY_SEEN : DETECTED, worm_tail);
|
|
}
|
|
else if (mon && mon_warning(mon) && !is_worm_tail(mon))
|
|
display_warning(mon);
|
|
else if (glyph_is_invisible(levl[x][y].glyph))
|
|
map_invisible(x, y);
|
|
else
|
|
_map_location(x,y,1); /* map the location */
|
|
}
|
|
}
|
|
|
|
/* Can't see the location. */
|
|
else {
|
|
if (x == u.ux && y == u.uy) {
|
|
feel_location(u.ux, u.uy); /* forces an update */
|
|
|
|
if (canspotself()) display_self();
|
|
}
|
|
else if ((mon = m_at(x,y))
|
|
&& ((see_it = (tp_sensemon(mon) || MATCH_WARN_OF_MON(mon)
|
|
|| (see_with_infrared(mon) && mon_visible(mon))))
|
|
|| Detect_monsters)
|
|
&& !is_worm_tail(mon)) {
|
|
/* Monsters are printed every time. */
|
|
/* This also gets rid of any invisibility glyph */
|
|
display_monster(x, y, mon, see_it ? 0 : DETECTED, 0);
|
|
}
|
|
else if ((mon = m_at(x,y)) && mon_warning(mon) &&
|
|
!is_worm_tail(mon)) {
|
|
display_warning(mon);
|
|
}
|
|
|
|
/*
|
|
* If the location is remembered as being both dark (waslit is false)
|
|
* and lit (glyph is a lit room or lit corridor) then it was either:
|
|
*
|
|
* (1) A dark location that the hero could see through night
|
|
* vision.
|
|
*
|
|
* (2) Darkened while out of the hero's sight. This can happen
|
|
* when cursed scroll of light is read.
|
|
*
|
|
* In either case, we have to manually correct the hero's memory to
|
|
* match waslit. Deciding when to change waslit is non-trivial.
|
|
*
|
|
* Note: If flags.lit_corridor is set, then corridors act like room
|
|
* squares. That is, they light up if in night vision range.
|
|
* If flags.lit_corridor is not set, then corridors will
|
|
* remain dark unless lit by a light spell and may darken
|
|
* again, as discussed above.
|
|
*
|
|
* These checks and changes must be here and not in back_to_glyph().
|
|
* They are dependent on the position being out of sight.
|
|
*/
|
|
else if (!lev->waslit) {
|
|
if (lev->glyph == cmap_to_glyph(S_litcorr) && lev->typ == CORR)
|
|
show_glyph(x, y, lev->glyph = cmap_to_glyph(S_corr));
|
|
else if (lev->glyph == cmap_to_glyph(S_room) && lev->typ == ROOM)
|
|
show_glyph(x, y, lev->glyph = cmap_to_glyph(S_stone));
|
|
else
|
|
goto show_mem;
|
|
} else {
|
|
show_mem:
|
|
show_glyph(x, y, lev->glyph);
|
|
}
|
|
}
|
|
}
|
|
|
|
#undef is_worm_tail
|
|
|
|
/*
|
|
* shieldeff()
|
|
*
|
|
* Put magic shield pyrotechnics at the given location. This *could* be
|
|
* pulled into a platform dependent routine for fancier graphics if desired.
|
|
*/
|
|
void
|
|
shieldeff(x,y)
|
|
xchar x,y;
|
|
{
|
|
register int i;
|
|
|
|
if (!flags.sparkle) return;
|
|
if (cansee(x,y)) { /* Don't see anything if can't see the location */
|
|
for (i = 0; i < SHIELD_COUNT; i++) {
|
|
show_glyph(x, y, cmap_to_glyph(shield_static[i]));
|
|
flush_screen(1); /* make sure the glyph shows up */
|
|
delay_output();
|
|
}
|
|
newsym(x,y); /* restore the old information */
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
* tmp_at()
|
|
*
|
|
* Temporarily place glyphs on the screen. Do not call delay_output(). It
|
|
* is up to the caller to decide if it wants to wait [presently, everyone
|
|
* but explode() wants to delay].
|
|
*
|
|
* Call:
|
|
* (DISP_BEAM, glyph) open, initialize glyph
|
|
* (DISP_FLASH, glyph) open, initialize glyph
|
|
* (DISP_ALWAYS, glyph) open, initialize glyph
|
|
* (DISP_CHANGE, glyph) change glyph
|
|
* (DISP_END, 0) close & clean up (second argument doesn't
|
|
* matter)
|
|
* (DISP_FREEMEM, 0) only used to prevent memory leak during
|
|
* exit)
|
|
* (x, y) display the glyph at the location
|
|
*
|
|
* DISP_BEAM - Display the given glyph at each location, but do not erase
|
|
* any until the close call.
|
|
* DISP_FLASH - Display the given glyph at each location, but erase the
|
|
* previous location's glyph.
|
|
* DISP_ALWAYS- Like DISP_FLASH, but vision is not taken into account.
|
|
*/
|
|
|
|
static struct tmp_glyph {
|
|
coord saved[COLNO]; /* previously updated positions */
|
|
int sidx; /* index of next unused slot in saved[] */
|
|
int style; /* either DISP_BEAM or DISP_FLASH or DISP_ALWAYS */
|
|
int glyph; /* glyph to use when printing */
|
|
struct tmp_glyph *prev;
|
|
} tgfirst;
|
|
|
|
void
|
|
tmp_at(x, y)
|
|
int x, y;
|
|
{
|
|
static struct tmp_glyph *tglyph = (struct tmp_glyph *)0;
|
|
struct tmp_glyph *tmp;
|
|
|
|
switch (x) {
|
|
case DISP_BEAM:
|
|
case DISP_ALL:
|
|
case DISP_FLASH:
|
|
case DISP_ALWAYS:
|
|
if (!tglyph)
|
|
tmp = &tgfirst;
|
|
else /* nested effect; we need dynamic memory */
|
|
tmp = (struct tmp_glyph *)alloc(sizeof (struct tmp_glyph));
|
|
tmp->prev = tglyph;
|
|
tglyph = tmp;
|
|
tglyph->sidx = 0;
|
|
tglyph->style = x;
|
|
tglyph->glyph = y;
|
|
flush_screen(0); /* flush buffered glyphs */
|
|
return;
|
|
|
|
case DISP_FREEMEM: /* in case game ends with tmp_at() in progress */
|
|
while (tglyph) {
|
|
tmp = tglyph->prev;
|
|
if (tglyph != &tgfirst) free((genericptr_t)tglyph);
|
|
tglyph = tmp;
|
|
}
|
|
return;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if (!tglyph) panic("tmp_at: tglyph not initialized");
|
|
|
|
switch (x) {
|
|
case DISP_CHANGE:
|
|
tglyph->glyph = y;
|
|
break;
|
|
|
|
case DISP_END:
|
|
if (tglyph->style == DISP_BEAM || tglyph->style == DISP_ALL) {
|
|
register int i;
|
|
|
|
/* Erase (reset) from source to end */
|
|
for (i = 0; i < tglyph->sidx; i++)
|
|
newsym(tglyph->saved[i].x, tglyph->saved[i].y);
|
|
} else { /* DISP_FLASH or DISP_ALWAYS */
|
|
if (tglyph->sidx) /* been called at least once */
|
|
newsym(tglyph->saved[0].x, tglyph->saved[0].y);
|
|
}
|
|
/* tglyph->sidx = 0; -- about to be freed, so not necessary */
|
|
tmp = tglyph->prev;
|
|
if (tglyph != &tgfirst) free((genericptr_t)tglyph);
|
|
tglyph = tmp;
|
|
break;
|
|
|
|
default: /* do it */
|
|
if (tglyph->style == DISP_BEAM || tglyph->style == DISP_ALL) {
|
|
if (tglyph->style != DISP_ALL && !cansee(x,y)) break;
|
|
if (tglyph->sidx >= COLNO) break; /* too many locations */
|
|
/* save pos for later erasing */
|
|
tglyph->saved[tglyph->sidx].x = x;
|
|
tglyph->saved[tglyph->sidx].y = y;
|
|
tglyph->sidx += 1;
|
|
} else { /* DISP_FLASH/ALWAYS */
|
|
if (tglyph->sidx) { /* not first call, so reset previous pos */
|
|
newsym(tglyph->saved[0].x, tglyph->saved[0].y);
|
|
tglyph->sidx = 0; /* display is presently up to date */
|
|
}
|
|
if (!cansee(x,y) && tglyph->style != DISP_ALWAYS) break;
|
|
tglyph->saved[0].x = x;
|
|
tglyph->saved[0].y = y;
|
|
tglyph->sidx = 1;
|
|
}
|
|
|
|
show_glyph(x, y, tglyph->glyph); /* show it */
|
|
flush_screen(0); /* make sure it shows up */
|
|
break;
|
|
} /* end case */
|
|
}
|
|
|
|
|
|
/*
|
|
* swallowed()
|
|
*
|
|
* The hero is swallowed. Show a special graphics sequence for this. This
|
|
* bypasses all of the display routines and messes with buffered screen
|
|
* directly. This method works because both vision and display check for
|
|
* being swallowed.
