Files
nethack/src/mapglyph.c
PatR 263ee3015f tty: S_unexplored
Screen erasure leaves the map set to spaces.  If S_unexplored is
something other than <space>, tty wasn't drawing with S_unexplored
after a menu or long message line got erased following temporary
overwrite of part of the map.

This seems to work but is not the correct way to do things.
clear_screen(), cl_eos(), and cl_end() should all be taught to
flag the map as needing to be refreshed after they erase part of it.
tty_clear_nhwindow(WIN_BASE) is also lacking since it erases the
message line, full map, and status lines but leaves their internal
windows with stale data about what is shown instead of marking them
blank.
2020-04-17 01:06:37 -07:00

478 lines
17 KiB
C

/* NetHack 3.6 mapglyph.c $NHDT-Date: 1587110793 2020/04/17 08:06:33 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.64 $ */
/* 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 */
#if 0
#if !defined(TTY_GRAPHICS)
#define has_color(n) TRUE
#endif
#endif
#ifdef TEXTCOLOR
static const int explcolors[] = {
CLR_BLACK, /* dark */
CLR_GREEN, /* noxious */
CLR_BROWN, /* muddy */
CLR_BLUE, /* wet */
CLR_MAGENTA, /* magical */
CLR_ORANGE, /* fiery */
CLR_WHITE, /* frosty */
};
#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
#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 \
(g.currentgraphics == ROGUESET && SYMHANDLING(H_IBM) && !iflags.grmode)
#else
#define HAS_ROGUE_IBM_GRAPHICS \
(g.currentgraphics == ROGUESET && SYMHANDLING(H_IBM))
#endif
#define is_objpile(x,y) (!Hallucination && g.level.objects[(x)][(y)] \
&& g.level.objects[(x)][(y)]->nexthere)
#define GMAP_SET 0x00000001
#define GMAP_ROGUELEVEL 0x00000002
#define GMAP_ALTARCOLOR 0x00000004
/*ARGSUSED*/
int
mapglyph(glyph, ochar, ocolor, ospecial, x, y, mgflags)
int glyph, *ocolor, x, y;
int *ochar;
unsigned *ospecial;
unsigned mgflags;
{
register int offset, idx;
int color = NO_COLOR;
nhsym ch;
unsigned special = 0;
/* condense multiple tests in macro version down to single */
boolean has_rogue_ibm_graphics = HAS_ROGUE_IBM_GRAPHICS,
is_you = (x == u.ux && y == u.uy),
has_rogue_color = (has_rogue_ibm_graphics
&& g.symset[g.currentgraphics].nocolor == 0);
if (!g.glyphmap_perlevel_flags) {
/*
* GMAP_SET 0x00000001
* GMAP_ROGUELEVEL 0x00000002
* GMAP_ALTARCOLOR 0x00000004
*/
g.glyphmap_perlevel_flags |= GMAP_SET;
if (Is_rogue_level(&u.uz)) {
g.glyphmap_perlevel_flags |= GMAP_ROGUELEVEL;
} else if ((Is_astralevel(&u.uz) || Is_sanctum(&u.uz))) {
g.glyphmap_perlevel_flags |= GMAP_ALTARCOLOR;
}
}
/*
* 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_NOTHING_OFF)) >= 0) {
idx = SYM_NOTHING + SYM_OFF_X;
color = NO_COLOR;
special |= MG_NOTHING;
} else if ((offset = (glyph - GLYPH_UNEXPLORED_OFF)) >= 0) {
idx = SYM_UNEXPLORED + SYM_OFF_X;
color = NO_COLOR;
special |= MG_UNEXPL;
} else if ((offset = (glyph - GLYPH_STATUE_OFF)) >= 0) { /* a statue */
idx = mons[offset].mlet + SYM_OFF_M;
if (has_rogue_color)
color = CLR_RED;
else
obj_color(STATUE);
special |= MG_STATUE;
if (is_objpile(x,y))
special |= MG_OBJPILE;
} else if ((offset = (glyph - GLYPH_WARNING_OFF)) >= 0) { /* warn flash */
idx = offset + SYM_OFF_W;
if (has_rogue_color)
color = NO_COLOR;
else
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;
if (has_rogue_color && iflags.use_color)
color = NO_COLOR;
else
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;
if (has_rogue_color && iflags.use_color)
color = NO_COLOR;
else
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;
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
&& offset != S_darkroom)
color = CLR_GREEN;
else
color = NO_COLOR;
#ifdef TEXTCOLOR
