Source:NetHack 3.4.3/src/display.c
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Below is the full text to src/display.c from NetHack 3.4.3. To link to a particular line, write [[display.c#line123]], for example.
Contents
- 1 Top of file
- 2 The New Display Code
- 3 vobj_at
- 4 magic_map_background
- 5 map_background
- 6 map_trap
- 7 map_object
- 8 map_invisible
- 9 unmap_object
- 10 map_location
- 11 display_monster
- 12 display_warning
- 13 feel_location
- 14 newsym
- 15 shieldeff
- 16 tmp_at
- 17 swallowed
- 18 under_water
- 19 under_ground
- 20 see_monsters
- 21 set_mimic_blocking
- 22 see_objects
- 23 see_traps
- 24 curs_on_u
- 25 doredraw
- 26 docrt
- 27 show_glyph
- 28 clear_glyph_buffer
- 29 row_refresh
- 30 cls
- 31 flush_screen
- 32 back_to_glyph
- 33 swallow_to_glyph
- 34 zapdir_to_glyph
- 35 glyph_at
- 36 type_to_name
- 37 error4
- 38 check_pos
- 39 more_than_one
- 40 set_twall
- 41 set_wall
- 42 set_corn
- 43 set_crosswall
- 44 set_wall_state
- 45 set_seenv
- 46 Wall types
- 47 t_warn
- 48 wall_angle
Top of file
1. /* SCCS Id: @(#)display.c 3.4 2003/02/19 */ 2. /* Copyright (c) Dean Luick, with acknowledgements to Kevin Darcy */ 3. /* and Dave Cohrs, 1990. */ 4. /* NetHack may be freely redistributed. See license for details. */ 5.
The NetHack General Public License applies to screenshots, source code and other content from NetHack.
This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates.
The New Display Code
6. /* 7. * THE NEW DISPLAY CODE 8. * 9. * The old display code has been broken up into three parts: vision, display, 10. * and drawing. Vision decides what locations can and cannot be physically 11. * seen by the hero. Display decides _what_ is displayed at a given location. 12. * Drawing decides _how_ to draw a monster, fountain, sword, etc. 13. * 14. * The display system uses information from the vision system to decide 15. * what to draw at a given location. The routines for the vision system 16. * can be found in vision.c and vision.h. The routines for display can 17. * be found in this file (display.c) and display.h. The drawing routines 18. * are part of the window port. See doc/window.doc for the drawing 19. * interface. 20. * 21. * The display system deals with an abstraction called a glyph. Anything 22. * that could possibly be displayed has a unique glyph identifier. 23. * 24. * What is seen on the screen is a combination of what the hero remembers 25. * and what the hero currently sees. Objects and dungeon features (walls 26. * doors, etc) are remembered when out of sight. Monsters and temporary 27. * effects are not remembered. Each location on the level has an 28. * associated glyph. This is the hero's _memory_ of what he or she has 29. * seen there before. 30. * 31. * Display rules: 32. * 33. * If the location is in sight, display in order: 34. * visible (or sensed) monsters 35. * visible objects 36. * known traps 37. * background 38. * 39. * If the location is out of sight, display in order: 40. * sensed monsters (telepathy) 41. * memory 42. * 43. * 44. * 45. * Here is a list of the major routines in this file to be used externally: 46. * 47. * newsym 48. * 49. * Possibly update the screen location (x,y). This is the workhorse routine. 50. * It is always correct --- where correct means following the in-sight/out- 51. * of-sight rules. **Most of the code should use this routine.** This 52. * routine updates the map and displays monsters. 53. * 54. * 55. * map_background 56. * map_object 57. * map_trap 58. * map_invisible 59. * unmap_object 60. * 61. * If you absolutely must override the in-sight/out-of-sight rules, there 62. * are two possibilities. First, you can mess with vision to force the 63. * location in sight then use newsym(), or you can use the map_* routines. 64. * The first has not been tried [no need] and the second is used in the 65. * detect routines --- detect object, magic mapping, etc. The map_* 66. * routines *change* what the hero remembers. All changes made by these 67. * routines will be sticky --- they will survive screen redraws. Do *not* 68. * use these for things that only temporarily change the screen. These 69. * routines are also used directly by newsym(). unmap_object is used to 70. * clear a remembered object when/if detection reveals it isn't there. 71. * 72. * 73. * show_glyph 74. * 75. * This is direct (no processing in between) buffered access to the screen. 76. * Temporary screen effects are run through this and its companion, 77. * flush_screen(). There is yet a lower level routine, print_glyph(), 78. * but this is unbuffered and graphic dependent (i.e. it must be surrounded 79. * by graphic set-up and tear-down routines). Do not use print_glyph(). 80. * 81. * 82. * see_monsters 83. * see_objects 84. * see_traps 85. * 86. * These are only used when something affects all of the monsters or 87. * objects or traps. For objects and traps, the only thing is hallucination. 88. * For monsters, there are hallucination and changing from/to blindness, etc. 89. * 90. * 91. * tmp_at 92. * 93. * This is a useful interface for displaying temporary items on the screen. 94. * Its interface is different than previously, so look at it carefully. 95. * 96. * 97. * 98. * Parts of the rm structure that are used: 99. * 100. * typ - What is really there. 101. * glyph - What the hero remembers. This will never be a monster. 102. * Monsters "float" above this. 103. * lit - True if the position is lit. An optimization for 104. * lit/unlit rooms. 105. * waslit - True if the position was *remembered* as lit. 106. * seenv - A vector of bits representing the directions from which the 107. * hero has seen this position. The vector's primary use is 108. * determining how walls are seen. E.g. a wall sometimes looks 109. * like stone on one side, but is seen as a wall from the other. 110. * Other uses are for unmapping detected objects and felt 111. * locations, where we need to know if the hero has ever 112. * seen the location. 113. * flags - Additional information for the typ field. Different for 114. * each typ. 115. * horizontal - Indicates whether the wall or door is horizontal or 116. * vertical. 117. */ 118. #include "hack.h" 119. #include "region.h" 120. 121. STATIC_DCL void FDECL(display_monster,(XCHAR_P,XCHAR_P,struct monst *,int,XCHAR_P)); 122. STATIC_DCL int FDECL(swallow_to_glyph, (int, int)); 123. STATIC_DCL void FDECL(display_warning,(struct monst *)); 124. 125. STATIC_DCL int FDECL(check_pos, (int, int, int)); 126. #ifdef WA_VERBOSE 127. STATIC_DCL boolean FDECL(more_than_one, (int, int, int, int, int)); 128. #endif 129. STATIC_DCL int FDECL(set_twall, (int,int, int,int, int,int, int,int)); 130. STATIC_DCL int FDECL(set_wall, (int, int, int)); 131. STATIC_DCL int FDECL(set_corn, (int,int, int,int, int,int, int,int)); 132. STATIC_DCL int FDECL(set_crosswall, (int, int)); 133. STATIC_DCL void FDECL(set_seenv, (struct rm *, int, int, int, int)); 134. STATIC_DCL void FDECL(t_warn, (struct rm *)); 135. STATIC_DCL int FDECL(wall_angle, (struct rm *)); 136.
vobj_at
137. #ifdef INVISIBLE_OBJECTS 138. /* 139. * vobj_at() 140. * 141. * Returns a pointer to an object if the hero can see an object at the 142. * given location. This takes care of invisible objects. NOTE, this 143. * assumes that the hero is not blind and on top of the object pile. 144. * It does NOT take into account that the location is out of sight, or, 145. * say, one can see blessed, etc. 146. */ 147. struct obj * 148. vobj_at(x,y) 149. xchar x,y; 150. { 151. register struct obj *obj = level.objects[x][y]; 152. 153. while (obj) { 154. if (!obj->oinvis || See_invisible) return obj; 155. obj = obj->nexthere; 156. } 157. return ((struct obj *) 0); 158. } 159. #endif /* else vobj_at() is defined in display.h */ 160.
magic_map_background
161. /* 162. * magic_map_background() 163. * 164. * This function is similar to map_background (see below) except we pay 165. * attention to and correct unexplored, lit ROOM and CORR spots. 166. */ 167. void 168. magic_map_background(x, y, show) 169. xchar x,y; 170. int show; 171. { 172. int glyph = back_to_glyph(x,y); /* assumes hero can see x,y */ 173. struct rm *lev = &levl[x][y]; 174. 175. /* 176. * Correct for out of sight lit corridors and rooms that the hero 177. * doesn't remember as lit. 178. */ 179. if (!cansee(x,y) && !lev->waslit) { 180. /* Floor spaces are dark if unlit. Corridors are dark if unlit. */ 181. if (lev->typ == ROOM && glyph == cmap_to_glyph(S_room)) 182. glyph = cmap_to_glyph(S_stone); 183. else if (lev->typ == CORR && glyph == cmap_to_glyph(S_litcorr)) 184. glyph = cmap_to_glyph(S_corr); 185. } 186. if (level.flags.hero_memory) 187. lev->glyph = glyph; 188. if (show) show_glyph(x,y, glyph); 189. } 190.
map_background
191. /* 192. * The routines map_background(), map_object(), and map_trap() could just 193. * as easily be: 194. * 195. * map_glyph(x,y,glyph,show) 196. * 197. * Which is called with the xx_to_glyph() in the call. Then I can get 198. * rid of 3 routines that don't do very much anyway. And then stop 199. * having to create fake objects and traps. However, I am reluctant to 200. * make this change. 201. */ 202. /* FIXME: some of these use xchars for x and y, and some use ints. Make 203. * this consistent. 204. */ 205. 206. /* 207. * map_background() 208. * 209. * Make the real background part of our map. This routine assumes that 210. * the hero can physically see the location. Update the screen if directed. 211. */ 212. void 213. map_background(x, y, show) 214. register xchar x,y; 215. register int show; 216. { 217. register int glyph = back_to_glyph(x,y); 218. 219. if (level.flags.hero_memory) 220. levl[x][y].glyph = glyph; 221. if (show) show_glyph(x,y, glyph); 222. } 223.
