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/* SCCS Id: @(#)display.c 3.4 2003/02/19 */
/* Copyright (c) Dean Luick, with acknowledgements to Kevin Darcy */
/* and Dave Cohrs, 1990. */
/* NetHack may be freely redistributed. See license for details. */
/*
* THE NEW DISPLAY CODE
*
* The old display code has been broken up into three parts: vision, display,
* and drawing. Vision decides what locations can and cannot be physically
* seen by the hero. Display decides _what_ is displayed at a given location.
* Drawing decides _how_ to draw a monster, fountain, sword, etc.
*
* The display system uses information from the vision system to decide
* what to draw at a given location. The routines for the vision system
* can be found in vision.c and vision.h. The routines for display can
* be found in this file (display.c) and display.h. The drawing routines
* are part of the window port. See doc/window.doc for the drawing
* interface.
*
* The display system deals with an abstraction called a glyph. Anything
* that could possibly be displayed has a unique glyph identifier.
*
* What is seen on the screen is a combination of what the hero remembers
* and what the hero currently sees. Objects and dungeon features (walls
* doors, etc) are remembered when out of sight. Monsters and temporary
* effects are not remembered. Each location on the level has an
* associated glyph. This is the hero's _memory_ of what he or she has
* seen there before.
*
* Display rules:
*
* If the location is in sight, display in order:
* visible (or sensed) monsters
* visible objects
* known traps
* background
*
* If the location is out of sight, display in order:
* sensed monsters (telepathy)
* memory
*
*
*
* Here is a list of the major routines in this file to be used externally:
*
* newsym
*
* Possibly update the screen location (x,y). This is the workhorse routine.
* It is always correct --- where correct means following the in-sight/out-
* of-sight rules. **Most of the code should use this routine.** This
* routine updates the map and displays monsters.
*
*
* map_background
* map_object
* map_trap
* map_invisible
* unmap_object
*
* If you absolutely must override the in-sight/out-of-sight rules, there
* are two possibilities. First, you can mess with vision to force the
* location in sight then use newsym(), or you can use the map_* routines.
* The first has not been tried [no need] and the second is used in the
* detect routines --- detect object, magic mapping, etc. The map_*
* routines *change* what the hero remembers. All changes made by these
* routines will be sticky --- they will survive screen redraws. Do *not*
* use these for things that only temporarily change the screen. These
* routines are also used directly by newsym(). unmap_object is used to
* clear a remembered object when/if detection reveals it isn't there.
*
*
* show_glyph
*
* This is direct (no processing in between) buffered access to the screen.
* Temporary screen effects are run through this and its companion,
* flush_screen(). There is yet a lower level routine, print_glyph(),
* but this is unbuffered and graphic dependent (i.e. it must be surrounded
* by graphic set-up and tear-down routines). Do not use print_glyph().
*
*
* see_monsters
* see_objects
* see_traps
*
* These are only used when something affects all of the monsters or
* objects or traps. For objects and traps, the only thing is hallucination.
* For monsters, there are hallucination and changing from/to blindness, etc.
*
*
* tmp_at
*
* This is a useful interface for displaying temporary items on the screen.
* Its interface is different than previously, so look at it carefully.
*
*
*
* Parts of the rm structure that are used:
*
* typ - What is really there.
* glyph - What the hero remembers. This will never be a monster.
* Monsters "float" above this.
* lit - True if the position is lit. An optimization for
* lit/unlit rooms.
* waslit - True if the position was *remembered* as lit.
* seenv - A vector of bits representing the directions from which the
* hero has seen this position. The vector's primary use is
* determining how walls are seen. E.g. a wall sometimes looks
* like stone on one side, but is seen as a wall from the other.
* Other uses are for unmapping detected objects and felt
* locations, where we need to know if the hero has ever
* seen the location.
* flags - Additional information for the typ field. Different for
* each typ.
* horizontal - Indicates whether the wall or door is horizontal or
* vertical.
*/
#include "hack.h"
#include "region.h"
STATIC_DCL void FDECL(display_monster,(XCHAR_P,XCHAR_P,struct monst *,int,XCHAR_P));
STATIC_DCL int FDECL(swallow_to_glyph, (int, int));
STATIC_DCL void FDECL(display_warning,(struct monst *));
STATIC_DCL int FDECL(check_pos, (int, int, int));
#ifdef WA_VERBOSE
STATIC_DCL boolean FDECL(more_than_one, (int, int, int, int, int));
#endif
STATIC_DCL int FDECL(set_twall, (int,int, int,int, int,int, int,int));
STATIC_DCL int FDECL(set_wall, (int, int, int));
STATIC_DCL int FDECL(set_corn, (int,int, int,int, int,int, int,int));
STATIC_DCL int FDECL(set_crosswall, (int, int));
STATIC_DCL void FDECL(set_seenv, (struct rm *, int, int, int, int));
STATIC_DCL void FDECL(t_warn, (struct rm *));
STATIC_DCL int FDECL(wall_angle, (struct rm *));
#ifdef INVISIBLE_OBJECTS
/*
* vobj_at()
*
* Returns a pointer to an object if the hero can see an object at the
* given location. This takes care of invisible objects. NOTE, this
* assumes that the hero is not blind and on top of the object pile.