|
|
*/
|
|
void
|
|
swallowed(first)
|
|
int first;
|
|
{
|
|
static xchar lastx, lasty; /* last swallowed position */
|
|
int swallower, left_ok, rght_ok;
|
|
|
|
if (first)
|
|
cls();
|
|
else {
|
|
register int x, y;
|
|
|
|
/* Clear old location */
|
|
for (y = lasty-1; y <= lasty+1; y++)
|
|
for (x = lastx-1; x <= lastx+1; x++)
|
|
if (isok(x,y)) show_glyph(x,y,cmap_to_glyph(S_stone));
|
|
}
|
|
|
|
swallower = monsndx(u.ustuck->data);
|
|
/* assume isok(u.ux,u.uy) */
|
|
left_ok = isok(u.ux-1,u.uy);
|
|
rght_ok = isok(u.ux+1,u.uy);
|
|
/*
|
|
* Display the hero surrounded by the monster's stomach.
|
|
*/
|
|
if(isok(u.ux, u.uy-1)) {
|
|
if (left_ok)
|
|
show_glyph(u.ux-1, u.uy-1, swallow_to_glyph(swallower, S_sw_tl));
|
|
show_glyph(u.ux , u.uy-1, swallow_to_glyph(swallower, S_sw_tc));
|
|
if (rght_ok)
|
|
show_glyph(u.ux+1, u.uy-1, swallow_to_glyph(swallower, S_sw_tr));
|
|
}
|
|
|
|
if (left_ok)
|
|
show_glyph(u.ux-1, u.uy , swallow_to_glyph(swallower, S_sw_ml));
|
|
display_self();
|
|
if (rght_ok)
|
|
show_glyph(u.ux+1, u.uy , swallow_to_glyph(swallower, S_sw_mr));
|
|
|
|
if(isok(u.ux, u.uy+1)) {
|
|
if (left_ok)
|
|
show_glyph(u.ux-1, u.uy+1, swallow_to_glyph(swallower, S_sw_bl));
|
|
show_glyph(u.ux , u.uy+1, swallow_to_glyph(swallower, S_sw_bc));
|
|
if (rght_ok)
|
|
show_glyph(u.ux+1, u.uy+1, swallow_to_glyph(swallower, S_sw_br));
|
|
}
|
|
|
|
/* Update the swallowed position. */
|
|
lastx = u.ux;
|
|
lasty = u.uy;
|
|
}
|
|
|
|
/*
|
|
* under_water()
|
|
*
|
|
* Similar to swallowed() in operation. Shows hero when underwater
|
|
* except when in water level. Special routines exist for that.
|
|
*/
|
|
void
|
|
under_water(mode)
|
|
int mode;
|
|
{
|
|
static xchar lastx, lasty;
|
|
static boolean dela;
|
|
register int x, y;
|
|
|
|
/* swallowing has a higher precedence than under water */
|
|
if (Is_waterlevel(&u.uz) || u.uswallow) return;
|
|
|
|
/* full update */
|
|
if (mode == 1 || dela) {
|
|
cls();
|
|
dela = FALSE;
|
|
}
|
|
/* delayed full update */
|
|
else if (mode == 2) {
|
|
dela = TRUE;
|
|
return;
|
|
}
|
|
/* limited update */
|
|
else {
|
|
for (y = lasty-1; y <= lasty+1; y++)
|
|
for (x = lastx-1; x <= lastx+1; x++)
|
|
if (isok(x,y))
|
|
show_glyph(x,y,cmap_to_glyph(S_stone));
|
|
}
|
|
for (x = u.ux-1; x <= u.ux+1; x++)
|
|
for (y = u.uy-1; y <= u.uy+1; y++)
|
|
if (isok(x,y) && is_pool(x,y)) {
|
|
if (Blind && !(x == u.ux && y == u.uy))
|
|
show_glyph(x,y,cmap_to_glyph(S_stone));
|
|
else
|
|
newsym(x,y);
|
|
}
|
|
lastx = u.ux;
|
|
lasty = u.uy;
|
|
}
|
|
|
|
/*
|
|
* under_ground()
|
|
*
|
|
* Very restricted display. You can only see yourself.
|
|
*/
|
|
void
|
|
under_ground(mode)
|
|
int mode;
|
|
{
|
|
static boolean dela;
|
|
|
|
/* swallowing has a higher precedence than under ground */
|
|
if (u.uswallow) return;
|
|
|
|
/* full update */
|
|
if (mode == 1 || dela) {
|
|
cls();
|
|
dela = FALSE;
|
|
}
|
|
/* delayed full update */
|
|
else if (mode == 2) {
|
|
dela = TRUE;
|
|
return;
|
|
}
|
|
/* limited update */
|
|
else
|
|
newsym(u.ux,u.uy);
|
|
}
|
|
|
|
|
|
/* ========================================================================= */
|
|
|
|
/*
|
|
* Loop through all of the monsters and update them. Called when:
|
|
* + going blind & telepathic
|
|
* + regaining sight & telepathic
|
|
* + getting and losing infravision
|
|
* + hallucinating
|
|
* + doing a full screen redraw
|
|
* + see invisible times out or a ring of see invisible is taken off
|
|
* + when a potion of see invisible is quaffed or a ring of see
|
|
* invisible is put on
|
|
* + gaining telepathy when blind [givit() in eat.c, pleased() in pray.c]
|
|
* + losing telepathy while blind [xkilled() in mon.c, attrcurse() in
|
|
* sit.c]
|
|
*/
|
|
void
|
|
see_monsters()
|
|
{
|
|
register struct monst *mon;
|
|
int new_warn_obj_cnt = 0;
|
|
|
|
if (defer_see_monsters) return;
|
|
|
|
for (mon = fmon; mon; mon = mon->nmon) {
|
|
if (DEADMONSTER(mon)) continue;
|
|
newsym(mon->mx,mon->my);
|
|
if (mon->wormno) see_wsegs(mon);
|
|
if (MATCH_WARN_OF_MON(mon)) {
|
|
if (context.warntype.obj &&
|
|
(context.warntype.obj & mon->data->mflags2)) new_warn_obj_cnt++;
|
|
}
|
|
}
|
|
/*
|
|
* Make Sting glow blue or stop glowing if required.