map_trap
224. /* 225. * map_trap() 226. * 227. * Map the trap and print it out if directed. This routine assumes that the 228. * hero can physically see the location. 229. */ 230. void 231. map_trap(trap, show) 232. register struct trap *trap; 233. register int show; 234. { 235. register int x = trap->tx, y = trap->ty; 236. register int glyph = trap_to_glyph(trap); 237. 238. if (level.flags.hero_memory) 239. levl[x][y].glyph = glyph; 240. if (show) show_glyph(x, y, glyph); 241. } 242.
map_object
243. /* 244. * map_object() 245. * 246. * Map the given object. This routine assumes that the hero can physically 247. * see the location of the object. Update the screen if directed. 248. */ 249. void 250. map_object(obj, show) 251. register struct obj *obj; 252. register int show; 253. { 254. register int x = obj->ox, y = obj->oy; 255. register int glyph = obj_to_glyph(obj); 256. 257. if (level.flags.hero_memory) 258. levl[x][y].glyph = glyph; 259. if (show) show_glyph(x, y, glyph); 260. } 261.
map_invisible
262. /* 263. * map_invisible() 264. * 265. * Make the hero remember that a square contains an invisible monster. 266. * This is a special case in that the square will continue to be displayed 267. * this way even when the hero is close enough to see it. To get rid of 268. * this and display the square's actual contents, use unmap_object() followed 269. * by newsym() if necessary. 270. */ 271. void 272. map_invisible(x, y) 273. register xchar x, y; 274. { 275. if (x != u.ux || y != u.uy) { /* don't display I at hero's location */ 276. if (level.flags.hero_memory) 277. levl[x][y].glyph = GLYPH_INVISIBLE; 278. show_glyph(x, y, GLYPH_INVISIBLE); 279. } 280. } 281.
unmap_object
282. /* 283. * unmap_object() 284. * 285. * Remove something from the map when the hero realizes it's not there any 286. * more. Replace it with background or known trap, but not with any other 287. * If this is used for detection, a full screen update is imminent anyway; 288. * if this is used to get rid of an invisible monster notation, we might have 289. * to call newsym(). 290. */ 291. void 292. unmap_object(x, y) 293. register int x, y; 294. { 295. register struct trap *trap; 296. 297. if (!level.flags.hero_memory) return; 298. 299. if ((trap = t_at(x,y)) != 0 && trap->tseen && !covers_traps(x,y)) 300. map_trap(trap, 0); 301. else if (levl[x][y].seenv) { 302. struct rm *lev = &levl[x][y]; 303. 304. map_background(x, y, 0); 305. 306. /* turn remembered dark room squares dark */ 307. if (!lev->waslit && lev->glyph == cmap_to_glyph(S_room) && 308. lev->typ == ROOM) 309. lev->glyph = cmap_to_glyph(S_stone); 310. } else 311. levl[x][y].glyph = cmap_to_glyph(S_stone); /* default val */ 312. } 313. 314.
map_location
315. /* 316. * map_location() 317. * 318. * Make whatever at this location show up. This is only for non-living 319. * things. This will not handle feeling invisible objects correctly. 320. * 321. * Internal to display.c, this is a #define for speed. 322. */ 323. #define _map_location(x,y,show) \ 324. { \ 325. register struct obj *obj; \ 326. register struct trap *trap; \ 327. \ 328. if ((obj = vobj_at(x,y)) && !covers_objects(x,y)) \ 329. map_object(obj,show); \ 330. else if ((trap = t_at(x,y)) && trap->tseen && !covers_traps(x,y)) \ 331. map_trap(trap,show); \ 332. else \ 333. map_background(x,y,show); \ 334. } 335. 336. void 337. map_location(x,y,show) 338. int x, y, show; 339. { 340. _map_location(x,y,show); 341. } 342. 343. #define DETECTED 2 344. #define PHYSICALLY_SEEN 1 345. #define is_worm_tail(mon) ((mon) && ((x != (mon)->mx) || (y != (mon)->my))) 346.
display_monster
347. /* 348. * display_monster() 349. * 350. * Note that this is *not* a map_XXXX() function! Monsters sort of float 351. * above everything. 352. * 353. * Yuck. Display body parts by recognizing that the display position is 354. * not the same as the monster position. Currently the only body part is 355. * a worm tail. 356. * 357. */ 358. STATIC_OVL void 359. display_monster(x, y, mon, sightflags, worm_tail) 360. register xchar x, y; /* display position */ 361. register struct monst *mon; /* monster to display */ 362. int sightflags; /* 1 if the monster is physically seen */ 363. /* 2 if detected using Detect_monsters */ 364. register xchar worm_tail; /* mon is actually a worm tail */ 365. { 366. register boolean mon_mimic = (mon->m_ap_type != M_AP_NOTHING); 367. register int sensed = mon_mimic && 368. (Protection_from_shape_changers || sensemon(mon)); 369. /* 370. * We must do the mimic check first. If the mimic is mimicing something, 371. * and the location is in sight, we have to change the hero's memory 372. * so that when the position is out of sight, the hero remembers what 373. * the mimic was mimicing. 374. */ 375. 376. if (mon_mimic && (sightflags == PHYSICALLY_SEEN)) { 377. switch (mon->m_ap_type) { 378. default: 379. impossible("display_monster: bad m_ap_type value [ = %d ]", 380. (int) mon->m_ap_type); 381. case M_AP_NOTHING: 382. show_glyph(x, y, mon_to_glyph(mon)); 383. break; 384. 385. case M_AP_FURNITURE: { 386. /* 387. * This is a poor man's version of map_background(). I can't 388. * use map_background() because we are overriding what is in 389. * the 'typ' field. Maybe have map_background()'s parameters 390. * be (x,y,glyph) instead of just (x,y). 391. * 392. * mappearance is currently set to an S_ index value in 393. * makemon.c. 394. */ 395. register int glyph = cmap_to_glyph(mon->mappearance); 396. levl[x][y].glyph = glyph; 397. if (!sensed) show_glyph(x,y, glyph); 398. break; 399. } 400. 401. case M_AP_OBJECT: { 402. struct obj obj; /* Make a fake object to send */ 403. /* to map_object(). */ 404. obj.ox = x; 405. obj.oy = y; 406. obj.otyp = mon->mappearance; 407. obj.corpsenm = PM_TENGU; /* if mimicing a corpse */ 408. map_object(&obj,!sensed); 409. break; 410. } 411. 412. case M_AP_MONSTER: 413. show_glyph(x,y, monnum_to_glyph(what_mon((int)mon->mappearance))); 414. break; 415. } 416. 417. } 418. 419. /* If the mimic is unsucessfully mimicing something, display the monster */ 420. if (!mon_mimic || sensed) { 421. int num; 422. 423. /* [ALI] Only use detected glyphs when monster wouldn't be 424. * visible by any other means. 425. */ 426. if (sightflags == DETECTED) { 427. if (worm_tail) 428. num = detected_monnum_to_glyph(what_mon(PM_LONG_WORM_TAIL)); 429. else 430. num = detected_mon_to_glyph(mon); 431. } else if (mon->mtame && !Hallucination) { 432. if (worm_tail) 433. num = petnum_to_glyph(PM_LONG_WORM_TAIL); 434. else 435. num = pet_to_glyph(mon); 436. } else { 437. if (worm_tail) 438. num = monnum_to_glyph(what_mon(PM_LONG_WORM_TAIL)); 439. else 440. num = mon_to_glyph(mon); 441. } 442. show_glyph(x,y,num); 443. } 444. } 445.
display_warning
446. /* 447. * display_warning() 448. * 449. * This is also *not* a map_XXXX() function! Monster warnings float 450. * above everything just like monsters do, but only if the monster 451. * is not showing. 452. * 453. * Do not call for worm tails. 454. */ 455. STATIC_OVL void 456. display_warning(mon) 457. register struct monst *mon; 458. { 459. int x = mon->mx, y = mon->my; 460. int wl = (int) (mon->m_lev / 4); 461. int glyph; 462. 463. if (mon_warning(mon)) { 464. if (wl > WARNCOUNT - 1) wl = WARNCOUNT - 1; 465. /* 3.4.1: this really ought to be rn2(WARNCOUNT), but value "0" 466. isn't handled correctly by the what_is routine so avoid it */ 467. if (Hallucination) wl = rn1(WARNCOUNT-1,1); 468. glyph = warning_to_glyph(wl); 469. } else if (MATCH_WARN_OF_MON(mon)) { 470. glyph = mon_to_glyph(mon); 471. } else { 472. impossible("display_warning did not match warning type?"); 473. return; 474. } 475. show_glyph(x, y, glyph); 476. } 477.
