Files
nethack/src/mapglyph.c
nethack.allison 7f0f43e6f9 add some unicode support (trunk only)
This patch attempts to add some levels of unicode support
to NetHack.

The master on/off switch for any Unicode support is
defining UNICODE_SUPPORT in config.h. Currently
there is code support for two subsets of unicode support:

UNICODE_DRAWING

If UNICODE_DRAWING is defined, then the data
structures used to house drawing symbols are expanded
to the size of wchar_t, big enough to hold unicode characters.
A typdef called `nhsym' is involved and if UNICODE_DRAWING
is defined, it is wchar_t, otherwise it is uchar.

UNICODE_WIDEWINPORT

If UNICODE_WIDEWINPORT is defined, then the data
structures inside the window port are expanded to the size of
wchar_t, big enough to hold unicode characters.  Both map
symbols and text within the window port are expanded, in order
for potential support for displaying multinational characters some
day, but this patch only provides viewing of map symbols.
A typdef called `nhwchar' is involved and if UNICODE_WIDEWINPORT
is defined, it is wchar_t, otherwise it is char.

The only window port with code support for UNICODE_WIDEWINPORT
currently is the TTY port.  Don't enable UNICODE_WIDEWINPORT
unless:
- it is a TTY port
- the underlying platform specific routines can
handle the larger data structures.

Don't enable UNICODE_SUPPORT unless:
- your compiler can handle wchar_t.
- your compiler can accept L'a' characters.
- your compiler can accept L"wide" strings.

Note that if your compiler can handle the above, you could
enable the larger data structures (currently if TTY) even if your
platform can't actually display unicode or UTF-8, by messing
with u_putch() in win/tty/wintty.c to only deal regular chars.
That should be the only function that actually pushes wide characters
out to the display.

If you enable UNICODE_SUPPORT, and your platform is capable
you will need to turn on the unicode run-time option to be able to
load unicode character sets from the symbol file, to be able to
push unicode characters to the display. You'll also want to load
a unicode symbol set once the unicode option is toggled on. In
a config file you would do that via these two lines:
OPTIONS=unicode
OPTIONS=symset:Unicode_non_US

The repository was stamped with NETHACK_PRE_UNICODE
prior to applying this patch, and stamped with
NETHACK_POST_UNICODE afterwards. The code differences
between those two tagged versions are this patch.
2006-10-17 23:55:42 +00:00