|
|
*/
|
|
if (new_warn_obj_cnt != warn_obj_cnt &&
|
|
uwep && uwep->oartifact == ART_STING) {
|
|
Sting_effects(new_warn_obj_cnt);
|
|
warn_obj_cnt = new_warn_obj_cnt;
|
|
}
|
|
|
|
#ifdef STEED
|
|
/* when mounted, hero's location gets caught by monster loop */
|
|
if (!u.usteed)
|
|
#endif
|
|
newsym(u.ux, u.uy);
|
|
}
|
|
|
|
/*
|
|
* Block/unblock light depending on what a mimic is mimicing and if it's
|
|
* invisible or not. Should be called only when the state of See_invisible
|
|
* changes.
|
|
*/
|
|
void
|
|
set_mimic_blocking()
|
|
{
|
|
register struct monst *mon;
|
|
|
|
for (mon = fmon; mon; mon = mon->nmon) {
|
|
if (DEADMONSTER(mon)) continue;
|
|
if (mon->minvis &&
|
|
((mon->m_ap_type == M_AP_FURNITURE &&
|
|
(mon->mappearance == S_vcdoor || mon->mappearance == S_hcdoor)) ||
|
|
(mon->m_ap_type == M_AP_OBJECT && mon->mappearance == BOULDER))) {
|
|
if(See_invisible)
|
|
block_point(mon->mx, mon->my);
|
|
else
|
|
unblock_point(mon->mx, mon->my);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Loop through all of the object *locations* and update them. Called when
|
|
* + hallucinating.
|
|
*/
|
|
void
|
|
see_objects()
|
|
{
|
|
register struct obj *obj;
|
|
for(obj = fobj; obj; obj = obj->nobj)
|
|
if (vobj_at(obj->ox,obj->oy) == obj) newsym(obj->ox, obj->oy);
|
|
}
|
|
|
|
/*
|
|
* Update hallucinated traps.
|
|
*/
|
|
void
|
|
see_traps()
|
|
{
|
|
struct trap *trap;
|
|
int glyph;
|
|
|
|
for (trap = ftrap; trap; trap = trap->ntrap) {
|
|
glyph = glyph_at(trap->tx, trap->ty);
|
|
if (glyph_is_trap(glyph))
|
|
newsym(trap->tx, trap->ty);
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Put the cursor on the hero. Flush all accumulated glyphs before doing it.
|
|
*/
|
|
void
|
|
curs_on_u()
|
|
{
|
|
flush_screen(1); /* Flush waiting glyphs & put cursor on hero */
|
|
}
|
|
|
|
int
|
|
doredraw()
|
|
{
|
|
docrt();
|
|
return 0;
|
|
}
|
|
|
|
void
|
|
docrt()
|
|
{
|
|
register int x,y;
|
|
register struct rm *lev;
|
|
|
|
if (!u.ux) return; /* display isn't ready yet */
|
|
|
|
if (u.uswallow) {
|
|
swallowed(1);
|
|
return;
|
|
}
|
|
if (Underwater && !Is_waterlevel(&u.uz)) {
|
|
under_water(1);
|
|
return;
|
|
}
|
|
if (u.uburied) {
|
|
under_ground(1);
|
|
return;
|
|
}
|
|
|
|
/* shut down vision */
|
|
vision_recalc(2);
|
|
|
|
/*
|
|
* This routine assumes that cls() does the following:
|
|
* + fills the physical screen with the symbol for rock
|
|
* + clears the glyph buffer
|
|
*/
|
|
cls();
|
|
|
|
/* display memory */
|
|
for (x = 1; x < COLNO; x++) {
|
|
lev = &levl[x][0];
|
|
for (y = 0; y < ROWNO; y++, lev++)
|
|
if (lev->glyph != cmap_to_glyph(S_stone))
|
|
show_glyph(x,y,lev->glyph);
|
|
}
|
|
|
|
/* see what is to be seen */
|
|
vision_recalc(0);
|
|
|
|
/* overlay with monsters */
|
|
see_monsters();
|
|
|
|
context.botlx = 1; /* force a redraw of the bottom line */
|
|
}
|
|
|
|
|
|
/* ========================================================================= */
|
|
/* Glyph Buffering (3rd screen) ============================================ */
|
|
|
|
typedef struct {
|
|
xchar new; /* perhaps move this bit into the rm strucure. */
|
|
int glyph;
|
|
} gbuf_entry;
|
|
|
|
static gbuf_entry gbuf[ROWNO][COLNO];
|
|
static char gbuf_start[ROWNO];
|
|
static char gbuf_stop[ROWNO];
|
|
|
|
/*
|
|
* Store the glyph in the 3rd screen for later flushing.
|
|
*/
|
|
void
|
|
show_glyph(x,y,glyph)
|
|
int x, y, glyph;
|
|
{
|
|
/*
|
|
* Check for bad positions and glyphs.
|
|
*/
|
|
if (!isok(x, y)) {
|
|
const char *text;
|
|
int offset;
|
|
|
|
/* column 0 is invalid, but it's often used as a flag, so ignore it */
|
|
if (x == 0) return;
|
|
|
|
/*
|
|
* This assumes an ordering of the offsets. See display.h for
|
|
* the definition.
|
|
*/
|
|
|
|
if (glyph >= GLYPH_WARNING_OFF) { /* a warning */
|
|
text = "warning"; offset = glyph - GLYPH_WARNING_OFF;
|
|
} else if (glyph >= GLYPH_SWALLOW_OFF) { /* swallow border */
|
|
text = "swallow border"; offset = glyph - GLYPH_SWALLOW_OFF;
|
|
} else if (glyph >= GLYPH_ZAP_OFF) { /* zap beam */
|
|
text = "zap beam"; offset = glyph - GLYPH_ZAP_OFF;
|
|
} else if (glyph >= GLYPH_EXPLODE_OFF) { /* explosion */
|
|
text = "explosion"; offset = glyph - GLYPH_EXPLODE_OFF;
|
|
} else if (glyph >= GLYPH_CMAP_OFF) { /* cmap */
|
|
text = "cmap_index"; offset = glyph - GLYPH_CMAP_OFF;
|
|
} else if (glyph >= GLYPH_OBJ_OFF) { /* object */
|
|
text = "object"; offset = glyph - GLYPH_OBJ_OFF;
|
|
} else if (glyph >= GLYPH_RIDDEN_OFF) { /* ridden mon */
|
|
text = "ridden mon"; offset = glyph - GLYPH_RIDDEN_OFF;
|
|
} else if (glyph >= GLYPH_BODY_OFF) { /* a corpse */
|
|
text = "corpse"; offset = glyph - GLYPH_BODY_OFF;
|
|
} else if (glyph >= GLYPH_DETECT_OFF) { /* detected mon */
|
|
text = "detected mon"; offset = glyph - GLYPH_DETECT_OFF;
|
|
} else if (glyph >= GLYPH_INVIS_OFF) { /* invisible mon */
|
|
text = "invisible mon"; offset = glyph - GLYPH_INVIS_OFF;
|
|
} else if (glyph >= GLYPH_PET_OFF) { /* a pet */
|
|
text = "pet"; offset = glyph - GLYPH_PET_OFF;
|
|
} else { /* a monster */
|
|
text = "monster"; offset = glyph;
|
|
}
|
|
|
|
impossible("show_glyph: bad pos %d %d with glyph %d [%s %d].",
|
|
x, y, glyph, text, offset);
|
|
return;
|
|
}
|
|
|
|
if (glyph >= MAX_GLYPH) {
|
|
impossible("show_glyph: bad glyph %d [max %d] at (%d,%d).",
|
|
glyph, MAX_GLYPH, x, y);
|
|
return;
|
|
}
|
|
|
|
if (gbuf[y][x].glyph != glyph) {
|
|
gbuf[y][x].glyph = glyph;
|
|
gbuf[y][x].new = 1;
|
|
if (gbuf_start[y] > x) gbuf_start[y] = x;
|
|
if (gbuf_stop[y] < x) gbuf_stop[y] = x;
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
* Reset the changed glyph borders so that none of the 3rd screen has
|
|
* changed.