feel_location
478. /* 479. * feel_location() 480. * 481. * Feel the given location. This assumes that the hero is blind and that 482. * the given position is either the hero's or one of the eight squares 483. * adjacent to the hero (except for a boulder push). 484. * If an invisible monster has gone away, that will be discovered. If an 485. * invisible monster has appeared, this will _not_ be discovered since 486. * searching only finds one monster per turn so we must check that separately. 487. */ 488. void 489. feel_location(x, y) 490. xchar x, y; 491. { 492. struct rm *lev = &(levl[x][y]); 493. struct obj *boulder; 494. register struct monst *mon; 495. 496. /* If the hero's memory of an invisible monster is accurate, we want to keep 497. * him from detecting the same monster over and over again on each turn. 498. * We must return (so we don't erase the monster). (We must also, in the 499. * search function, be sure to skip over previously detected 'I's.) 500. */ 501. if (glyph_is_invisible(levl[x][y].glyph) && m_at(x,y)) return; 502. 503. /* The hero can't feel non pool locations while under water. */ 504. if (Underwater && !Is_waterlevel(&u.uz) && ! is_pool(x,y)) 505. return; 506. 507. /* Set the seen vector as if the hero had seen it. It doesn't matter */ 508. /* if the hero is levitating or not. */ 509. set_seenv(lev, u.ux, u.uy, x, y); 510. 511. if (Levitation && !Is_airlevel(&u.uz) && !Is_waterlevel(&u.uz)) { 512. /* 513. * Levitation Rules. It is assumed that the hero can feel the state 514. * of the walls around herself and can tell if she is in a corridor, 515. * room, or doorway. Boulders are felt because they are large enough. 516. * Anything else is unknown because the hero can't reach the ground. 517. * This makes things difficult. 518. * 519. * Check (and display) in order: 520. * 521. * + Stone, walls, and closed doors. 522. * + Boulders. [see a boulder before a doorway] 523. * + Doors. 524. * + Room/water positions 525. * + Everything else (hallways!) 526. */ 527. if (IS_ROCK(lev->typ) || (IS_DOOR(lev->typ) && 528. (lev->doormask & (D_LOCKED | D_CLOSED)))) { 529. map_background(x, y, 1); 530. } else if ((boulder = sobj_at(BOULDER,x,y)) != 0) { 531. map_object(boulder, 1); 532. } else if (IS_DOOR(lev->typ)) { 533. map_background(x, y, 1); 534. } else if (IS_ROOM(lev->typ) || IS_POOL(lev->typ)) { 535. /* 536. * An open room or water location. Normally we wouldn't touch 537. * this, but we have to get rid of remembered boulder symbols. 538. * This will only occur in rare occations when the hero goes 539. * blind and doesn't find a boulder where expected (something 540. * came along and picked it up). We know that there is not a 541. * boulder at this location. Show fountains, pools, etc. 542. * underneath if already seen. Otherwise, show the appropriate 543. * floor symbol. 544. * 545. * Similarly, if the hero digs a hole in a wall or feels a location 546. * that used to contain an unseen monster. In these cases, 547. * there's no reason to assume anything was underneath, so 548. * just show the appropriate floor symbol. If something was 549. * embedded in the wall, the glyph will probably already 550. * reflect that. Don't change the symbol in this case. 551. * 552. * This isn't quite correct. If the boulder was on top of some 553. * other objects they should be seen once the boulder is removed. 554. * However, we have no way of knowing that what is there now 555. * was there then. So we let the hero have a lapse of memory. 556. * We could also just display what is currently on the top of the 557. * object stack (if anything). 558. */ 559. if (lev->glyph == objnum_to_glyph(BOULDER)) { 560. if (lev->typ != ROOM && lev->seenv) { 561. map_background(x, y, 1); 562. } else { 563. lev->glyph = lev->waslit ? cmap_to_glyph(S_room) : 564. cmap_to_glyph(S_stone); 565. show_glyph(x,y,lev->glyph); 566. } 567. } else if ((lev->glyph >= cmap_to_glyph(S_stone) && 568. lev->glyph < cmap_to_glyph(S_room)) || 569. glyph_is_invisible(levl[x][y].glyph)) { 570. lev->glyph = lev->waslit ? cmap_to_glyph(S_room) : 571. cmap_to_glyph(S_stone); 572. show_glyph(x,y,lev->glyph); 573. } 574. } else { 575. /* We feel it (I think hallways are the only things left). */ 576. map_background(x, y, 1); 577. /* Corridors are never felt as lit (unless remembered that way) */ 578. /* (lit_corridor only). */ 579. if (lev->typ == CORR && 580. lev->glyph == cmap_to_glyph(S_litcorr) && !lev->waslit) 581. show_glyph(x, y, lev->glyph = cmap_to_glyph(S_corr)); 582. } 583. } else { 584. _map_location(x, y, 1); 585. 586. if (Punished) { 587. /* 588. * A ball or chain is only felt if it is first on the object 589. * location list. Otherwise, we need to clear the felt bit --- 590. * something has been dropped on the ball/chain. If the bit is 591. * not cleared, then when the ball/chain is moved it will drop 592. * the wrong glyph. 593. */ 594. if (uchain->ox == x && uchain->oy == y) { 595. if (level.objects[x][y] == uchain) 596. u.bc_felt |= BC_CHAIN; 597. else 598. u.bc_felt &= ~BC_CHAIN; /* do not feel the chain */ 599. } 600. if (!carried(uball) && uball->ox == x && uball->oy == y) { 601. if (level.objects[x][y] == uball) 602. u.bc_felt |= BC_BALL; 603. else 604. u.bc_felt &= ~BC_BALL; /* do not feel the ball */ 605. } 606. } 607. 608. /* Floor spaces are dark if unlit. Corridors are dark if unlit. */ 609. if (lev->typ == ROOM && 610. lev->glyph == cmap_to_glyph(S_room) && !lev->waslit) 611. show_glyph(x,y, lev->glyph = cmap_to_glyph(S_stone)); 612. else if (lev->typ == CORR && 613. lev->glyph == cmap_to_glyph(S_litcorr) && !lev->waslit) 614. show_glyph(x,y, lev->glyph = cmap_to_glyph(S_corr)); 615. } 616. /* draw monster on top if we can sense it */ 617. if ((x != u.ux || y != u.uy) && (mon = m_at(x,y)) && sensemon(mon)) 618. display_monster(x, y, mon, 619. (tp_sensemon(mon) || MATCH_WARN_OF_MON(mon)) ? PHYSICALLY_SEEN : DETECTED, 620. is_worm_tail(mon)); 621. } 622.
newsym
623. /* 624. * newsym() 625. * 626. * Possibly put a new glyph at the given location. 627. */ 628. void 629. newsym(x,y) 630. register int x,y; 631. { 632. register struct monst *mon; 633. register struct rm *lev = &(levl[x][y]); 634. register int see_it; 635. register xchar worm_tail; 636. 637. if (in_mklev) return; 638. 639. /* only permit updating the hero when swallowed */ 640. if (u.uswallow) { 641. if (x == u.ux && y == u.uy) display_self(); 642. return; 643. } 644. if (Underwater && !Is_waterlevel(&u.uz)) { 645. /* don't do anything unless (x,y) is an adjacent underwater position */ 646. int dx, dy; 647. if (!is_pool(x,y)) return; 648. dx = x - u.ux; if (dx < 0) dx = -dx; 649. dy = y - u.uy; if (dy < 0) dy = -dy; 650. if (dx > 1 || dy > 1) return; 651. } 652. 653. /* Can physically see the location. */ 654. if (cansee(x,y)) { 655. NhRegion* reg = visible_region_at(x,y); 656. /* 657. * Don't use templit here: E.g. 658. * 659. * lev->waslit = !!(lev->lit || templit(x,y)); 660. * 661. * Otherwise we have the "light pool" problem, where non-permanently 662. * lit areas just out of sight stay remembered as lit. They should 663. * re-darken. 664. * 665. * Perhaps ALL areas should revert to their "unlit" look when 666. * out of sight. 667. */ 668. lev->waslit = (lev->lit!=0); /* remember lit condition */ 669. 670. if (reg != NULL && ACCESSIBLE(lev->typ)) { 671. show_region(reg,x,y); 672. return; 673. } 674. if (x == u.ux && y == u.uy) { 675. if (senseself()) { 676. _map_location(x,y,0); /* map *under* self */ 677. display_self(); 678. } else 679. /* we can see what is there */ 680. _map_location(x,y,1); 681. } 682. else { 683. mon = m_at(x,y); 684. worm_tail = is_worm_tail(mon); 685. see_it = mon && (worm_tail 686. ? (!mon->minvis || See_invisible) 687. : (mon_visible(mon)) || tp_sensemon(mon) || MATCH_WARN_OF_MON(mon)); 688. if (mon && (see_it || (!worm_tail && Detect_monsters))) { 689. if (mon->mtrapped) { 690. struct trap *trap = t_at(x, y); 691. int tt = trap ? trap->ttyp : NO_TRAP; 692. 693. /* if monster is in a physical trap, you see the trap too */ 694. if (tt == BEAR_TRAP || tt == PIT || 695. tt == SPIKED_PIT ||tt == WEB) { 696. trap->tseen = TRUE; 697. } 698. } 699. _map_location(x,y,0); /* map under the monster */ 700. /* also gets rid of any invisibility glyph */ 701. display_monster(x, y, mon, see_it ? PHYSICALLY_SEEN : DETECTED, worm_tail); 702. } 703. else if (mon && mon_warning(mon) && !is_worm_tail(mon)) 704. display_warning(mon); 705. else if (glyph_is_invisible(levl[x][y].glyph)) 706. map_invisible(x, y); 707. else 708. _map_location(x,y,1); /* map the location */ 709. } 710. } 711. 712. /* Can't see the location. */ 713. else { 714. if (x == u.ux && y == u.uy) { 715. feel_location(u.ux, u.uy); /* forces an update */ 716. 717. if (senseself()) display_self(); 718. } 719. else if ((mon = m_at(x,y)) 720. && ((see_it = (tp_sensemon(mon) || MATCH_WARN_OF_MON(mon) 721. || (see_with_infrared(mon) && mon_visible(mon)))) 722. || Detect_monsters) 723. && !is_worm_tail(mon)) { 724. /* Monsters are printed every time. */ 725. /* This also gets rid of any invisibility glyph */ 726. display_monster(x, y, mon, see_it ? 0 : DETECTED, 0); 727. } 728. else if ((mon = m_at(x,y)) && mon_warning(mon) && 729. !is_worm_tail(mon)) { 730. display_warning(mon); 731. } 732. 733. /* 734. * If the location is remembered as being both dark (waslit is false) 735. * and lit (glyph is a lit room or lit corridor) then it was either: 736. * 737. * (1) A dark location that the hero could see through night 738. * vision. 739. * 740. * (2) Darkened while out of the hero's sight. This can happen 741. * when cursed scroll of light is read. 742. * 743. * In either case, we have to manually correct the hero's memory to 744. * match waslit. Deciding when to change waslit is non-trivial. 745. * 746. * Note: If flags.lit_corridor is set, then corridors act like room 747. * squares. That is, they light up if in night vision range. 748. * If flags.lit_corridor is not set, then corridors will 749. * remain dark unless lit by a light spell and may darken 750. * again, as discussed above. 751. * 752. * These checks and changes must be here and not in back_to_glyph(). 753. * They are dependent on the position being out of sight. 754. */ 755. else if (!lev->waslit) { 756. if (lev->glyph == cmap_to_glyph(S_litcorr) && lev->typ == CORR) 757. show_glyph(x, y, lev->glyph = cmap_to_glyph(S_corr)); 758. else if (lev->glyph == cmap_to_glyph(S_room) && lev->typ == ROOM) 759. show_glyph(x, y, lev->glyph = cmap_to_glyph(S_stone)); 760. else 761. goto show_mem; 762. } else { 763. show_mem: 764. show_glyph(x, y, lev->glyph); 765. } 766. } 767. } 768. 769. #undef is_worm_tail 770.