326 lines
9.1 KiB
C

/* SCCS Id: @(#)mapglyph.c 3.5 2006/10/01 */
/* Copyright (c) David Cohrs, 1991 */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.h"
#if defined(TTY_GRAPHICS)
#include "wintty.h" /* for prototype of has_color() only */
#endif
#include "color.h"
#define HI_DOMESTIC CLR_WHITE /* monst.c */
int explcolors[] = {
CLR_BLACK, /* dark */
CLR_GREEN, /* noxious */
CLR_BROWN, /* muddy */
CLR_BLUE, /* wet */
CLR_MAGENTA, /* magical */
CLR_ORANGE, /* fiery */
CLR_WHITE, /* frosty */
};
#if !defined(TTY_GRAPHICS)
#define has_color(n) TRUE
#endif
#ifdef TEXTCOLOR
#define zap_color(n) color = iflags.use_color ? zapcolors[n] : NO_COLOR
#define cmap_color(n) color = iflags.use_color ? defsyms[n].color : NO_COLOR
#define obj_color(n) color = iflags.use_color ? objects[n].oc_color : NO_COLOR
#define mon_color(n) color = iflags.use_color ? mons[n].mcolor : NO_COLOR
#define invis_color(n) color = NO_COLOR
#define pet_color(n) color = iflags.use_color ? mons[n].mcolor : NO_COLOR
#define warn_color(n) color = iflags.use_color ? def_warnsyms[n].color : NO_COLOR
#define explode_color(n) color = iflags.use_color ? explcolors[n] : NO_COLOR
# if defined(REINCARNATION) && defined(LOADSYMSETS)
# define ROGUE_COLOR
# endif
#else /* no text color */
#define zap_color(n)
#define cmap_color(n)
#define obj_color(n)
#define mon_color(n)
#define invis_color(n)
#define pet_color(c)
#define warn_color(n)
#define explode_color(n)
#endif
# if defined(USE_TILES) && defined(MSDOS)
#define HAS_ROGUE_IBM_GRAPHICS (currentgraphics == ROGUESET && \
SYMHANDLING(H_IBM) && !iflags.grmode)
# else
#define HAS_ROGUE_IBM_GRAPHICS (currentgraphics == ROGUESET && \
SYMHANDLING(H_IBM))
# endif
/*ARGSUSED*/
int
mapglyph(glyph, ochar, ocolor, ospecial, x, y)
int glyph, *ocolor, x, y;
int *ochar;
unsigned *ospecial;
{
register int offset, idx;
#if defined(TEXTCOLOR) || defined(ROGUE_COLOR)
int color = NO_COLOR;
#endif
nhsym ch;
unsigned special = 0;
/* condense multiple tests in macro version down to single */
boolean has_rogue_ibm_graphics = HAS_ROGUE_IBM_GRAPHICS;
#ifdef ROGUE_COLOR
boolean has_rogue_color = (has_rogue_ibm_graphics &&
(symset[currentgraphics].nocolor == 0));
#endif
/*
* Map the glyph back to a character and color.
*
* Warning: For speed, this makes an assumption on the order of
* offsets. The order is set in display.h.
*/
if ((offset = (glyph - GLYPH_STATUE_OFF)) >= 0) { /* a statue */
idx = mons[offset].mlet + SYM_OFF_M;
# ifdef ROGUE_COLOR
if (has_rogue_color)
color = CLR_RED;
else
# endif
obj_color(STATUE);
special |= MG_STATUE;
} else if ((offset = (glyph - GLYPH_WARNING_OFF)) >= 0) { /* a warning flash */
idx = offset + SYM_OFF_W;
# ifdef ROGUE_COLOR
if (has_rogue_color)
color = NO_COLOR;
else
# endif
warn_color(offset);
} else if ((offset = (glyph - GLYPH_SWALLOW_OFF)) >= 0) { /* swallow */
/* see swallow_to_glyph() in display.c */
idx = (S_sw_tl + (offset & 0x7)) + SYM_OFF_P;
#ifdef ROGUE_COLOR
if (has_rogue_color && iflags.use_color)
color = NO_COLOR;
else
#endif
mon_color(offset >> 3);
} else if ((offset = (glyph - GLYPH_ZAP_OFF)) >= 0) { /* zap beam */
/* see zapdir_to_glyph() in display.c */
idx = (S_vbeam + (offset & 0x3)) + SYM_OFF_P;
#ifdef ROGUE_COLOR
if (has_rogue_color && iflags.use_color)
color = NO_COLOR;
else
#endif
zap_color((offset >> 2));
} else if ((offset = (glyph - GLYPH_EXPLODE_OFF)) >= 0) { /* explosion */
idx = ((offset % MAXEXPCHARS) + S_explode1) + SYM_OFF_P;
explode_color(offset / MAXEXPCHARS);
} else if ((offset = (glyph - GLYPH_CMAP_OFF)) >= 0) { /* cmap */
idx = offset + SYM_OFF_P;
#ifdef ROGUE_COLOR
if (has_rogue_color && iflags.use_color) {
if (offset >= S_vwall && offset <= S_hcdoor)
color = CLR_BROWN;
else if (offset >= S_arrow_trap && offset <= S_polymorph_trap)
color = CLR_MAGENTA;
else if (offset == S_corr || offset == S_litcorr)
color = CLR_GRAY;
else if (offset >= S_room && offset <= S_water)
color = CLR_GREEN;
else
color = NO_COLOR;
} else
#endif
#ifdef TEXTCOLOR
/* provide a visible difference if normal and lit corridor
* use the same symbol */
if (iflags.use_color && offset == S_litcorr &&
showsyms[idx] == showsyms[S_corr + SYM_OFF_P])
color = CLR_WHITE;
else
#endif
cmap_color(offset);
} else if ((offset = (glyph - GLYPH_OBJ_OFF)) >= 0) { /* object */
idx = objects[offset].oc_class + SYM_OFF_O;