|
|
*/
|
|
#define reset_glyph_bbox() \
|
|
{ \
|
|
int i; \
|
|
\
|
|
for (i = 0; i < ROWNO; i++) { \
|
|
gbuf_start[i] = COLNO-1; \
|
|
gbuf_stop[i] = 0; \
|
|
} \
|
|
}
|
|
|
|
|
|
static gbuf_entry nul_gbuf = { 0, cmap_to_glyph(S_stone) };
|
|
/*
|
|
* Turn the 3rd screen into stone.
|
|
*/
|
|
void
|
|
clear_glyph_buffer()
|
|
{
|
|
register int x, y;
|
|
register gbuf_entry *gptr;
|
|
|
|
for (y = 0; y < ROWNO; y++) {
|
|
gptr = &gbuf[y][0];
|
|
for (x = COLNO; x; x--) {
|
|
*gptr++ = nul_gbuf;
|
|
}
|
|
}
|
|
reset_glyph_bbox();
|
|
}
|
|
|
|
/*
|
|
* Assumes that the indicated positions are filled with S_stone glyphs.
|
|
*/
|
|
void
|
|
row_refresh(start,stop,y)
|
|
int start,stop,y;
|
|
{
|
|
register int x;
|
|
|
|
for (x = start; x <= stop; x++)
|
|
if (gbuf[y][x].glyph != cmap_to_glyph(S_stone))
|
|
print_glyph(WIN_MAP,x,y,gbuf[y][x].glyph);
|
|
}
|
|
|
|
void
|
|
cls()
|
|
{
|
|
display_nhwindow(WIN_MESSAGE, FALSE); /* flush messages */
|
|
context.botlx = 1; /* force update of botl window */
|
|
clear_nhwindow(WIN_MAP); /* clear physical screen */
|
|
|
|
clear_glyph_buffer(); /* this is sort of an extra effort, but OK */
|
|
}
|
|
|
|
/*
|
|
* Synch the third screen with the display.
|
|
*/
|
|
void
|
|
flush_screen(cursor_on_u)
|
|
int cursor_on_u;
|
|
{
|
|
/* Prevent infinite loops on errors:
|
|
* flush_screen->print_glyph->impossible->pline->flush_screen
|
|
*/
|
|
static boolean flushing = 0;
|
|
static boolean delay_flushing = 0;
|
|
register int x,y;
|
|
|
|
if (cursor_on_u == -1) delay_flushing = !delay_flushing;
|
|
if (delay_flushing) return;
|
|
if (flushing) return; /* if already flushing then return */
|
|
flushing = 1;
|
|
|
|
for (y = 0; y < ROWNO; y++) {
|
|
register gbuf_entry *gptr = &gbuf[y][x = gbuf_start[y]];
|
|
for (; x <= gbuf_stop[y]; gptr++, x++)
|
|
if (gptr->new) {
|
|
print_glyph(WIN_MAP,x,y,gptr->glyph);
|
|
gptr->new = 0;
|
|
}
|
|
}
|
|
|
|
if (cursor_on_u) curs(WIN_MAP, u.ux,u.uy); /* move cursor to the hero */
|
|
display_nhwindow(WIN_MAP, FALSE);
|
|
reset_glyph_bbox();
|
|
flushing = 0;
|
|
if(context.botl || context.botlx) bot();
|
|
}
|
|
|
|
/* ========================================================================= */
|
|
|
|
/*
|
|
* back_to_glyph()
|
|
*
|
|
* Use the information in the rm structure at the given position to create
|
|
* a glyph of a background.
|
|
*
|
|
* I had to add a field in the rm structure (horizontal) so that we knew
|
|
* if open doors and secret doors were horizontal or vertical. Previously,
|
|
* the screen symbol had the horizontal/vertical information set at
|
|
* level generation time.
|
|
*
|
|
* I used the 'ladder' field (really doormask) for deciding if stairwells
|
|
* were up or down. I didn't want to check the upstairs and dnstairs
|
|
* variables.
|
|
*/
|
|
int
|
|
back_to_glyph(x,y)
|
|
xchar x,y;
|
|
{
|
|
int idx;
|
|
struct rm *ptr = &(levl[x][y]);
|
|
|
|
switch (ptr->typ) {
|
|
case SCORR:
|
|
case STONE:
|
|
idx = level.flags.arboreal ? S_tree : S_stone;
|
|
break;
|
|
case ROOM: idx = S_room; break;
|
|
case CORR:
|
|
idx = (ptr->waslit || flags.lit_corridor) ? S_litcorr : S_corr;
|
|
break;
|
|
case HWALL:
|
|
case VWALL:
|
|
case TLCORNER:
|
|
case TRCORNER:
|
|
case BLCORNER:
|
|
case BRCORNER:
|
|
case CROSSWALL:
|
|
case TUWALL:
|
|
case TDWALL:
|
|
case TLWALL:
|
|
case TRWALL:
|
|
case SDOOR:
|
|
idx = ptr->seenv ? wall_angle(ptr) : S_stone;
|
|
break;
|
|
case DOOR:
|
|
if (ptr->doormask) {
|
|
if (ptr->doormask & D_BROKEN)
|
|
idx = S_ndoor;
|
|
else if (ptr->doormask & D_ISOPEN)
|
|
idx = (ptr->horizontal) ? S_hodoor : S_vodoor;
|
|
else /* else is closed */
|
|
idx = (ptr->horizontal) ? S_hcdoor : S_vcdoor;
|
|
} else
|
|
idx = S_ndoor;
|
|
break;
|
|
case IRONBARS: idx = S_bars; break;
|
|
case TREE: idx = S_tree; break;
|
|
case POOL:
|
|
case MOAT: idx = S_pool; break;
|
|
case STAIRS:
|
|
idx = (ptr->ladder & LA_DOWN) ? S_dnstair : S_upstair;
|
|
break;
|
|
case LADDER:
|
|
idx = (ptr->ladder & LA_DOWN) ? S_dnladder : S_upladder;
|
|
break;
|
|
case FOUNTAIN: idx = S_fountain; break;
|
|
case SINK: idx = S_sink; break;
|
|
case ALTAR: idx = S_altar; break;
|
|
case GRAVE: idx = S_grave; break;
|
|
case THRONE: idx = S_throne; break;
|
|
case LAVAPOOL: idx = S_lava; break;
|
|
case ICE: idx = S_ice; break;
|
|
case AIR: idx = S_air; break;
|
|
case CLOUD: idx = S_cloud; break;
|
|
case WATER: idx = S_water; break;
|
|
case DBWALL:
|
|
idx = (ptr->horizontal) ? S_hcdbridge : S_vcdbridge;
|
|
break;
|
|
case DRAWBRIDGE_UP:
|
|
switch(ptr->drawbridgemask & DB_UNDER) {
|
|
case DB_MOAT: idx = S_pool; break;
|
|
case DB_LAVA: idx = S_lava; break;
|
|
case DB_ICE: idx = S_ice; break;
|
|
case DB_FLOOR: idx = S_room; break;
|
|
default:
|
|
impossible("Strange db-under: %d",
|
|
ptr->drawbridgemask & DB_UNDER);
|
|
idx = S_room; /* something is better than nothing */
|
|
break;
|
|
}
|
|
break;
|
|
case DRAWBRIDGE_DOWN:
|
|
idx = (ptr->horizontal) ? S_hodbridge : S_vodbridge;
|
|
break;
|
|
default:
|
|
impossible("back_to_glyph: unknown level type [ = %d ]",ptr->typ);
|
|
idx = S_room;
|
|
break;
|
|
}
|
|
|
|
return cmap_to_glyph(idx);
|
|
}
|
|
|
|
|
|
/*
|
|
* swallow_to_glyph()
|
|
*
|
|
* Convert a monster number and a swallow location into the correct glyph.