shieldeff
771. /* 772. * shieldeff() 773. * 774. * Put magic shield pyrotechnics at the given location. This *could* be 775. * pulled into a platform dependent routine for fancier graphics if desired. 776. */ 777. void 778. shieldeff(x,y) 779. xchar x,y; 780. { 781. register int i; 782. 783. if (!flags.sparkle) return; 784. if (cansee(x,y)) { /* Don't see anything if can't see the location */ 785. for (i = 0; i < SHIELD_COUNT; i++) { 786. show_glyph(x, y, cmap_to_glyph(shield_static[i])); 787. flush_screen(1); /* make sure the glyph shows up */ 788. delay_output(); 789. } 790. newsym(x,y); /* restore the old information */ 791. } 792. } 793. 794.
tmp_at
795. /* 796. * tmp_at() 797. * 798. * Temporarily place glyphs on the screen. Do not call delay_output(). It 799. * is up to the caller to decide if it wants to wait [presently, everyone 800. * but explode() wants to delay]. 801. * 802. * Call: 803. * (DISP_BEAM, glyph) open, initialize glyph 804. * (DISP_FLASH, glyph) open, initialize glyph 805. * (DISP_ALWAYS, glyph) open, initialize glyph 806. * (DISP_CHANGE, glyph) change glyph 807. * (DISP_END, 0) close & clean up (second argument doesn't 808. * matter) 809. * (DISP_FREEMEM, 0) only used to prevent memory leak during 810. * exit) 811. * (x, y) display the glyph at the location 812. * 813. * DISP_BEAM - Display the given glyph at each location, but do not erase 814. * any until the close call. 815. * DISP_FLASH - Display the given glyph at each location, but erase the 816. * previous location's glyph. 817. * DISP_ALWAYS- Like DISP_FLASH, but vision is not taken into account. 818. */ 819. 820. static struct tmp_glyph { 821. coord saved[COLNO]; /* previously updated positions */ 822. int sidx; /* index of next unused slot in saved[] */ 823. int style; /* either DISP_BEAM or DISP_FLASH or DISP_ALWAYS */ 824. int glyph; /* glyph to use when printing */ 825. struct tmp_glyph *prev; 826. } tgfirst; 827. 828. void 829. tmp_at(x, y) 830. int x, y; 831. { 832. static struct tmp_glyph *tglyph = (struct tmp_glyph *)0; 833. struct tmp_glyph *tmp; 834. 835. switch (x) { 836. case DISP_BEAM: 837. case DISP_FLASH: 838. case DISP_ALWAYS: 839. if (!tglyph) 840. tmp = &tgfirst; 841. else /* nested effect; we need dynamic memory */ 842. tmp = (struct tmp_glyph *)alloc(sizeof (struct tmp_glyph)); 843. tmp->prev = tglyph; 844. tglyph = tmp; 845. tglyph->sidx = 0; 846. tglyph->style = x; 847. tglyph->glyph = y; 848. flush_screen(0); /* flush buffered glyphs */ 849. return; 850. 851. case DISP_FREEMEM: /* in case game ends with tmp_at() in progress */ 852. while (tglyph) { 853. tmp = tglyph->prev; 854. if (tglyph != &tgfirst) free((genericptr_t)tglyph); 855. tglyph = tmp; 856. } 857. return; 858. 859. default: 860. break; 861. } 862. 863. if (!tglyph) panic("tmp_at: tglyph not initialized"); 864. 865. switch (x) { 866. case DISP_CHANGE: 867. tglyph->glyph = y; 868. break; 869. 870. case DISP_END: 871. if (tglyph->style == DISP_BEAM) { 872. register int i; 873. 874. /* Erase (reset) from source to end */ 875. for (i = 0; i < tglyph->sidx; i++) 876. newsym(tglyph->saved[i].x, tglyph->saved[i].y); 877. } else { /* DISP_FLASH or DISP_ALWAYS */ 878. if (tglyph->sidx) /* been called at least once */ 879. newsym(tglyph->saved[0].x, tglyph->saved[0].y); 880. } 881. /* tglyph->sidx = 0; -- about to be freed, so not necessary */ 882. tmp = tglyph->prev; 883. if (tglyph != &tgfirst) free((genericptr_t)tglyph); 884. tglyph = tmp; 885. break; 886. 887. default: /* do it */ 888. if (tglyph->style == DISP_BEAM) { 889. if (!cansee(x,y)) break; 890. /* save pos for later erasing */ 891. tglyph->saved[tglyph->sidx].x = x; 892. tglyph->saved[tglyph->sidx].y = y; 893. tglyph->sidx += 1; 894. } else { /* DISP_FLASH/ALWAYS */ 895. if (tglyph->sidx) { /* not first call, so reset previous pos */ 896. newsym(tglyph->saved[0].x, tglyph->saved[0].y); 897. tglyph->sidx = 0; /* display is presently up to date */ 898. } 899. if (!cansee(x,y) && tglyph->style != DISP_ALWAYS) break; 900. tglyph->saved[0].x = x; 901. tglyph->saved[0].y = y; 902. tglyph->sidx = 1; 903. } 904. 905. show_glyph(x, y, tglyph->glyph); /* show it */ 906. flush_screen(0); /* make sure it shows up */ 907. break; 908. } /* end case */ 909. } 910. 911.
swallowed
912. /* 913. * swallowed() 914. * 915. * The hero is swallowed. Show a special graphics sequence for this. This 916. * bypasses all of the display routines and messes with buffered screen 917. * directly. This method works because both vision and display check for 918. * being swallowed. 919. */ 920. void 921. swallowed(first) 922. int first; 923. { 924. static xchar lastx, lasty; /* last swallowed position */ 925. int swallower, left_ok, rght_ok; 926. 927. if (first) 928. cls(); 929. else { 930. register int x, y; 931. 932. /* Clear old location */ 933. for (y = lasty-1; y <= lasty+1; y++) 934. for (x = lastx-1; x <= lastx+1; x++) 935. if (isok(x,y)) show_glyph(x,y,cmap_to_glyph(S_stone)); 936. } 937. 938. swallower = monsndx(u.ustuck->data); 939. /* assume isok(u.ux,u.uy) */ 940. left_ok = isok(u.ux-1,u.uy); 941. rght_ok = isok(u.ux+1,u.uy); 942. /* 943. * Display the hero surrounded by the monster's stomach. 944. */ 945. if(isok(u.ux, u.uy-1)) { 946. if (left_ok) 947. show_glyph(u.ux-1, u.uy-1, swallow_to_glyph(swallower, S_sw_tl)); 948. show_glyph(u.ux , u.uy-1, swallow_to_glyph(swallower, S_sw_tc)); 949. if (rght_ok) 950. show_glyph(u.ux+1, u.uy-1, swallow_to_glyph(swallower, S_sw_tr)); 951. } 952. 953. if (left_ok) 954. show_glyph(u.ux-1, u.uy , swallow_to_glyph(swallower, S_sw_ml)); 955. display_self(); 956. if (rght_ok) 957. show_glyph(u.ux+1, u.uy , swallow_to_glyph(swallower, S_sw_mr)); 958. 959. if(isok(u.ux, u.uy+1)) { 960. if (left_ok) 961. show_glyph(u.ux-1, u.uy+1, swallow_to_glyph(swallower, S_sw_bl)); 962. show_glyph(u.ux , u.uy+1, swallow_to_glyph(swallower, S_sw_bc)); 963. if (rght_ok) 964. show_glyph(u.ux+1, u.uy+1, swallow_to_glyph(swallower, S_sw_br)); 965. } 966. 967. /* Update the swallowed position. */ 968. lastx = u.ux; 969. lasty = u.uy; 970. } 971.
under_water
972. /* 973. * under_water() 974. * 975. * Similar to swallowed() in operation. Shows hero when underwater 976. * except when in water level. Special routines exist for that. 977. */ 978. void 979. under_water(mode) 980. int mode; 981. { 982. static xchar lastx, lasty; 983. static boolean dela; 984. register int x, y; 985. 986. /* swallowing has a higher precedence than under water */ 987. if (Is_waterlevel(&u.uz) || u.uswallow) return; 988. 989. /* full update */ 990. if (mode == 1 || dela) { 991. cls(); 992. dela = FALSE; 993. } 994. /* delayed full update */ 995. else if (mode == 2) { 996. dela = TRUE; 997. return; 998. } 999. /* limited update */ 1000. else { 1001. for (y = lasty-1; y <= lasty+1; y++) 1002. for (x = lastx-1; x <= lastx+1; x++) 1003. if (isok(x,y)) 1004. show_glyph(x,y,cmap_to_glyph(S_stone)); 1005. } 1006. for (x = u.ux-1; x <= u.ux+1; x++) 1007. for (y = u.uy-1; y <= u.uy+1; y++) 1008. if (isok(x,y) && is_pool(x,y)) { 1009. if (Blind && !(x == u.ux && y == u.uy)) 1010. show_glyph(x,y,cmap_to_glyph(S_stone)); 1011. else 1012. newsym(x,y); 1013. } 1014. lastx = u.ux; 1015. lasty = u.uy; 1016. } 1017.
under_ground
1018. /* 1019. * under_ground() 1020. * 1021. * Very restricted display. You can only see yourself. 1022. */ 1023. void 1024. under_ground(mode) 1025. int mode; 1026. { 1027. static boolean dela; 1028. 1029. /* swallowing has a higher precedence than under ground */ 1030. if (u.uswallow) return; 1031. 1032. /* full update */ 1033. if (mode == 1 || dela) { 1034. cls(); 1035. dela = FALSE; 1036. } 1037. /* delayed full update */ 1038. else if (mode == 2) { 1039. dela = TRUE; 1040. return; 1041. } 1042. /* limited update */ 1043. else 1044. newsym(u.ux,u.uy); 1045. } 1046. 1047. 1048. /* ========================================================================= */ 1049.
