Files
nethack/src/mapglyph.c
cohrs f8d6b1d41f lit and unlit corridors
The default symbol for lit and unlit corridors are the same.  This makes
the lit_corridor option a no-op where the defaults are used and also means
that using a light scroll/spell a corridor has no obvious effect.  To
address that, I special-cased the lit corridor symbol and change its color
to bright white when its the same symbol as the unlit corridor symbol (I
didn't change the default color since I thought that made the lit corridor
look strange using the windows console interface).
2003-11-23 21:24:16 +00:00

242 lines
7.0 KiB
C

/* SCCS Id: @(#)mapglyph.c 3.4 2003/01/08 */
/* 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(ASCIIGRAPH)
# 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
#ifdef ROGUE_COLOR
# if defined(USE_TILES) && defined(MSDOS)
#define HAS_ROGUE_IBM_GRAPHICS (iflags.IBMgraphics && !iflags.grmode && \
Is_rogue_level(&u.uz))
# else
#define HAS_ROGUE_IBM_GRAPHICS (iflags.IBMgraphics && Is_rogue_level(&u.uz))
# endif
#endif
/*ARGSUSED*/
void
mapglyph(glyph, ochar, ocolor, ospecial, x, y)
int glyph, *ocolor, x, y;
int *ochar;
unsigned *ospecial;
{
register int offset;
#if defined(TEXTCOLOR) || defined(ROGUE_COLOR)
int color = NO_COLOR;
#endif
uchar ch;
unsigned special = 0;
/*
* 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_WARNING_OFF)) >= 0) { /* a warning flash */
ch = warnsyms[offset];
# ifdef ROGUE_COLOR
if (HAS_ROGUE_IBM_GRAPHICS)
color = NO_COLOR;
else
# endif
warn_color(offset);
} else if ((offset = (glyph - GLYPH_SWALLOW_OFF)) >= 0) { /* swallow */
/* see swallow_to_glyph() in display.c */
ch = (uchar) showsyms[S_sw_tl + (offset & 0x7)];
#ifdef ROGUE_COLOR
if (HAS_ROGUE_IBM_GRAPHICS && 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 */
ch = showsyms[S_vbeam + (offset & 0x3)];
#ifdef ROGUE_COLOR
if (HAS_ROGUE_IBM_GRAPHICS && iflags.use_color)
color = NO_COLOR;
else
#endif
zap_color((offset >> 2));
} else if ((offset = (glyph - GLYPH_EXPLODE_OFF)) >= 0) { /* explosion */
ch = showsyms[(offset % MAXEXPCHARS) + S_explode1];
explode_color(offset / MAXEXPCHARS);
} else if ((offset = (glyph - GLYPH_CMAP_OFF)) >= 0) { /* cmap */
ch = showsyms[offset];
#ifdef ROGUE_COLOR
if (HAS_ROGUE_IBM_GRAPHICS && 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 && ch == showsyms[S_corr])
color = CLR_WHITE;
else
#endif
cmap_color(offset);
} else if ((offset = (glyph - GLYPH_OBJ_OFF)) >= 0) { /* object */
if (offset == BOULDER && iflags.bouldersym) ch = iflags.bouldersym;
else ch = oc_syms[(int)objects[offset].oc_class];
#ifdef ROGUE_COLOR
if (HAS_ROGUE_IBM_GRAPHICS && 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 */
ch = monsyms[(int)mons[offset].mlet];
#ifdef ROGUE_COLOR
if (HAS_ROGUE_IBM_GRAPHICS)
/* 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 */
ch = oc_syms[(int)objects[CORPSE].oc_class];
#ifdef ROGUE_COLOR
if (HAS_ROGUE_IBM_GRAPHICS && iflags.use_color)
color = CLR_RED;
else
#endif
mon_color(offset);
special |= MG_CORPSE;
} else if ((offset = (glyph - GLYPH_DETECT_OFF)) >= 0) { /* mon detect */
ch = monsyms[(int)mons[offset].mlet];
#ifdef ROGUE_COLOR
if (HAS_ROGUE_IBM_GRAPHICS)
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 */
ch = DEF_INVISIBLE;
#ifdef ROGUE_COLOR
if (HAS_ROGUE_IBM_GRAPHICS)
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 */
ch = monsyms[(int)mons[offset].mlet];
#ifdef ROGUE_COLOR
if (HAS_ROGUE_IBM_GRAPHICS)
color = NO_COLOR; /* no need to check iflags.use_color */
else
#endif
pet_color(offset);
special |= MG_PET;
} else { /* a monster */
ch = monsyms[(int)mons[glyph].mlet];
#ifdef ROGUE_COLOR
if (HAS_ROGUE_IBM_GRAPHICS && 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
}
}
#ifdef TEXTCOLOR
/* Turn off color if no color defined, or rogue level w/o PC graphics. */
# ifdef REINCARNATION
# ifdef ASCIIGRAPH
if (!has_color(color) || (Is_rogue_level(&u.uz) && !HAS_ROGUE_IBM_GRAPHICS))
# 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;
}
/*mapglyph.c*/