|
|
* If you don't want a patchwork monster while hallucinating, decide on
|
|
* a random monster in swallowed() and don't use what_mon() here.
|
|
*/
|
|
STATIC_OVL int
|
|
swallow_to_glyph(mnum, loc)
|
|
int mnum;
|
|
int loc;
|
|
{
|
|
if (loc < S_sw_tl || S_sw_br < loc) {
|
|
impossible("swallow_to_glyph: bad swallow location");
|
|
loc = S_sw_br;
|
|
}
|
|
return ((int) (what_mon(mnum)<<3) | (loc - S_sw_tl)) + GLYPH_SWALLOW_OFF;
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
* zapdir_to_glyph()
|
|
*
|
|
* Change the given zap direction and beam type into a glyph. Each beam
|
|
* type has four glyphs, one for each of the symbols below. The order of
|
|
* the zap symbols [0-3] as defined in rm.h are:
|
|
*
|
|
* | S_vbeam ( 0, 1) or ( 0,-1)
|
|
* - S_hbeam ( 1, 0) or (-1, 0)
|
|
* \ S_lslant ( 1, 1) or (-1,-1)
|
|
* / S_rslant (-1, 1) or ( 1,-1)
|
|
*/
|
|
int
|
|
zapdir_to_glyph(dx, dy, beam_type)
|
|
register int dx, dy;
|
|
int beam_type;
|
|
{
|
|
if (beam_type >= NUM_ZAP) {
|
|
impossible("zapdir_to_glyph: illegal beam type");
|
|
beam_type = 0;
|
|
}
|
|
dx = (dx == dy) ? 2 : (dx && dy) ? 3 : dx ? 1 : 0;
|
|
|
|
return ((int) ((beam_type << 2) | dx)) + GLYPH_ZAP_OFF;
|
|
}
|
|
|
|
|
|
/*
|
|
* Utility routine for dowhatis() used to find out the glyph displayed at
|
|
* the location. This isn't necessarily the same as the glyph in the levl
|
|
* structure, so we must check the "third screen".
|
|
*/
|
|
int
|
|
glyph_at(x, y)
|
|
xchar x,y;
|
|
{
|
|
if(x < 0 || y < 0 || x >= COLNO || y >= ROWNO)
|
|
return cmap_to_glyph(S_room); /* XXX */
|
|
return gbuf[y][x].glyph;
|
|
}
|
|
|
|
|
|
/* ------------------------------------------------------------------------- */
|
|
/* Wall Angle -------------------------------------------------------------- */
|
|
|
|
/*#define WA_VERBOSE*/ /* give (x,y) locations for all "bad" spots */
|
|
|
|
#ifdef WA_VERBOSE
|
|
|
|
static const char *FDECL(type_to_name, (int));
|
|
static void FDECL(error4, (int,int,int,int,int,int));
|
|
|
|
static int bad_count[MAX_TYPE]; /* count of positions flagged as bad */
|
|
static const char *type_names[MAX_TYPE] = {
|
|
"STONE", "VWALL", "HWALL", "TLCORNER",
|
|
"TRCORNER", "BLCORNER", "BRCORNER", "CROSSWALL",
|
|
"TUWALL", "TDWALL", "TLWALL", "TRWALL",
|
|
"DBWALL", "SDOOR", "SCORR", "POOL",
|
|
"MOAT", "WATER", "DRAWBRIDGE_UP","LAVAPOOL",
|
|
"DOOR", "CORR", "ROOM", "STAIRS",
|
|
"LADDER", "FOUNTAIN", "THRONE", "SINK",
|
|
"ALTAR", "ICE", "DRAWBRIDGE_DOWN","AIR",
|
|
"CLOUD"
|
|
};
|
|
|
|
|
|
static const char *
|
|
type_to_name(type)
|
|
int type;
|
|
{
|
|
return (type < 0 || type > MAX_TYPE) ? "unknown" : type_names[type];
|
|
}
|
|
|
|
static void
|
|
error4(x, y, a, b, c, dd)
|
|
int x, y, a, b, c, dd;
|
|
{
|
|
pline("set_wall_state: %s @ (%d,%d) %s%s%s%s",
|
|
type_to_name(levl[x][y].typ), x, y,
|
|
a ? "1":"", b ? "2":"", c ? "3":"", dd ? "4":"");
|
|
bad_count[levl[x][y].typ]++;
|
|
}
|
|
#endif /* WA_VERBOSE */
|
|
|
|
/*
|
|
* Return 'which' if position is implies an unfinshed exterior. Return
|
|
* zero otherwise. Unfinished implies outer area is rock or a corridor.
|
|
*
|
|
* Things that are ambigious: lava
|
|
*/
|
|
STATIC_OVL int
|
|
check_pos(x, y, which)
|
|
int x, y, which;
|
|
{
|
|
int type;
|
|
if (!isok(x,y)) return which;
|
|
type = levl[x][y].typ;
|
|
if (IS_ROCK(type) || type == CORR || type == SCORR) return which;
|
|
return 0;
|
|
}
|
|
|
|
/* Return TRUE if more than one is non-zero. */
|
|
/*ARGSUSED*/
|
|
#ifdef WA_VERBOSE
|
|
STATIC_OVL boolean
|
|
more_than_one(x, y, a, b, c)
|
|
int x, y, a, b, c;
|
|
{
|
|
if ((a && (b|c)) || (b && (a|c)) || (c && (a|b))) {
|
|
error4(x,y,a,b,c,0);
|
|
return TRUE;
|
|
}
|
|
return FALSE;
|
|
}
|
|
#else
|
|
#define more_than_one(x, y, a, b, c) (((a) && ((b)|(c))) || ((b) && ((a)|(c))) || ((c) && ((a)|(b))))
|
|
#endif
|
|
|
|
/* Return the wall mode for a T wall. */
|
|
STATIC_OVL int
|
|
set_twall(x0,y0, x1,y1, x2,y2, x3,y3)
|
|
int x0,y0, x1,y1, x2,y2, x3,y3;
|
|
{
|
|
int wmode, is_1, is_2, is_3;
|
|
|
|
is_1 = check_pos(x1, y1, WM_T_LONG);
|
|
is_2 = check_pos(x2, y2, WM_T_BL);
|
|
is_3 = check_pos(x3, y3, WM_T_BR);
|
|
if (more_than_one(x0, y0, is_1, is_2, is_3)) {
|
|
wmode = 0;
|
|
} else {
|
|
wmode = is_1 + is_2 + is_3;
|
|
}
|
|
return wmode;
|
|
}
|
|
|
|
/* Return wall mode for a horizontal or vertical wall. */
|
|
STATIC_OVL int
|
|
set_wall(x, y, horiz)
|
|
int x, y, horiz;
|
|
{
|
|
int wmode, is_1, is_2;
|
|
|
|
if (horiz) {
|
|
is_1 = check_pos(x,y-1, WM_W_TOP);
|
|
is_2 = check_pos(x,y+1, WM_W_BOTTOM);
|
|
} else {
|
|
is_1 = check_pos(x-1,y, WM_W_LEFT);
|
|
is_2 = check_pos(x+1,y, WM_W_RIGHT);
|
|
}
|
|
if (more_than_one(x, y, is_1, is_2, 0)) {
|
|
wmode = 0;
|
|
} else {
|
|
wmode = is_1 + is_2;
|
|
}
|
|
return wmode;
|
|
}
|
|
|
|
|
|
/* Return a wall mode for a corner wall. (x4,y4) is the "inner" position. */
|
|
STATIC_OVL int
|
|
set_corn(x1,y1, x2,y2, x3,y3, x4,y4)
|
|
int x1, y1, x2, y2, x3, y3, x4, y4;
|
|
{
|
|
int wmode, is_1, is_2, is_3, is_4;
|
|
|
|
is_1 = check_pos(x1, y1, 1);
|
|
is_2 = check_pos(x2, y2, 1);
|
|
is_3 = check_pos(x3, y3, 1);
|
|
is_4 = check_pos(x4, y4, 1); /* inner location */
|
|
|
|
/*
|
|
* All 4 should not be true. So if the inner location is rock,
|
|
* use it. If all of the outer 3 are true, use outer. We currently
|
|
* can't cover the case where only part of the outer is rock, so
|
|
* we just say that all the walls are finished (if not overridden
|
|
* by the inner section).