see_monsters
1050. /* 1051. * Loop through all of the monsters and update them. Called when: 1052. * + going blind & telepathic 1053. * + regaining sight & telepathic 1054. * + getting and losing infravision 1055. * + hallucinating 1056. * + doing a full screen redraw 1057. * + see invisible times out or a ring of see invisible is taken off 1058. * + when a potion of see invisible is quaffed or a ring of see 1059. * invisible is put on 1060. * + gaining telepathy when blind [givit() in eat.c, pleased() in pray.c] 1061. * + losing telepathy while blind [xkilled() in mon.c, attrcurse() in 1062. * sit.c] 1063. */ 1064. void 1065. see_monsters() 1066. { 1067. register struct monst *mon; 1068. 1069. for (mon = fmon; mon; mon = mon->nmon) { 1070. if (DEADMONSTER(mon)) continue; 1071. newsym(mon->mx,mon->my); 1072. if (mon->wormno) see_wsegs(mon); 1073. } 1074. #ifdef STEED 1075. /* when mounted, hero's location gets caught by monster loop */ 1076. if (!u.usteed) 1077. #endif 1078. newsym(u.ux, u.uy); 1079. } 1080.
set_mimic_blocking
1081. /* 1082. * Block/unblock light depending on what a mimic is mimicing and if it's 1083. * invisible or not. Should be called only when the state of See_invisible 1084. * changes. 1085. */ 1086. void 1087. set_mimic_blocking() 1088. { 1089. register struct monst *mon; 1090. 1091. for (mon = fmon; mon; mon = mon->nmon) { 1092. if (DEADMONSTER(mon)) continue; 1093. if (mon->minvis && 1094. ((mon->m_ap_type == M_AP_FURNITURE && 1095. (mon->mappearance == S_vcdoor || mon->mappearance == S_hcdoor)) || 1096. (mon->m_ap_type == M_AP_OBJECT && mon->mappearance == BOULDER))) { 1097. if(See_invisible) 1098. block_point(mon->mx, mon->my); 1099. else 1100. unblock_point(mon->mx, mon->my); 1101. } 1102. } 1103. } 1104.
see_objects
1105. /* 1106. * Loop through all of the object *locations* and update them. Called when 1107. * + hallucinating. 1108. */ 1109. void 1110. see_objects() 1111. { 1112. register struct obj *obj; 1113. for(obj = fobj; obj; obj = obj->nobj) 1114. if (vobj_at(obj->ox,obj->oy) == obj) newsym(obj->ox, obj->oy); 1115. } 1116.
see_traps
1117. /* 1118. * Update hallucinated traps. 1119. */ 1120. void 1121. see_traps() 1122. { 1123. struct trap *trap; 1124. int glyph; 1125. 1126. for (trap = ftrap; trap; trap = trap->ntrap) { 1127. glyph = glyph_at(trap->tx, trap->ty); 1128. if (glyph_is_trap(glyph)) 1129. newsym(trap->tx, trap->ty); 1130. } 1131. } 1132.
curs_on_u
1133. /* 1134. * Put the cursor on the hero. Flush all accumulated glyphs before doing it. 1135. */ 1136. void 1137. curs_on_u() 1138. { 1139. flush_screen(1); /* Flush waiting glyphs & put cursor on hero */ 1140. } 1141.
doredraw
1142. int 1143. doredraw() 1144. { 1145. docrt(); 1146. return 0; 1147. } 1148.
docrt
1149. void 1150. docrt() 1151. { 1152. register int x,y; 1153. register struct rm *lev; 1154. 1155. if (!u.ux) return; /* display isn't ready yet */ 1156. 1157. if (u.uswallow) { 1158. swallowed(1); 1159. return; 1160. } 1161. if (Underwater && !Is_waterlevel(&u.uz)) { 1162. under_water(1); 1163. return; 1164. } 1165. if (u.uburied) { 1166. under_ground(1); 1167. return; 1168. } 1169. 1170. /* shut down vision */ 1171. vision_recalc(2); 1172. 1173. /* 1174. * This routine assumes that cls() does the following: 1175. * + fills the physical screen with the symbol for rock 1176. * + clears the glyph buffer 1177. */ 1178. cls(); 1179. 1180. /* display memory */ 1181. for (x = 1; x < COLNO; x++) { 1182. lev = &levl[x][0]; 1183. for (y = 0; y < ROWNO; y++, lev++) 1184. if (lev->glyph != cmap_to_glyph(S_stone)) 1185. show_glyph(x,y,lev->glyph); 1186. } 1187. 1188. /* see what is to be seen */ 1189. vision_recalc(0); 1190. 1191. /* overlay with monsters */ 1192. see_monsters(); 1193. 1194. flags.botlx = 1; /* force a redraw of the bottom line */ 1195. } 1196. 1197. 1198. /* ========================================================================= */
show_glyph
1199. /* Glyph Buffering (3rd screen) ============================================ */ 1200. 1201. typedef struct { 1202. xchar new; /* perhaps move this bit into the rm strucure. */ 1203. int glyph; 1204. } gbuf_entry; 1205. 1206. static gbuf_entry gbuf[ROWNO][COLNO]; 1207. static char gbuf_start[ROWNO]; 1208. static char gbuf_stop[ROWNO]; 1209. 1210. /* 1211. * Store the glyph in the 3rd screen for later flushing. 1212. */ 1213. void 1214. show_glyph(x,y,glyph) 1215. int x, y, glyph; 1216. { 1217. /* 1218. * Check for bad positions and glyphs. 1219. */ 1220. if (!isok(x, y)) { 1221. const char *text; 1222. int offset; 1223. 1224. /* column 0 is invalid, but it's often used as a flag, so ignore it */ 1225. if (x == 0) return; 1226. 1227. /* 1228. * This assumes an ordering of the offsets. See display.h for 1229. * the definition. 1230. */ 1231. 1232. if (glyph >= GLYPH_WARNING_OFF) { /* a warning */ 1233. text = "warning"; offset = glyph - GLYPH_WARNING_OFF; 1234. } else if (glyph >= GLYPH_SWALLOW_OFF) { /* swallow border */ 1235. text = "swallow border"; offset = glyph - GLYPH_SWALLOW_OFF; 1236. } else if (glyph >= GLYPH_ZAP_OFF) { /* zap beam */ 1237. text = "zap beam"; offset = glyph - GLYPH_ZAP_OFF; 1238. } else if (glyph >= GLYPH_EXPLODE_OFF) { /* explosion */ 1239. text = "explosion"; offset = glyph - GLYPH_EXPLODE_OFF; 1240. } else if (glyph >= GLYPH_CMAP_OFF) { /* cmap */ 1241. text = "cmap_index"; offset = glyph - GLYPH_CMAP_OFF; 1242. } else if (glyph >= GLYPH_OBJ_OFF) { /* object */ 1243. text = "object"; offset = glyph - GLYPH_OBJ_OFF; 1244. } else if (glyph >= GLYPH_RIDDEN_OFF) { /* ridden mon */ 1245. text = "ridden mon"; offset = glyph - GLYPH_RIDDEN_OFF; 1246. } else if (glyph >= GLYPH_BODY_OFF) { /* a corpse */ 1247. text = "corpse"; offset = glyph - GLYPH_BODY_OFF; 1248. } else if (glyph >= GLYPH_DETECT_OFF) { /* detected mon */ 1249. text = "detected mon"; offset = glyph - GLYPH_DETECT_OFF; 1250. } else if (glyph >= GLYPH_INVIS_OFF) { /* invisible mon */ 1251. text = "invisible mon"; offset = glyph - GLYPH_INVIS_OFF; 1252. } else if (glyph >= GLYPH_PET_OFF) { /* a pet */ 1253. text = "pet"; offset = glyph - GLYPH_PET_OFF; 1254. } else { /* a monster */ 1255. text = "monster"; offset = glyph; 1256. } 1257. 1258. impossible("show_glyph: bad pos %d %d with glyph %d [%s %d].", 1259. x, y, glyph, text, offset); 1260. return; 1261. } 1262. 1263. if (glyph >= MAX_GLYPH) { 1264. impossible("show_glyph: bad glyph %d [max %d] at (%d,%d).", 1265. glyph, MAX_GLYPH, x, y); 1266. return; 1267. } 1268. 1269. if (gbuf[y][x].glyph != glyph) { 1270. gbuf[y][x].glyph = glyph; 1271. gbuf[y][x].new = 1; 1272. if (gbuf_start[y] > x) gbuf_start[y] = x; 1273. if (gbuf_stop[y] < x) gbuf_stop[y] = x; 1274. } 1275. } 1276. 1277.
clear_glyph_buffer
1278. /* 1279. * Reset the changed glyph borders so that none of the 3rd screen has 1280. * changed. 1281. */ 1282. #define reset_glyph_bbox() \ 1283. { \ 1284. int i; \ 1285. \ 1286. for (i = 0; i < ROWNO; i++) { \ 1287. gbuf_start[i] = COLNO-1; \ 1288. gbuf_stop[i] = 0; \ 1289. } \ 1290. } 1291. 1292. 1293. static gbuf_entry nul_gbuf = { 0, cmap_to_glyph(S_stone) }; 1294. /* 1295. * Turn the 3rd screen into stone. 1296. */ 1297. void 1298. clear_glyph_buffer() 1299. { 1300. register int x, y; 1301. register gbuf_entry *gptr; 1302. 1303. for (y = 0; y < ROWNO; y++) { 1304. gptr = &gbuf[y][0]; 1305. for (x = COLNO; x; x--) { 1306. *gptr++ = nul_gbuf; 1307. } 1308. } 1309. reset_glyph_bbox(); 1310. } 1311.
row_refresh
1312. /* 1313. * Assumes that the indicated positions are filled with S_stone glyphs. 1314. */ 1315. void 1316. row_refresh(start,stop,y) 1317. int start,stop,y; 1318. { 1319. register int x; 1320. 1321. for (x = start; x <= stop; x++) 1322. if (gbuf[y][x].glyph != cmap_to_glyph(S_stone)) 1323. print_glyph(WIN_MAP,x,y,gbuf[y][x].glyph); 1324. } 1325.
cls
1326. void 1327. cls() 1328. { 1329. display_nhwindow(WIN_MESSAGE, FALSE); /* flush messages */ 1330. flags.botlx = 1; /* force update of botl window */ 1331. clear_nhwindow(WIN_MAP); /* clear physical screen */ 1332. 1333. clear_glyph_buffer(); /* this is sort of an extra effort, but OK */ 1334. } 1335.