/* provide a visible difference if normal and lit corridor
use the same symbol */
} else if (iflags.use_color && offset == S_litcorr
&& g.showsyms[idx] == g.showsyms[S_corr + SYM_OFF_P]) {
color = CLR_WHITE;
#endif
/* try to provide a visible difference between water and lava
if they use the same symbol and color is disabled */
} else if (!iflags.use_color && offset == S_lava
&& (g.showsyms[idx] == g.showsyms[S_pool + SYM_OFF_P]
|| g.showsyms[idx]
== g.showsyms[S_water + SYM_OFF_P])) {
special |= MG_BW_LAVA;
/* similar for floor [what about empty doorway?] and ice */
} else if (!iflags.use_color && offset == S_ice
&& (g.showsyms[idx] == g.showsyms[S_room + SYM_OFF_P]
|| g.showsyms[idx]
== g.showsyms[S_darkroom + SYM_OFF_P])) {
special |= MG_BW_ICE;
} else if (offset == S_altar && iflags.use_color) {
int amsk = altarmask_at(x, y); /* might be a mimic */
if ((g.glyphmap_perlevel_flags & GMAP_ALTARCOLOR)
&& (amsk & AM_SHRINE) != 0) {
/* high altar */
color = CLR_BRIGHT_MAGENTA;
} else {
switch (amsk & AM_MASK) {
#if 0 /*
* On OSX with TERM=xterm-color256 these render as
* white -> tty: gray, curses: ok
* gray -> both tty and curses: black
* black -> both tty and curses: blue
* red -> both tty and curses: ok.
* Since the colors have specific associations (with the
* unicorns matched with each alignment), we shouldn't use
* scrambled colors and we don't have sufficient information
* to handle platform-specific color variations.
*/
case AM_LAWFUL: /* 4 */
color = CLR_WHITE;
break;
case AM_NEUTRAL: /* 2 */
color = CLR_GRAY;
break;
case AM_CHAOTIC: /* 1 */
color = CLR_BLACK;
break;
#else /* !0: TEMP? */
case AM_LAWFUL: /* 4 */
case AM_NEUTRAL: /* 2 */
case AM_CHAOTIC: /* 1 */
cmap_color(S_altar); /* gray */
break;
#endif /* 0 */
case AM_NONE: /* 0 */
color = CLR_RED;
break;
default: /* 3, 5..7 -- shouldn't happen but 3 was possible
* prior to 3.6.3 (due to faulty sink polymorph) */
color = NO_COLOR;
break;
}
}
} else {
cmap_color(offset);
}
} else if ((offset = (glyph - GLYPH_OBJ_OFF)) >= 0) { /* object */
idx = objects[offset].oc_class + SYM_OFF_O;
if (offset == BOULDER)
idx = SYM_BOULDER + SYM_OFF_X;
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
obj_color(offset);
if (offset != BOULDER && is_objpile(x,y))
special |= MG_OBJPILE;
} else if ((offset = (glyph - GLYPH_RIDDEN_OFF)) >= 0) { /* mon ridden */
idx = mons[offset].mlet + SYM_OFF_M;
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
mon_color(offset);
special |= MG_RIDDEN;
} else if ((offset = (glyph - GLYPH_BODY_OFF)) >= 0) { /* a corpse */
idx = objects[CORPSE].oc_class + SYM_OFF_O;
if (has_rogue_color && iflags.use_color)
color = CLR_RED;
else
mon_color(offset);
special |= MG_CORPSE;
if (is_objpile(x,y))
special |= MG_OBJPILE;
} else if ((offset = (glyph - GLYPH_DETECT_OFF)) >= 0) { /* mon detect */
idx = mons[offset].mlet + SYM_OFF_M;
if (has_rogue_color)
color = NO_COLOR; /* no need to check iflags.use_color */
else
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;
if (has_rogue_color)
color = NO_COLOR; /* no need to check iflags.use_color */
else
invis_color(offset);
special |= MG_INVIS;
} else if ((offset = (glyph - GLYPH_PET_OFF)) >= 0) { /* a pet */
idx = mons[offset].mlet + SYM_OFF_M;
if (has_rogue_color)
color = NO_COLOR; /* no need to check iflags.use_color */
else
pet_color(offset);
special |= MG_PET;
} else { /* a monster */
idx = mons[glyph].mlet + SYM_OFF_M;
if (has_rogue_color && iflags.use_color) {
if (is_you)
/* actually player should be yellow-on-gray if in corridor */
color = CLR_YELLOW;
else
color = NO_COLOR;
} else {
mon_color(glyph);
#ifdef TEXTCOLOR
/* special case the hero for `showrace' option */