|
|
*/
|
|
if (is_4) {
|
|
wmode = WM_C_INNER;
|
|
} else if (is_1 && is_2 && is_3)
|
|
wmode = WM_C_OUTER;
|
|
else
|
|
wmode = 0; /* finished walls on all sides */
|
|
|
|
return wmode;
|
|
}
|
|
|
|
/* Return mode for a crosswall. */
|
|
STATIC_OVL int
|
|
set_crosswall(x, y)
|
|
int x, y;
|
|
{
|
|
int wmode, is_1, is_2, is_3, is_4;
|
|
|
|
is_1 = check_pos(x-1, y-1, 1);
|
|
is_2 = check_pos(x+1, y-1, 1);
|
|
is_3 = check_pos(x+1, y+1, 1);
|
|
is_4 = check_pos(x-1, y+1, 1);
|
|
|
|
wmode = is_1+is_2+is_3+is_4;
|
|
if (wmode > 1) {
|
|
if (is_1 && is_3 && (is_2+is_4 == 0)) {
|
|
wmode = WM_X_TLBR;
|
|
} else if (is_2 && is_4 && (is_1+is_3 == 0)) {
|
|
wmode = WM_X_BLTR;
|
|
} else {
|
|
#ifdef WA_VERBOSE
|
|
error4(x,y,is_1,is_2,is_3,is_4);
|
|
#endif
|
|
wmode = 0;
|
|
}
|
|
} else if (is_1)
|
|
wmode = WM_X_TL;
|
|
else if (is_2)
|
|
wmode = WM_X_TR;
|
|
else if (is_3)
|
|
wmode = WM_X_BR;
|
|
else if (is_4)
|
|
wmode = WM_X_BL;
|
|
|
|
return wmode;
|
|
}
|
|
|
|
/* Called from mklev. Scan the level and set the wall modes. */
|
|
void
|
|
set_wall_state()
|
|
{
|
|
int x, y;
|
|
int wmode;
|
|
struct rm *lev;
|
|
|
|
#ifdef WA_VERBOSE
|
|
for (x = 0; x < MAX_TYPE; x++) bad_count[x] = 0;
|
|
#endif
|
|
|
|
for (x = 0; x < COLNO; x++)
|
|
for (lev = &levl[x][0], y = 0; y < ROWNO; y++, lev++) {
|
|
switch (lev->typ) {
|
|
case SDOOR:
|
|
wmode = set_wall(x, y, (int) lev->horizontal);
|
|
break;
|
|
case VWALL:
|
|
wmode = set_wall(x, y, 0);
|
|
break;
|
|
case HWALL:
|
|
wmode = set_wall(x, y, 1);
|
|
break;
|
|
case TDWALL:
|
|
wmode = set_twall(x,y, x,y-1, x-1,y+1, x+1,y+1);
|
|
break;
|
|
case TUWALL:
|
|
wmode = set_twall(x,y, x,y+1, x+1,y-1, x-1,y-1);
|
|
break;
|
|
case TLWALL:
|
|
wmode = set_twall(x,y, x+1,y, x-1,y-1, x-1,y+1);
|
|
break;
|
|
case TRWALL:
|
|
wmode = set_twall(x,y, x-1,y, x+1,y+1, x+1,y-1);
|
|
break;
|
|
case TLCORNER:
|
|
wmode = set_corn(x-1,y-1, x,y-1, x-1,y, x+1,y+1);
|
|
break;
|
|
case TRCORNER:
|
|
wmode = set_corn(x,y-1, x+1,y-1, x+1,y, x-1,y+1);
|
|
break;
|
|
case BLCORNER:
|
|
wmode = set_corn(x,y+1, x-1,y+1, x-1,y, x+1,y-1);
|
|
break;
|
|
case BRCORNER:
|
|
wmode = set_corn(x+1,y, x+1,y+1, x,y+1, x-1,y-1);
|
|
break;
|
|
case CROSSWALL:
|
|
wmode = set_crosswall(x, y);
|
|
break;
|
|
|
|
default:
|
|
wmode = -1; /* don't set wall info */
|
|
break;
|
|
}
|
|
|
|
if (wmode >= 0)
|
|
lev->wall_info = (lev->wall_info & ~WM_MASK) | wmode;
|
|
}
|
|
|
|
#ifdef WA_VERBOSE
|
|
/* check if any bad positions found */
|
|
for (x = y = 0; x < MAX_TYPE; x++)
|
|
if (bad_count[x]) {
|
|
if (y == 0) {
|
|
y = 1; /* only print once */
|
|
pline("set_wall_type: wall mode problems with: ");
|
|
}
|
|
pline("%s %d;", type_names[x], bad_count[x]);
|
|
}
|
|
#endif /* WA_VERBOSE */
|
|
}
|
|
|
|
/* ------------------------------------------------------------------------- */
|
|
/* This matrix is used here and in vision.c. */
|
|
unsigned char seenv_matrix[3][3] = { {SV2, SV1, SV0},
|
|
{SV3, SVALL, SV7},
|
|
{SV4, SV5, SV6} };
|
|
|
|
#define sign(z) ((z) < 0 ? -1 : ((z) > 0 ? 1 : 0))
|
|
|
|
/* Set the seen vector of lev as if seen from (x0,y0) to (x,y). */
|
|
STATIC_OVL void
|
|
set_seenv(lev, x0, y0, x, y)
|
|
struct rm *lev;
|
|
int x0, y0, x, y; /* from, to */
|
|
{
|
|
int dx = x-x0, dy = y0-y;
|
|
lev->seenv |= seenv_matrix[sign(dy)+1][sign(dx)+1];
|
|
}
|
|
|
|
/* ------------------------------------------------------------------------- */
|
|
|
|
/* T wall types, one for each row in wall_matrix[][]. */
|
|
#define T_d 0
|
|
#define T_l 1
|
|
#define T_u 2
|
|
#define T_r 3
|
|
|
|
/*
|
|
* These are the column names of wall_matrix[][]. They are the "results"
|
|
* of a tdwall pattern match. All T walls are rotated so they become
|
|
* a tdwall. Then we do a single pattern match, but return the
|
|
* correct result for the original wall by using different rows for
|
|
* each of the wall types.