flush_screen
1336. /* 1337. * Synch the third screen with the display. 1338. */ 1339. void 1340. flush_screen(cursor_on_u) 1341. int cursor_on_u; 1342. { 1343. /* Prevent infinite loops on errors: 1344. * flush_screen->print_glyph->impossible->pline->flush_screen 1345. */ 1346. static boolean flushing = 0; 1347. static boolean delay_flushing = 0; 1348. register int x,y; 1349. 1350. if (cursor_on_u == -1) delay_flushing = !delay_flushing; 1351. if (delay_flushing) return; 1352. if (flushing) return; /* if already flushing then return */ 1353. flushing = 1; 1354. 1355. for (y = 0; y < ROWNO; y++) { 1356. register gbuf_entry *gptr = &gbuf[y][x = gbuf_start[y]]; 1357. for (; x <= gbuf_stop[y]; gptr++, x++) 1358. if (gptr->new) { 1359. print_glyph(WIN_MAP,x,y,gptr->glyph); 1360. gptr->new = 0; 1361. } 1362. } 1363. 1364. if (cursor_on_u) curs(WIN_MAP, u.ux,u.uy); /* move cursor to the hero */ 1365. display_nhwindow(WIN_MAP, FALSE); 1366. reset_glyph_bbox(); 1367. flushing = 0; 1368. if(flags.botl || flags.botlx) bot(); 1369. } 1370. 1371. /* ========================================================================= */ 1372.
back_to_glyph
1373. /* 1374. * back_to_glyph() 1375. * 1376. * Use the information in the rm structure at the given position to create 1377. * a glyph of a background. 1378. * 1379. * I had to add a field in the rm structure (horizontal) so that we knew 1380. * if open doors and secret doors were horizontal or vertical. Previously, 1381. * the screen symbol had the horizontal/vertical information set at 1382. * level generation time. 1383. * 1384. * I used the 'ladder' field (really doormask) for deciding if stairwells 1385. * were up or down. I didn't want to check the upstairs and dnstairs 1386. * variables. 1387. */ 1388. int 1389. back_to_glyph(x,y) 1390. xchar x,y; 1391. { 1392. int idx; 1393. struct rm *ptr = &(levl[x][y]); 1394. 1395. switch (ptr->typ) { 1396. case SCORR: 1397. case STONE: 1398. idx = level.flags.arboreal ? S_tree : S_stone; 1399. break; 1400. case ROOM: idx = S_room; break; 1401. case CORR: 1402. idx = (ptr->waslit || flags.lit_corridor) ? S_litcorr : S_corr; 1403. break; 1404. case HWALL: 1405. case VWALL: 1406. case TLCORNER: 1407. case TRCORNER: 1408. case BLCORNER: 1409. case BRCORNER: 1410. case CROSSWALL: 1411. case TUWALL: 1412. case TDWALL: 1413. case TLWALL: 1414. case TRWALL: 1415. case SDOOR: 1416. idx = ptr->seenv ? wall_angle(ptr) : S_stone; 1417. break; 1418. case DOOR: 1419. if (ptr->doormask) { 1420. if (ptr->doormask & D_BROKEN) 1421. idx = S_ndoor; 1422. else if (ptr->doormask & D_ISOPEN) 1423. idx = (ptr->horizontal) ? S_hodoor : S_vodoor; 1424. else /* else is closed */ 1425. idx = (ptr->horizontal) ? S_hcdoor : S_vcdoor; 1426. } else 1427. idx = S_ndoor; 1428. break; 1429. case IRONBARS: idx = S_bars; break; 1430. case TREE: idx = S_tree; break; 1431. case POOL: 1432. case MOAT: idx = S_pool; break; 1433. case STAIRS: 1434. idx = (ptr->ladder & LA_DOWN) ? S_dnstair : S_upstair; 1435. break; 1436. case LADDER: 1437. idx = (ptr->ladder & LA_DOWN) ? S_dnladder : S_upladder; 1438. break; 1439. case FOUNTAIN: idx = S_fountain; break; 1440. case SINK: idx = S_sink; break; 1441. case ALTAR: idx = S_altar; break; 1442. case GRAVE: idx = S_grave; break; 1443. case THRONE: idx = S_throne; break; 1444. case LAVAPOOL: idx = S_lava; break; 1445. case ICE: idx = S_ice; break; 1446. case AIR: idx = S_air; break; 1447. case CLOUD: idx = S_cloud; break; 1448. case WATER: idx = S_water; break; 1449. case DBWALL: 1450. idx = (ptr->horizontal) ? S_hcdbridge : S_vcdbridge; 1451. break; 1452. case DRAWBRIDGE_UP: 1453. switch(ptr->drawbridgemask & DB_UNDER) { 1454. case DB_MOAT: idx = S_pool; break; 1455. case DB_LAVA: idx = S_lava; break; 1456. case DB_ICE: idx = S_ice; break; 1457. case DB_FLOOR: idx = S_room; break; 1458. default: 1459. impossible("Strange db-under: %d", 1460. ptr->drawbridgemask & DB_UNDER); 1461. idx = S_room; /* something is better than nothing */ 1462. break; 1463. } 1464. break; 1465. case DRAWBRIDGE_DOWN: 1466. idx = (ptr->horizontal) ? S_hodbridge : S_vodbridge; 1467. break; 1468. default: 1469. impossible("back_to_glyph: unknown level type [ = %d ]",ptr->typ); 1470. idx = S_room; 1471. break; 1472. } 1473. 1474. return cmap_to_glyph(idx); 1475. } 1476. 1477.
swallow_to_glyph
1478. /* 1479. * swallow_to_glyph() 1480. * 1481. * Convert a monster number and a swallow location into the correct glyph. 1482. * If you don't want a patchwork monster while hallucinating, decide on 1483. * a random monster in swallowed() and don't use what_mon() here. 1484. */ 1485. STATIC_OVL int 1486. swallow_to_glyph(mnum, loc) 1487. int mnum; 1488. int loc; 1489. { 1490. if (loc < S_sw_tl || S_sw_br < loc) { 1491. impossible("swallow_to_glyph: bad swallow location"); 1492. loc = S_sw_br; 1493. } 1494. return ((int) (what_mon(mnum)<<3) | (loc - S_sw_tl)) + GLYPH_SWALLOW_OFF; 1495. } 1496. 1497. 1498.
zapdir_to_glyph
1499. /* 1500. * zapdir_to_glyph() 1501. * 1502. * Change the given zap direction and beam type into a glyph. Each beam 1503. * type has four glyphs, one for each of the symbols below. The order of 1504. * the zap symbols [0-3] as defined in rm.h are: 1505. * 1506. * | S_vbeam ( 0, 1) or ( 0,-1) 1507. * - S_hbeam ( 1, 0) or (-1, 0) 1508. * \ S_lslant ( 1, 1) or (-1,-1) 1509. * / S_rslant (-1, 1) or ( 1,-1) 1510. */ 1511. int 1512. zapdir_to_glyph(dx, dy, beam_type) 1513. register int dx, dy; 1514. int beam_type; 1515. { 1516. if (beam_type >= NUM_ZAP) { 1517. impossible("zapdir_to_glyph: illegal beam type"); 1518. beam_type = 0; 1519. } 1520. dx = (dx == dy) ? 2 : (dx && dy) ? 3 : dx ? 1 : 0; 1521. 1522. return ((int) ((beam_type << 2) | dx)) + GLYPH_ZAP_OFF; 1523. } 1524. 1525.
glyph_at
1526. /* 1527. * Utility routine for dowhatis() used to find out the glyph displayed at 1528. * the location. This isn't necessarily the same as the glyph in the levl 1529. * structure, so we must check the "third screen". 1530. */ 1531. int 1532. glyph_at(x, y) 1533. xchar x,y; 1534. { 1535. if(x < 0 || y < 0 || x >= COLNO || y >= ROWNO) 1536. return cmap_to_glyph(S_room); /* XXX */ 1537. return gbuf[y][x].glyph; 1538. } 1539. 1540. 1541. /* ------------------------------------------------------------------------- */
type_to_name
1542. /* Wall Angle -------------------------------------------------------------- */ 1543. 1544. /*#define WA_VERBOSE*/ /* give (x,y) locations for all "bad" spots */ 1545. 1546. #ifdef WA_VERBOSE 1547. 1548. static const char *FDECL(type_to_name, (int)); 1549. static void FDECL(error4, (int,int,int,int,int,int)); 1550. 1551. static int bad_count[MAX_TYPE]; /* count of positions flagged as bad */ 1552. static const char *type_names[MAX_TYPE] = { 1553. "STONE", "VWALL", "HWALL", "TLCORNER", 1554. "TRCORNER", "BLCORNER", "BRCORNER", "CROSSWALL", 1555. "TUWALL", "TDWALL", "TLWALL", "TRWALL", 1556. "DBWALL", "SDOOR", "SCORR", "POOL", 1557. "MOAT", "WATER", "DRAWBRIDGE_UP","LAVAPOOL", 1558. "DOOR", "CORR", "ROOM", "STAIRS", 1559. "LADDER", "FOUNTAIN", "THRONE", "SINK", 1560. "ALTAR", "ICE", "DRAWBRIDGE_DOWN","AIR", 1561. "CLOUD" 1562. }; 1563. 1564. 1565. static const char * 1566. type_to_name(type) 1567. int type; 1568. { 1569. return (type < 0 || type > MAX_TYPE) ? "unknown" : type_names[type]; 1570. } 1571.
error4
1572. static void 1573. error4(x, y, a, b, c, dd) 1574. int x, y, a, b, c, dd; 1575. { 1576. pline("set_wall_state: %s @ (%d,%d) %s%s%s%s", 1577. type_to_name(levl[x][y].typ), x, y, 1578. a ? "1":"", b ? "2":"", c ? "3":"", dd ? "4":""); 1579. bad_count[levl[x][y].typ]++; 1580. } 1581. #endif /* WA_VERBOSE */ 1582.