* It does NOT take into account that the location is out of sight, or,
* say, one can see blessed, etc.
*/
struct obj *
vobj_at(x,y)
xchar x,y;
{
register struct obj *obj = level.objects[x][y];
while (obj) {
if (!obj->oinvis || See_invisible) return obj;
obj = obj->nexthere;
}
return ((struct obj *) 0);
}
#endif /* else vobj_at() is defined in display.h */
/*
* magic_map_background()
*
* This function is similar to map_background (see below) except we pay
* attention to and correct unexplored, lit ROOM and CORR spots.
*/
void
magic_map_background(x, y, show)
xchar x,y;
int show;
{
int glyph = back_to_glyph(x,y); /* assumes hero can see x,y */
struct rm *lev = &levl[x][y];
/*
* Correct for out of sight lit corridors and rooms that the hero
* doesn't remember as lit.
*/
if (!cansee(x,y) && !lev->waslit) {
/* Floor spaces are dark if unlit. Corridors are dark if unlit. */
if (lev->typ == ROOM && glyph == cmap_to_glyph(S_room))
glyph = cmap_to_glyph(S_stone);
else if (lev->typ == CORR && glyph == cmap_to_glyph(S_litcorr))
glyph = cmap_to_glyph(S_corr);
}
if (level.flags.hero_memory)
lev->glyph = glyph;
if (show) show_glyph(x,y, glyph);
}
/*
* The routines map_background(), map_object(), and map_trap() could just
* as easily be:
*
* map_glyph(x,y,glyph,show)
*
* Which is called with the xx_to_glyph() in the call. Then I can get
* rid of 3 routines that don't do very much anyway. And then stop
* having to create fake objects and traps. However, I am reluctant to
* make this change.
*/
/* FIXME: some of these use xchars for x and y, and some use ints. Make
* this consistent.
*/
/*
* map_background()
*
* Make the real background part of our map. This routine assumes that
* the hero can physically see the location. Update the screen if directed.
*/
void
map_background(x, y, show)
register xchar x,y;
register int show;
{
register int glyph = back_to_glyph(x,y);
if (level.flags.hero_memory)
levl[x][y].glyph = glyph;
if (show) show_glyph(x,y, glyph);
}
/*
* map_trap()
*
* Map the trap and print it out if directed. This routine assumes that the
* hero can physically see the location.
*/
void
map_trap(trap, show)
register struct trap *trap;
register int show;
{
register int x = trap->tx, y = trap->ty;
register int glyph = trap_to_glyph(trap);
if (level.flags.hero_memory)
levl[x][y].glyph = glyph;
if (show) show_glyph(x, y, glyph);
}
/*
* map_object()
*
* Map the given object. This routine assumes that the hero can physically
* see the location of the object. Update the screen if directed.
*/
void
map_object(obj, show)
register struct obj *obj;
register int show;
{
register int x = obj->ox, y = obj->oy;
register int glyph = obj_to_glyph(obj);
if (level.flags.hero_memory)
levl[x][y].glyph = glyph;
if (show) show_glyph(x, y, glyph);
}
/*
* map_invisible()
*
* Make the hero remember that a square contains an invisible monster.
* This is a special case in that the square will continue to be displayed
* this way even when the hero is close enough to see it. To get rid of
* this and display the square's actual contents, use unmap_object() followed
* by newsym() if necessary.
*/
void
map_invisible(x, y)
register xchar x, y;
{
if (x != u.ux || y != u.uy) { /* don't display I at hero's location */
if (level.flags.hero_memory)
levl[x][y].glyph = GLYPH_INVISIBLE;
show_glyph(x, y, GLYPH_INVISIBLE);
}
}
/*
* unmap_object()
*
* Remove something from the map when the hero realizes it's not there any
* more. Replace it with background or known trap, but not with any other
* If this is used for detection, a full screen update is imminent anyway;
* if this is used to get rid of an invisible monster notation, we might have
* to call newsym().