|
|
*/
|
|
#define T_stone 0
|
|
#define T_tlcorn 1
|
|
#define T_trcorn 2
|
|
#define T_hwall 3
|
|
#define T_tdwall 4
|
|
|
|
static const int wall_matrix[4][5] = {
|
|
{ S_stone, S_tlcorn, S_trcorn, S_hwall, S_tdwall }, /* tdwall */
|
|
{ S_stone, S_trcorn, S_brcorn, S_vwall, S_tlwall }, /* tlwall */
|
|
{ S_stone, S_brcorn, S_blcorn, S_hwall, S_tuwall }, /* tuwall */
|
|
{ S_stone, S_blcorn, S_tlcorn, S_vwall, S_trwall }, /* trwall */
|
|
};
|
|
|
|
|
|
/* Cross wall types, one for each "solid" quarter. Rows of cross_matrix[][]. */
|
|
#define C_bl 0
|
|
#define C_tl 1
|
|
#define C_tr 2
|
|
#define C_br 3
|
|
|
|
/*
|
|
* These are the column names for cross_matrix[][]. They express results
|
|
* in C_br (bottom right) terms. All crosswalls with a single solid
|
|
* quarter are rotated so the solid section is at the bottom right.
|
|
* We pattern match on that, but return the correct result depending
|
|
* on which row we'ere looking at.
|
|
*/
|
|
#define C_trcorn 0
|
|
#define C_brcorn 1
|
|
#define C_blcorn 2
|
|
#define C_tlwall 3
|
|
#define C_tuwall 4
|
|
#define C_crwall 5
|
|
|
|
static const int cross_matrix[4][6] = {
|
|
{ S_brcorn, S_blcorn, S_tlcorn, S_tuwall, S_trwall, S_crwall },
|
|
{ S_blcorn, S_tlcorn, S_trcorn, S_trwall, S_tdwall, S_crwall },
|
|
{ S_tlcorn, S_trcorn, S_brcorn, S_tdwall, S_tlwall, S_crwall },
|
|
{ S_trcorn, S_brcorn, S_blcorn, S_tlwall, S_tuwall, S_crwall },
|
|
};
|
|
|
|
|
|
/* Print out a T wall warning and all interesting info. */
|
|
STATIC_OVL void
|
|
t_warn(lev)
|
|
struct rm *lev;
|
|
{
|
|
static const char warn_str[] = "wall_angle: %s: case %d: seenv = 0x%x";
|
|
const char *wname;
|
|
|
|
if (lev->typ == TUWALL) wname = "tuwall";
|
|
else if (lev->typ == TLWALL) wname = "tlwall";
|
|
else if (lev->typ == TRWALL) wname = "trwall";
|
|
else if (lev->typ == TDWALL) wname = "tdwall";
|
|
else wname = "unknown";
|
|
impossible(warn_str, wname, lev->wall_info & WM_MASK,
|
|
(unsigned int) lev->seenv);
|
|
}
|
|
|
|
|
|
/*
|
|
* Return the correct graphics character index using wall type, wall mode,
|
|
* and the seen vector. It is expected that seenv is non zero.
|
|
*
|
|
* All T-wall vectors are rotated to be TDWALL. All single crosswall
|
|
* blocks are rotated to bottom right. All double crosswall are rotated
|
|
* to W_X_BLTR. All results are converted back.
|
|
*
|
|
* The only way to understand this is to take out pen and paper and
|
|
* draw diagrams. See rm.h for more details on the wall modes and
|
|
* seen vector (SV).
|
|
*/
|
|
STATIC_OVL int
|
|
wall_angle(lev)
|
|
struct rm *lev;
|
|
{
|
|
register unsigned int seenv = lev->seenv & 0xff;
|
|
const int *row;
|
|
int col, idx;
|
|
|
|
#define only(sv, bits) (((sv) & (bits)) && ! ((sv) & ~(bits)))
|
|
switch (lev->typ) {
|
|
case TUWALL:
|
|
row = wall_matrix[T_u];
|
|
seenv = (seenv >> 4 | seenv << 4) & 0xff;/* rotate to tdwall */
|
|
goto do_twall;
|
|
case TLWALL:
|
|
row = wall_matrix[T_l];
|
|
seenv = (seenv >> 2 | seenv << 6) & 0xff;/* rotate to tdwall */
|
|
goto do_twall;
|
|
case TRWALL:
|
|
row = wall_matrix[T_r];
|
|
seenv = (seenv >> 6 | seenv << 2) & 0xff;/* rotate to tdwall */
|
|
goto do_twall;
|
|
case TDWALL:
|
|
row = wall_matrix[T_d];
|
|
do_twall:
|
|
switch (lev->wall_info & WM_MASK) {
|
|
case 0:
|
|
if (seenv == SV4) {
|
|
col = T_tlcorn;
|
|
} else if (seenv == SV6) {
|
|
col = T_trcorn;
|
|
} else if (seenv & (SV3|SV5|SV7) ||
|
|
((seenv & SV4) && (seenv & SV6))) {
|
|
col = T_tdwall;
|
|
} else if (seenv & (SV0|SV1|SV2)) {
|
|
col = (seenv & (SV4|SV6) ? T_tdwall : T_hwall);
|
|
} else {
|
|
t_warn(lev);
|
|
col = T_stone;
|
|
}
|
|
break;
|
|
case WM_T_LONG:
|
|
if (seenv & (SV3|SV4) && !(seenv & (SV5|SV6|SV7))) {
|
|
col = T_tlcorn;
|
|
} else if (seenv&(SV6|SV7) && !(seenv&(SV3|SV4|SV5))) {
|
|
col = T_trcorn;
|
|
} else if ((seenv & SV5) ||
|
|
((seenv & (SV3|SV4)) && (seenv & (SV6|SV7)))) {
|
|
col = T_tdwall;
|
|
} else {
|
|
/* only SV0|SV1|SV2 */
|
|
if (! only(seenv, SV0|SV1|SV2) )
|
|
t_warn(lev);
|
|
col = T_stone;
|
|
}
|
|
break;
|
|
case WM_T_BL:
|
|
#if 0 /* older method, fixed */
|
|
if (only(seenv, SV4|SV5)) {
|
|
col = T_tlcorn;
|
|
} else if ((seenv & (SV0|SV1|SV2)) &&
|
|
only(seenv, SV0|SV1|SV2|SV6|SV7)) {
|
|
col = T_hwall;
|
|
} else if (seenv & SV3 ||
|
|
((seenv & (SV0|SV1|SV2)) && (seenv & (SV4|SV5)))) {
|
|
col = T_tdwall;
|
|
} else {
|
|
if (seenv != SV6)
|
|
t_warn(lev);
|
|
col = T_stone;
|
|
}
|
|
#endif /* 0 */
|
|
if (only(seenv, SV4|SV5))
|
|
col = T_tlcorn;
|
|
else if ((seenv & (SV0|SV1|SV2|SV7)) &&
|
|
!(seenv & (SV3|SV4|SV5)))
|
|
col = T_hwall;
|
|
else if (only(seenv, SV6))
|
|
col = T_stone;
|
|
else
|
|
col = T_tdwall;
|
|
break;
|
|
case WM_T_BR:
|
|
#if 0 /* older method, fixed */
|
|
if (only(seenv, SV5|SV6)) {
|
|
col = T_trcorn;
|
|
} else if ((seenv & (SV0|SV1|SV2)) &&
|
|
only(seenv, SV0|SV1|SV2|SV3|SV4)) {
|
|
col = T_hwall;
|
|
} else if (seenv & SV7 ||
|
|