check_pos
1583. /* 1584. * Return 'which' if position is implies an unfinshed exterior. Return 1585. * zero otherwise. Unfinished implies outer area is rock or a corridor. 1586. * 1587. * Things that are ambigious: lava 1588. */ 1589. STATIC_OVL int 1590. check_pos(x, y, which) 1591. int x, y, which; 1592. { 1593. int type; 1594. if (!isok(x,y)) return which; 1595. type = levl[x][y].typ; 1596. if (IS_ROCK(type) || type == CORR || type == SCORR) return which; 1597. return 0; 1598. } 1599.
more_than_one
1600. /* Return TRUE if more than one is non-zero. */ 1601. /*ARGSUSED*/ 1602. #ifdef WA_VERBOSE 1603. STATIC_OVL boolean 1604. more_than_one(x, y, a, b, c) 1605. int x, y, a, b, c; 1606. { 1607. if ((a && (b|c)) || (b && (a|c)) || (c && (a|b))) { 1608. error4(x,y,a,b,c,0); 1609. return TRUE; 1610. } 1611. return FALSE; 1612. } 1613. #else 1614. #define more_than_one(x, y, a, b, c) (((a) && ((b)|(c))) || ((b) && ((a)|(c))) || ((c) && ((a)|(b)))) 1615. #endif 1616.
set_twall
1617. /* Return the wall mode for a T wall. */ 1618. STATIC_OVL int 1619. set_twall(x0,y0, x1,y1, x2,y2, x3,y3) 1620. int x0,y0, x1,y1, x2,y2, x3,y3; 1621. { 1622. int wmode, is_1, is_2, is_3; 1623. 1624. is_1 = check_pos(x1, y1, WM_T_LONG); 1625. is_2 = check_pos(x2, y2, WM_T_BL); 1626. is_3 = check_pos(x3, y3, WM_T_BR); 1627. if (more_than_one(x0, y0, is_1, is_2, is_3)) { 1628. wmode = 0; 1629. } else { 1630. wmode = is_1 + is_2 + is_3; 1631. } 1632. return wmode; 1633. } 1634.
set_wall
1635. /* Return wall mode for a horizontal or vertical wall. */ 1636. STATIC_OVL int 1637. set_wall(x, y, horiz) 1638. int x, y, horiz; 1639. { 1640. int wmode, is_1, is_2; 1641. 1642. if (horiz) { 1643. is_1 = check_pos(x,y-1, WM_W_TOP); 1644. is_2 = check_pos(x,y+1, WM_W_BOTTOM); 1645. } else { 1646. is_1 = check_pos(x-1,y, WM_W_LEFT); 1647. is_2 = check_pos(x+1,y, WM_W_RIGHT); 1648. } 1649. if (more_than_one(x, y, is_1, is_2, 0)) { 1650. wmode = 0; 1651. } else { 1652. wmode = is_1 + is_2; 1653. } 1654. return wmode; 1655. } 1656. 1657.
set_corn
1658. /* Return a wall mode for a corner wall. (x4,y4) is the "inner" position. */ 1659. STATIC_OVL int 1660. set_corn(x1,y1, x2,y2, x3,y3, x4,y4) 1661. int x1, y1, x2, y2, x3, y3, x4, y4; 1662. { 1663. int wmode, is_1, is_2, is_3, is_4; 1664. 1665. is_1 = check_pos(x1, y1, 1); 1666. is_2 = check_pos(x2, y2, 1); 1667. is_3 = check_pos(x3, y3, 1); 1668. is_4 = check_pos(x4, y4, 1); /* inner location */ 1669. 1670. /* 1671. * All 4 should not be true. So if the inner location is rock, 1672. * use it. If all of the outer 3 are true, use outer. We currently 1673. * can't cover the case where only part of the outer is rock, so 1674. * we just say that all the walls are finished (if not overridden 1675. * by the inner section). 1676. */ 1677. if (is_4) { 1678. wmode = WM_C_INNER; 1679. } else if (is_1 && is_2 && is_3) 1680. wmode = WM_C_OUTER; 1681. else 1682. wmode = 0; /* finished walls on all sides */ 1683. 1684. return wmode; 1685. } 1686.
set_crosswall
1687. /* Return mode for a crosswall. */ 1688. STATIC_OVL int 1689. set_crosswall(x, y) 1690. int x, y; 1691. { 1692. int wmode, is_1, is_2, is_3, is_4; 1693. 1694. is_1 = check_pos(x-1, y-1, 1); 1695. is_2 = check_pos(x+1, y-1, 1); 1696. is_3 = check_pos(x+1, y+1, 1); 1697. is_4 = check_pos(x-1, y+1, 1); 1698. 1699. wmode = is_1+is_2+is_3+is_4; 1700. if (wmode > 1) { 1701. if (is_1 && is_3 && (is_2+is_4 == 0)) { 1702. wmode = WM_X_TLBR; 1703. } else if (is_2 && is_4 && (is_1+is_3 == 0)) { 1704. wmode = WM_X_BLTR; 1705. } else { 1706. #ifdef WA_VERBOSE 1707. error4(x,y,is_1,is_2,is_3,is_4); 1708. #endif 1709. wmode = 0; 1710. } 1711. } else if (is_1) 1712. wmode = WM_X_TL; 1713. else if (is_2) 1714. wmode = WM_X_TR; 1715. else if (is_3) 1716. wmode = WM_X_BR; 1717. else if (is_4) 1718. wmode = WM_X_BL; 1719. 1720. return wmode; 1721. } 1722.
set_wall_state
1723. /* Called from mklev. Scan the level and set the wall modes. */ 1724. void 1725. set_wall_state() 1726. { 1727. int x, y; 1728. int wmode; 1729. struct rm *lev; 1730. 1731. #ifdef WA_VERBOSE 1732. for (x = 0; x < MAX_TYPE; x++) bad_count[x] = 0; 1733. #endif 1734. 1735. for (x = 0; x < COLNO; x++) 1736. for (lev = &levl[x][0], y = 0; y < ROWNO; y++, lev++) { 1737. switch (lev->typ) { 1738. case SDOOR: 1739. wmode = set_wall(x, y, (int) lev->horizontal); 1740. break; 1741. case VWALL: 1742. wmode = set_wall(x, y, 0); 1743. break; 1744. case HWALL: 1745. wmode = set_wall(x, y, 1); 1746. break; 1747. case TDWALL: 1748. wmode = set_twall(x,y, x,y-1, x-1,y+1, x+1,y+1); 1749. break; 1750. case TUWALL: 1751. wmode = set_twall(x,y, x,y+1, x+1,y-1, x-1,y-1); 1752. break; 1753. case TLWALL: 1754. wmode = set_twall(x,y, x+1,y, x-1,y-1, x-1,y+1); 1755. break; 1756. case TRWALL: 1757. wmode = set_twall(x,y, x-1,y, x+1,y+1, x+1,y-1); 1758. break; 1759. case TLCORNER: 1760. wmode = set_corn(x-1,y-1, x,y-1, x-1,y, x+1,y+1); 1761. break; 1762. case TRCORNER: 1763. wmode = set_corn(x,y-1, x+1,y-1, x+1,y, x-1,y+1); 1764. break; 1765. case BLCORNER: 1766. wmode = set_corn(x,y+1, x-1,y+1, x-1,y, x+1,y-1); 1767. break; 1768. case BRCORNER: 1769. wmode = set_corn(x+1,y, x+1,y+1, x,y+1, x-1,y-1); 1770. break; 1771. case CROSSWALL: 1772. wmode = set_crosswall(x, y); 1773. break; 1774. 1775. default: 1776. wmode = -1; /* don't set wall info */ 1777. break; 1778. } 1779. 1780. if (wmode >= 0) 1781. lev->wall_info = (lev->wall_info & ~WM_MASK) | wmode; 1782. } 1783. 1784. #ifdef WA_VERBOSE 1785. /* check if any bad positions found */ 1786. for (x = y = 0; x < MAX_TYPE; x++) 1787. if (bad_count[x]) { 1788. if (y == 0) { 1789. y = 1; /* only print once */ 1790. pline("set_wall_type: wall mode problems with: "); 1791. } 1792. pline("%s %d;", type_names[x], bad_count[x]); 1793. } 1794. #endif /* WA_VERBOSE */ 1795. } 1796. 1797. /* ------------------------------------------------------------------------- */
set_seenv
1798. /* This matrix is used here and in vision.c. */ 1799. unsigned char seenv_matrix[3][3] = { {SV2, SV1, SV0}, 1800. {SV3, SVALL, SV7}, 1801. {SV4, SV5, SV6} }; 1802. 1803. #define sign(z) ((z) < 0 ? -1 : ((z) > 0 ? 1 : 0)) 1804. 1805. /* Set the seen vector of lev as if seen from (x0,y0) to (x,y). */ 1806. STATIC_OVL void 1807. set_seenv(lev, x0, y0, x, y) 1808. struct rm *lev; 1809. int x0, y0, x, y; /* from, to */ 1810. { 1811. int dx = x-x0, dy = y0-y; 1812. lev->seenv |= seenv_matrix[sign(dy)+1][sign(dx)+1]; 1813. } 1814. 1815. /* ------------------------------------------------------------------------- */ 1816.