if (iflags.use_color && is_you && flags.showrace && !Upolyd)
color = HI_DOMESTIC;
#endif
}
}
/* These were requested by a blind player to enhance screen reader use */
if (sysopt.accessibility == 1 && !(mgflags & MG_FLAG_NOOVERRIDE)) {
int ovidx;
if ((special & MG_PET) != 0) {
ovidx = SYM_PET_OVERRIDE + SYM_OFF_X;
if ((g.glyphmap_perlevel_flags & GMAP_ROGUELEVEL)
? g.ov_rogue_syms[ovidx]
: g.ov_primary_syms[ovidx])
idx = ovidx;
}
if (is_you) {
ovidx = SYM_HERO_OVERRIDE + SYM_OFF_X;
if ((g.glyphmap_perlevel_flags & GMAP_ROGUELEVEL)
? g.ov_rogue_syms[ovidx]
: g.ov_primary_syms[ovidx])
idx = ovidx;
}
}
ch = g.showsyms[idx];
#ifdef TEXTCOLOR
/* Turn off color if no color defined, or rogue level w/o PC graphics. */
if (!has_color(color)
|| ((g.glyphmap_perlevel_flags & GMAP_ROGUELEVEL) && !has_rogue_color))
#endif
color = NO_COLOR;
*ochar = (int) ch;
*ospecial = special;
*ocolor = color;
return idx;
}
char *
encglyph(glyph)
int glyph;
{
static char encbuf[20]; /* 10+1 would suffice */
Sprintf(encbuf, "\\G%04X%04X", g.context.rndencode, glyph);
return encbuf;
}
char *
decode_mixed(buf, str)
char *buf;
const char *str;
{
static const char hex[] = "00112233445566778899aAbBcCdDeEfF";
char *put = buf;
if (!str)
return strcpy(buf, "");
while (*str) {
if (*str == '\\') {
int rndchk, dcount, so, gv, ch = 0, oc = 0;
unsigned os = 0;
const char *dp, *save_str;
save_str = str++;
switch (*str) {
case 'G': /* glyph value \GXXXXNNNN*/
rndchk = dcount = 0;
for (++str; *str && ++dcount <= 4; ++str)
if ((dp = index(hex, *str)) != 0)
rndchk = (rndchk * 16) + ((int) (dp - hex) / 2);
else
break;
if (rndchk == g.context.rndencode) {
gv = dcount = 0;
for (; *str && ++dcount <= 4; ++str)
if ((dp = index(hex, *str)) != 0)
gv = (gv * 16) + ((int) (dp - hex) / 2);
else
break;
so = mapglyph(gv, &ch, &oc, &os, 0, 0, 0);
*put++ = g.showsyms[so];
/* 'str' is ready for the next loop iteration and '*str'
should not be copied at the end of this iteration */
continue;
} else {
/* possible forgery - leave it the way it is */
str = save_str;
}
break;
#if 0
case 'S': /* symbol offset */
so = rndchk = dcount = 0;
for (++str; *str && ++dcount <= 4; ++str)
if ((dp = index(hex, *str)) != 0)
rndchk = (rndchk * 16) + ((int) (dp - hex) / 2);
else
break;
if (rndchk == g.context.rndencode) {
dcount = 0;
for (; *str && ++dcount <= 2; ++str)
if ((dp = index(hex, *str)) != 0)
so = (so * 16) + ((int) (dp - hex) / 2);
else
break;
}
*put++ = g.showsyms[so];
break;
#endif
case '\\':
break;
case '\0':
/* String ended with '\\'. This can happen when someone
names an object with a name ending with '\\', drops the
named object on the floor nearby and does a look at all
nearby objects. */
/* brh - should we perhaps not allow things to have names
that contain '\\' */
str = save_str;
break;
}
}
*put++ = *str++;
}
*put = '\0';
return buf;
}
/*
* 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];
/* now send it to the normal putstr */
putstr(window, attr, decode_mixed(buf, str));
}
/*
* Window port helper function for menu invert routines to move the decision
* logic into one place instead of 7 different window-port routines.
*/
boolean
menuitem_invert_test(mode, itemflags, is_selected)
int mode;
unsigned itemflags; /* The itemflags for the item */
boolean is_selected; /* The current selection status of the item */
{
boolean skipinvert = (itemflags & MENU_ITEMFLAGS_SKIPINVERT) != 0;
if ((iflags.menuinvertmode == 1 || iflags.menuinvertmode == 2)
&& !mode && skipinvert && !is_selected)
return FALSE;
else if (iflags.menuinvertmode == 2
&& !mode && skipinvert && is_selected)
return TRUE;
else
return TRUE;
}
/*mapglyph.c*/