((seenv & (SV0|SV1|SV2)) && (seenv & (SV5|SV6)))) {
|
|
col = T_tdwall;
|
|
} else {
|
|
if (seenv != SV4)
|
|
t_warn(lev);
|
|
col = T_stone;
|
|
}
|
|
#endif /* 0 */
|
|
if (only(seenv, SV5|SV6))
|
|
col = T_trcorn;
|
|
else if ((seenv & (SV0|SV1|SV2|SV3)) &&
|
|
!(seenv & (SV5|SV6|SV7)))
|
|
col = T_hwall;
|
|
else if (only(seenv, SV4))
|
|
col = T_stone;
|
|
else
|
|
col = T_tdwall;
|
|
|
|
break;
|
|
default:
|
|
impossible("wall_angle: unknown T wall mode %d",
|
|
lev->wall_info & WM_MASK);
|
|
col = T_stone;
|
|
break;
|
|
}
|
|
idx = row[col];
|
|
break;
|
|
|
|
case SDOOR:
|
|
if (lev->horizontal) goto horiz;
|
|
/* fall through */
|
|
case VWALL:
|
|
switch (lev->wall_info & WM_MASK) {
|
|
case 0: idx = seenv ? S_vwall : S_stone; break;
|
|
case 1: idx = seenv & (SV1|SV2|SV3|SV4|SV5) ? S_vwall :
|
|
S_stone;
|
|
break;
|
|
case 2: idx = seenv & (SV0|SV1|SV5|SV6|SV7) ? S_vwall :
|
|
S_stone;
|
|
break;
|
|
default:
|
|
impossible("wall_angle: unknown vwall mode %d",
|
|
lev->wall_info & WM_MASK);
|
|
idx = S_stone;
|
|
break;
|
|
}
|
|
break;
|
|
|
|
case HWALL:
|
|
horiz:
|
|
switch (lev->wall_info & WM_MASK) {
|
|
case 0: idx = seenv ? S_hwall : S_stone; break;
|
|
case 1: idx = seenv & (SV3|SV4|SV5|SV6|SV7) ? S_hwall :
|
|
S_stone;
|
|
break;
|
|
case 2: idx = seenv & (SV0|SV1|SV2|SV3|SV7) ? S_hwall :
|
|
S_stone;
|
|
break;
|
|
default:
|
|
impossible("wall_angle: unknown hwall mode %d",
|
|
lev->wall_info & WM_MASK);
|
|
idx = S_stone;
|
|
break;
|
|
}
|
|
break;
|
|
|
|
#define set_corner(idx, lev, which, outer, inner, name) \
|
|
switch ((lev)->wall_info & WM_MASK) { \
|
|
case 0: idx = which; break; \
|
|
case WM_C_OUTER: idx = seenv & (outer) ? which : S_stone; break; \
|
|
case WM_C_INNER: idx = seenv & ~(inner) ? which : S_stone; break; \
|
|
default: \
|
|
impossible("wall_angle: unknown %s mode %d", name, \
|
|
(lev)->wall_info & WM_MASK); \
|
|
idx = S_stone; \
|
|
break; \
|
|
}
|
|
|
|
case TLCORNER:
|
|
set_corner(idx, lev, S_tlcorn, (SV3|SV4|SV5), SV4, "tlcorn");
|
|
break;
|
|
case TRCORNER:
|
|
set_corner(idx, lev, S_trcorn, (SV5|SV6|SV7), SV6, "trcorn");
|
|
break;
|
|
case BLCORNER:
|
|
set_corner(idx, lev, S_blcorn, (SV1|SV2|SV3), SV2, "blcorn");
|
|
break;
|
|
case BRCORNER:
|
|
set_corner(idx, lev, S_brcorn, (SV7|SV0|SV1), SV0, "brcorn");
|
|
break;
|
|
|
|
|
|
case CROSSWALL:
|
|
switch (lev->wall_info & WM_MASK) {
|
|
case 0:
|
|
if (seenv == SV0)
|
|
idx = S_brcorn;
|
|
else if (seenv == SV2)
|
|
idx = S_blcorn;
|
|
else if (seenv == SV4)
|
|
idx = S_tlcorn;
|
|
else if (seenv == SV6)
|
|
idx = S_trcorn;
|
|
else if (!(seenv & ~(SV0|SV1|SV2)) &&
|
|
(seenv & SV1 || seenv == (SV0|SV2)))
|
|
idx = S_tuwall;
|
|
else if (!(seenv & ~(SV2|SV3|SV4)) &&
|
|
(seenv & SV3 || seenv == (SV2|SV4)))
|
|
idx = S_trwall;
|
|
else if (!(seenv & ~(SV4|SV5|SV6)) &&
|
|
(seenv & SV5 || seenv == (SV4|SV6)))
|
|
idx = S_tdwall;
|
|
else if (!(seenv & ~(SV0|SV6|SV7)) &&
|
|
(seenv & SV7 || seenv == (SV0|SV6)))
|
|
idx = S_tlwall;
|
|
else
|
|
idx = S_crwall;
|
|
break;
|
|
|
|
case WM_X_TL:
|
|
row = cross_matrix[C_tl];
|
|
seenv = (seenv >> 4 | seenv << 4) & 0xff;
|
|
goto do_crwall;
|
|
case WM_X_TR:
|
|
row = cross_matrix[C_tr];
|
|
seenv = (seenv >> 6 | seenv << 2) & 0xff;
|
|
goto do_crwall;
|
|
case WM_X_BL:
|
|
row = cross_matrix[C_bl];
|
|
seenv = (seenv >> 2 | seenv << 6) & 0xff;
|
|
goto do_crwall;
|
|
case WM_X_BR:
|
|
row = cross_matrix[C_br];
|
|
do_crwall:
|
|
if (seenv == SV4)
|
|
idx = S_stone;
|
|
else {
|
|
seenv = seenv & ~SV4; /* strip SV4 */
|
|
if (seenv == SV0) {
|
|
col = C_brcorn;
|
|
} else if (seenv & (SV2|SV3)) {
|
|
if (seenv & (SV5|SV6|SV7))
|
|
col = C_crwall;
|
|
else if (seenv & (SV0|SV1))
|
|
col = C_tuwall;
|
|
else
|
|
col = C_blcorn;
|
|
} else if (seenv & (SV5|SV6)) {
|
|
if (seenv & (SV1|SV2|SV3))
|
|
col = C_crwall;
|
|
else if (seenv & (SV0|SV7))
|
|
col = C_tlwall;
|
|
else
|
|
col = C_trcorn;
|
|
} else if (seenv & SV1) {
|
|
col = seenv & SV7 ? C_crwall : C_tuwall;
|
|
} else if (seenv & SV7) {
|
|
col = seenv & SV1 ? C_crwall : C_tlwall;
|
|
} else {
|
|
impossible(
|
|
"wall_angle: bottom of crwall check");
|
|
col = C_crwall;
|
|
}
|
|
|
|
idx = row[col];
|
|
}
|
|
break;
|
|
|
|
case WM_X_TLBR:
|
|
if ( only(seenv, SV1|SV2|SV3) )
|
|
idx = S_blcorn;
|
|
else if ( only(seenv, SV5|SV6|SV7) )
|
|
idx = S_trcorn;
|
|
else if ( only(seenv, SV0|SV4) )
|
|
idx = S_stone;
|
|
else
|
|
idx = S_crwall;
|
|
break;
|
|
|
|
case WM_X_BLTR:
|
|
if ( only(seenv, SV0|SV1|SV7) )
|
|
idx = S_brcorn;
|
|
else if ( only(seenv, SV3|SV4|SV5) )
|
|
idx = S_tlcorn;
|
|
else if ( only(seenv, SV2|SV6) )
|
|
idx = S_stone;
|
|
else
|
|
idx = S_crwall;
|
|
break;
|
|
|
|
default:
|
|
impossible("wall_angle: unknown crosswall mode");
|
|
idx = S_stone;
|
|
break;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
impossible("wall_angle: unexpected wall type %d", lev->typ);
|
|
idx = S_stone;
|
|
}
|
|
return idx;
|
|
}
|
|
|
|
/*display.c*/
|