if (offset == BOULDER && iflags.bouldersym)
idx = SYM_BOULDER + SYM_OFF_X;
#ifdef ROGUE_COLOR
if (has_rogue_color && iflags.use_color) {
switch(objects[offset].oc_class) {
case COIN_CLASS: color = CLR_YELLOW; break;
case FOOD_CLASS: color = CLR_RED; break;
default: color = CLR_BRIGHT_BLUE; break;
}
} else
#endif
obj_color(offset);
} else if ((offset = (glyph - GLYPH_RIDDEN_OFF)) >= 0) { /* mon ridden */
idx = mons[offset].mlet + SYM_OFF_M;
#ifdef ROGUE_COLOR
if (has_rogue_color)
/* This currently implies that the hero is here -- monsters */
/* don't ride (yet...). Should we set it to yellow like in */
/* the monster case below? There is no equivalent in rogue. */
color = NO_COLOR; /* no need to check iflags.use_color */
else
#endif
mon_color(offset);
special |= MG_RIDDEN;
} else if ((offset = (glyph - GLYPH_BODY_OFF)) >= 0) { /* a corpse */
idx = objects[CORPSE].oc_class + SYM_OFF_O;
#ifdef ROGUE_COLOR
if (has_rogue_color && iflags.use_color)
color = CLR_RED;
else
#endif
mon_color(offset);
special |= MG_CORPSE;
} else if ((offset = (glyph - GLYPH_DETECT_OFF)) >= 0) { /* mon detect */
idx = mons[offset].mlet + SYM_OFF_M;
#ifdef ROGUE_COLOR
if (has_rogue_color)
color = NO_COLOR; /* no need to check iflags.use_color */
else
#endif
mon_color(offset);
/* Disabled for now; anyone want to get reverse video to work? */
/* is_reverse = TRUE; */
special |= MG_DETECT;
} else if ((offset = (glyph - GLYPH_INVIS_OFF)) >= 0) { /* invisible */
idx = SYM_INVISIBLE + SYM_OFF_X;
#ifdef ROGUE_COLOR
if (has_rogue_color)
color = NO_COLOR; /* no need to check iflags.use_color */
else
#endif
invis_color(offset);
special |= MG_INVIS;
} else if ((offset = (glyph - GLYPH_PET_OFF)) >= 0) { /* a pet */
idx = mons[offset].mlet + SYM_OFF_M;
#ifdef ROGUE_COLOR
if (has_rogue_color)
color = NO_COLOR; /* no need to check iflags.use_color */
else
#endif
pet_color(offset);
special |= MG_PET;
} else { /* a monster */
idx = mons[glyph].mlet + SYM_OFF_M;
#ifdef ROGUE_COLOR
if (has_rogue_color && iflags.use_color) {
if (x == u.ux && y == u.uy)
/* actually player should be yellow-on-gray if in a corridor */
color = CLR_YELLOW;
else
color = NO_COLOR;
} else
#endif
{
mon_color(glyph);
/* special case the hero for `showrace' option */
#ifdef TEXTCOLOR
if (iflags.use_color && x == u.ux && y == u.uy &&
flags.showrace && !Upolyd)
color = HI_DOMESTIC;
#endif
}
}
ch = showsyms[idx];
#ifdef TEXTCOLOR
/* Turn off color if no color defined, or rogue level w/o PC graphics. */
# ifdef REINCARNATION
# ifdef ROGUE_COLOR
if (!has_color(color) || (Is_rogue_level(&u.uz) && !has_rogue_color))
# else
if (!has_color(color) || Is_rogue_level(&u.uz))
# endif
# else
if (!has_color(color))
# endif
color = NO_COLOR;
#endif
*ochar = (int)ch;
*ospecial = special;
#ifdef TEXTCOLOR
*ocolor = color;
#endif
return idx;
}
char *
encglyph(glyph)
int glyph;
{
static char encbuf[20];
Sprintf(encbuf, "\\G%04X%04X", context.rndencode, glyph);
return encbuf;
}
#ifndef UNICODE_WIDEWINPORT
/*
* This differs from putstr() because the str parameter can
* contain a sequence of characters representing:
* \GXXXXNNNN a glyph value, encoded by encglyph().
*
* For window ports that haven't yet written their own
* XXX_putmixed() routine, this general one can be used.
* It replaces the encoded glyph sequence with a single
* showsyms[] char, then just passes that string onto
* putstr().
*/
void
genl_putmixed(window, attr, str)
winid window;
int attr;
const char *str;
{
char buf[BUFSZ];
const char *cp = str;
char *put = buf;
while (*cp) {
if (*cp == '\\') {
int rndchk = 0, so = 0, gv = 0, ch, oc, dcount;
unsigned os;
const char *dp, *hex = "00112233445566778899aAbBcCdDeEfF";
const char *save_cp = cp;
cp++;
switch(*cp) {
case 'G': /* glyph value \GXXXXNNNN*/
dcount = 0;
for (++cp; *cp && (dp = index(hex, *cp)) && (dcount++ < 4); cp++)
rndchk = (int)((rndchk * 16) + ((int)(dp - hex) / 2));
if (rndchk == context.rndencode) {
dcount = 0;
for (; *cp && (dp = index(hex, *cp)) && (dcount++ < 4); cp++)
gv = (int)((gv * 16) + ((int)(dp - hex) / 2));
so = mapglyph(gv, &ch, &oc, &os, 0, 0);
*put++ = showsyms[so];
continue;
} else {
/* possible forgery - leave it the way it is */
cp = save_cp;
}
break;
case '\\':
break;
}
}
*put++ = *cp++;
}
*put = '\0';
/* now send it to the normal putstr */
putstr(window, attr, buf);
}
#endif /*!UNICODE_WIDEWINPORT*/
/*mapglyph.c*/