*/
void
unmap_object(x, y)
register int x, y;
{
register struct trap *trap;
if (!level.flags.hero_memory) return;
if ((trap = t_at(x,y)) != 0 && trap->tseen && !covers_traps(x,y))
map_trap(trap, 0);
else if (levl[x][y].seenv) {
struct rm *lev = &levl[x][y];
map_background(x, y, 0);
/* turn remembered dark room squares dark */
if (!lev->waslit && lev->glyph == cmap_to_glyph(S_room) &&
lev->typ == ROOM)
lev->glyph = cmap_to_glyph(S_stone);
} else
levl[x][y].glyph = cmap_to_glyph(S_stone); /* default val */
}
/*
* map_location()
*
* Make whatever at this location show up. This is only for non-living
* things. This will not handle feeling invisible objects correctly.
*
* Internal to display.c, this is a #define for speed.
*/
#define _map_location(x,y,show) \
{ \
register struct obj *obj; \
register struct trap *trap; \
\
if ((obj = vobj_at(x,y)) && !covers_objects(x,y)) \
map_object(obj,show); \
else if ((trap = t_at(x,y)) && trap->tseen && !covers_traps(x,y)) \
map_trap(trap,show); \
else \
map_background(x,y,show); \
}
void
map_location(x,y,show)
int x, y, show;
{
_map_location(x,y,show);
}
#define DETECTED 2
#define PHYSICALLY_SEEN 1
#define is_worm_tail(mon) ((mon) && ((x != (mon)->mx) || (y != (mon)->my)))
/*
* display_monster()
*
* Note that this is *not* a map_XXXX() function! Monsters sort of float
* above everything.
*
* Yuck. Display body parts by recognizing that the display position is
* not the same as the monster position. Currently the only body part is
* a worm tail.
*
*/
STATIC_OVL void
display_monster(x, y, mon, sightflags, worm_tail)
register xchar x, y; /* display position */
register struct monst *mon; /* monster to display */
int sightflags; /* 1 if the monster is physically seen */
/* 2 if detected using Detect_monsters */
register xchar worm_tail; /* mon is actually a worm tail */
{
register boolean mon_mimic = (mon->m_ap_type != M_AP_NOTHING);
register int sensed = mon_mimic &&
(Protection_from_shape_changers || sensemon(mon));
/*
* We must do the mimic check first. If the mimic is mimicing something,
* and the location is in sight, we have to change the hero's memory
* so that when the position is out of sight, the hero remembers what
* the mimic was mimicing.
*/
if (mon_mimic && (sightflags == PHYSICALLY_SEEN)) {
switch (mon->m_ap_type) {
default:
impossible("display_monster: bad m_ap_type value [ = %d ]",
(int) mon->m_ap_type);
case M_AP_NOTHING:
show_glyph(x, y, mon_to_glyph(mon));
break;
case M_AP_FURNITURE: {
/*
* This is a poor man's version of map_background(). I can't
* use map_background() because we are overriding what is in
* the 'typ' field. Maybe have map_background()'s parameters
* be (x,y,glyph) instead of just (x,y).
*
* mappearance is currently set to an S_ index value in
* makemon.c.
*/
register int glyph = cmap_to_glyph(mon->mappearance);
levl[x][y].glyph = glyph;
if (!sensed) show_glyph(x,y, glyph);
break;
}
case M_AP_OBJECT: {
struct obj obj; /* Make a fake object to send */
/* to map_object(). */
obj.ox = x;
obj.oy = y;
obj.otyp = mon->mappearance;
obj.corpsenm = PM_TENGU; /* if mimicing a corpse */
map_object(&obj,!sensed);
break;
}
case M_AP_MONSTER:
show_glyph(x,y, monnum_to_glyph(what_mon((int)mon->mappearance)));
break;
}
}
/* If the mimic is unsucessfully mimicing something, display the monster */
if (!mon_mimic || sensed) {
int num;
/* [ALI] Only use detected glyphs when monster wouldn't be
* visible by any other means.
*/
if (sightflags == DETECTED) {
if (worm_tail)
num = detected_monnum_to_glyph(what_mon(PM_LONG_WORM_TAIL));
else
num = detected_mon_to_glyph(mon);
} else if (mon->mtame && !Hallucination) {
if (worm_tail)
num = petnum_to_glyph(PM_LONG_WORM_TAIL);
else
num = pet_to_glyph(mon);
} else {
if (worm_tail)
num = monnum_to_glyph(what_mon(PM_LONG_WORM_TAIL));
else
num = mon_to_glyph(mon);
}
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 */
if (Hallucination) wl = rn1(WARNCOUNT-1,1);
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 (senseself()) {
_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 (senseself()) 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_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) {
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) {
if (!cansee(x,y)) break;
/* 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;
for (mon = fmon; mon; mon = mon->nmon) {
if (DEADMONSTER(mon)) continue;
newsym(mon->mx,mon->my);
if (mon->wormno) see_wsegs(mon);
}
#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();
flags.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 */
flags.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(flags.botl || flags.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*/
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