Wall types
1817. /* T wall types, one for each row in wall_matrix[][]. */ 1818. #define T_d 0 1819. #define T_l 1 1820. #define T_u 2 1821. #define T_r 3 1822. 1823. /* 1824. * These are the column names of wall_matrix[][]. They are the "results" 1825. * of a tdwall pattern match. All T walls are rotated so they become 1826. * a tdwall. Then we do a single pattern match, but return the 1827. * correct result for the original wall by using different rows for 1828. * each of the wall types. 1829. */ 1830. #define T_stone 0 1831. #define T_tlcorn 1 1832. #define T_trcorn 2 1833. #define T_hwall 3 1834. #define T_tdwall 4 1835. 1836. static const int wall_matrix[4][5] = { 1837. { S_stone, S_tlcorn, S_trcorn, S_hwall, S_tdwall }, /* tdwall */ 1838. { S_stone, S_trcorn, S_brcorn, S_vwall, S_tlwall }, /* tlwall */ 1839. { S_stone, S_brcorn, S_blcorn, S_hwall, S_tuwall }, /* tuwall */ 1840. { S_stone, S_blcorn, S_tlcorn, S_vwall, S_trwall }, /* trwall */ 1841. }; 1842. 1843. 1844. /* Cross wall types, one for each "solid" quarter. Rows of cross_matrix[][]. */ 1845. #define C_bl 0 1846. #define C_tl 1 1847. #define C_tr 2 1848. #define C_br 3 1849. 1850. /* 1851. * These are the column names for cross_matrix[][]. They express results 1852. * in C_br (bottom right) terms. All crosswalls with a single solid 1853. * quarter are rotated so the solid section is at the bottom right. 1854. * We pattern match on that, but return the correct result depending 1855. * on which row we'ere looking at. 1856. */ 1857. #define C_trcorn 0 1858. #define C_brcorn 1 1859. #define C_blcorn 2 1860. #define C_tlwall 3 1861. #define C_tuwall 4 1862. #define C_crwall 5 1863. 1864. static const int cross_matrix[4][6] = { 1865. { S_brcorn, S_blcorn, S_tlcorn, S_tuwall, S_trwall, S_crwall }, 1866. { S_blcorn, S_tlcorn, S_trcorn, S_trwall, S_tdwall, S_crwall }, 1867. { S_tlcorn, S_trcorn, S_brcorn, S_tdwall, S_tlwall, S_crwall }, 1868. { S_trcorn, S_brcorn, S_blcorn, S_tlwall, S_tuwall, S_crwall }, 1869. }; 1870. 1871.
t_warn
1872. /* Print out a T wall warning and all interesting info. */ 1873. STATIC_OVL void 1874. t_warn(lev) 1875. struct rm *lev; 1876. { 1877. static const char warn_str[] = "wall_angle: %s: case %d: seenv = 0x%x"; 1878. const char *wname; 1879. 1880. if (lev->typ == TUWALL) wname = "tuwall"; 1881. else if (lev->typ == TLWALL) wname = "tlwall"; 1882. else if (lev->typ == TRWALL) wname = "trwall"; 1883. else if (lev->typ == TDWALL) wname = "tdwall"; 1884. else wname = "unknown"; 1885. impossible(warn_str, wname, lev->wall_info & WM_MASK, 1886. (unsigned int) lev->seenv); 1887. } 1888. 1889.
wall_angle
1890. /* 1891. * Return the correct graphics character index using wall type, wall mode, 1892. * and the seen vector. It is expected that seenv is non zero. 1893. * 1894. * All T-wall vectors are rotated to be TDWALL. All single crosswall 1895. * blocks are rotated to bottom right. All double crosswall are rotated 1896. * to W_X_BLTR. All results are converted back. 1897. * 1898. * The only way to understand this is to take out pen and paper and 1899. * draw diagrams. See rm.h for more details on the wall modes and 1900. * seen vector (SV). 1901. */ 1902. STATIC_OVL int 1903. wall_angle(lev) 1904. struct rm *lev; 1905. { 1906. register unsigned int seenv = lev->seenv & 0xff; 1907. const int *row; 1908. int col, idx; 1909. 1910. #define only(sv, bits) (((sv) & (bits)) && ! ((sv) & ~(bits))) 1911. switch (lev->typ) { 1912. case TUWALL: 1913. row = wall_matrix[T_u]; 1914. seenv = (seenv >> 4 | seenv << 4) & 0xff;/* rotate to tdwall */ 1915. goto do_twall; 1916. case TLWALL: 1917. row = wall_matrix[T_l]; 1918. seenv = (seenv >> 2 | seenv << 6) & 0xff;/* rotate to tdwall */ 1919. goto do_twall; 1920. case TRWALL: 1921. row = wall_matrix[T_r]; 1922. seenv = (seenv >> 6 | seenv << 2) & 0xff;/* rotate to tdwall */ 1923. goto do_twall; 1924. case TDWALL: 1925. row = wall_matrix[T_d]; 1926. do_twall: 1927. switch (lev->wall_info & WM_MASK) { 1928. case 0: 1929. if (seenv == SV4) { 1930. col = T_tlcorn; 1931. } else if (seenv == SV6) { 1932. col = T_trcorn; 1933. } else if (seenv & (SV3|SV5|SV7) || 1934. ((seenv & SV4) && (seenv & SV6))) { 1935. col = T_tdwall; 1936. } else if (seenv & (SV0|SV1|SV2)) { 1937. col = (seenv & (SV4|SV6) ? T_tdwall : T_hwall); 1938. } else { 1939. t_warn(lev); 1940. col = T_stone; 1941. } 1942. break; 1943. case WM_T_LONG: 1944. if (seenv & (SV3|SV4) && !(seenv & (SV5|SV6|SV7))) { 1945. col = T_tlcorn; 1946. } else if (seenv&(SV6|SV7) && !(seenv&(SV3|SV4|SV5))) { 1947. col = T_trcorn; 1948. } else if ((seenv & SV5) || 1949. ((seenv & (SV3|SV4)) && (seenv & (SV6|SV7)))) { 1950. col = T_tdwall; 1951. } else { 1952. /* only SV0|SV1|SV2 */ 1953. if (! only(seenv, SV0|SV1|SV2) ) 1954. t_warn(lev); 1955. col = T_stone; 1956. } 1957. break; 1958. case WM_T_BL: 1959. #if 0 /* older method, fixed */ 1960. if (only(seenv, SV4|SV5)) { 1961. col = T_tlcorn; 1962. } else if ((seenv & (SV0|SV1|SV2)) && 1963. only(seenv, SV0|SV1|SV2|SV6|SV7)) { 1964. col = T_hwall; 1965. } else if (seenv & SV3 || 1966. ((seenv & (SV0|SV1|SV2)) && (seenv & (SV4|SV5)))) { 1967. col = T_tdwall; 1968. } else { 1969. if (seenv != SV6) 1970. t_warn(lev); 1971. col = T_stone; 1972. } 1973. #endif /* 0 */ 1974. if (only(seenv, SV4|SV5)) 1975. col = T_tlcorn; 1976. else if ((seenv & (SV0|SV1|SV2|SV7)) && 1977. !(seenv & (SV3|SV4|SV5))) 1978. col = T_hwall; 1979. else if (only(seenv, SV6)) 1980. col = T_stone; 1981. else 1982. col = T_tdwall; 1983. break; 1984. case WM_T_BR: 1985. #if 0 /* older method, fixed */ 1986. if (only(seenv, SV5|SV6)) { 1987. col = T_trcorn; 1988. } else if ((seenv & (SV0|SV1|SV2)) && 1989. only(seenv, SV0|SV1|SV2|SV3|SV4)) { 1990. col = T_hwall; 1991. } else if (seenv & SV7 || 1992. ((seenv & (SV0|SV1|SV2)) && (seenv & (SV5|SV6)))) { 1993. col = T_tdwall; 1994. } else { 1995. if (seenv != SV4) 1996. t_warn(lev); 1997. col = T_stone; 1998. } 1999. #endif /* 0 */ 2000. if (only(seenv, SV5|SV6)) 2001. col = T_trcorn; 2002. else if ((seenv & (SV0|SV1|SV2|SV3)) && 2003. !(seenv & (SV5|SV6|SV7))) 2004. col = T_hwall; 2005. else if (only(seenv, SV4)) 2006. col = T_stone; 2007. else 2008. col = T_tdwall; 2009. 2010. break; 2011. default: 2012. impossible("wall_angle: unknown T wall mode %d", 2013. lev->wall_info & WM_MASK); 2014. col = T_stone; 2015. break; 2016. } 2017. idx = row[col]; 2018. break; 2019. 2020. case SDOOR: 2021. if (lev->horizontal) goto horiz; 2022. /* fall through */ 2023. case VWALL: 2024. switch (lev->wall_info & WM_MASK) { 2025. case 0: idx = seenv ? S_vwall : S_stone; break; 2026. case 1: idx = seenv & (SV1|SV2|SV3|SV4|SV5) ? S_vwall : 2027. S_stone; 2028. break; 2029. case 2: idx = seenv & (SV0|SV1|SV5|SV6|SV7) ? S_vwall : 2030. S_stone; 2031. break; 2032. default: 2033. impossible("wall_angle: unknown vwall mode %d", 2034. lev->wall_info & WM_MASK); 2035. idx = S_stone; 2036. break; 2037. } 2038. break; 2039. 2040. case HWALL: 2041. horiz: 2042. switch (lev->wall_info & WM_MASK) { 2043. case 0: idx = seenv ? S_hwall : S_stone; break; 2044. case 1: idx = seenv & (SV3|SV4|SV5|SV6|SV7) ? S_hwall : 2045. S_stone; 2046. break; 2047. case 2: idx = seenv & (SV0|SV1|SV2|SV3|SV7) ? S_hwall : 2048. S_stone; 2049. break; 2050. default: 2051. impossible("wall_angle: unknown hwall mode %d", 2052. lev->wall_info & WM_MASK); 2053. idx = S_stone; 2054. break; 2055. } 2056. break; 2057. 2058. #define set_corner(idx, lev, which, outer, inner, name) \ 2059. switch ((lev)->wall_info & WM_MASK) { \ 2060. case 0: idx = which; break; \ 2061. case WM_C_OUTER: idx = seenv & (outer) ? which : S_stone; break; \ 2062. case WM_C_INNER: idx = seenv & ~(inner) ? which : S_stone; break; \ 2063. default: \ 2064. impossible("wall_angle: unknown %s mode %d", name, \ 2065. (lev)->wall_info & WM_MASK); \ 2066. idx = S_stone; \ 2067. break; \ 2068. } 2069. 2070. case TLCORNER: 2071. set_corner(idx, lev, S_tlcorn, (SV3|SV4|SV5), SV4, "tlcorn"); 2072. break; 2073. case TRCORNER: 2074. set_corner(idx, lev, S_trcorn, (SV5|SV6|SV7), SV6, "trcorn"); 2075. break; 2076. case BLCORNER: 2077. set_corner(idx, lev, S_blcorn, (SV1|SV2|SV3), SV2, "blcorn"); 2078. break; 2079. case BRCORNER: 2080. set_corner(idx, lev, S_brcorn, (SV7|SV0|SV1), SV0, "brcorn"); 2081. break; 2082. 2083. 2084. case CROSSWALL: 2085. switch (lev->wall_info & WM_MASK) { 2086. case 0: 2087. if (seenv == SV0) 2088. idx = S_brcorn; 2089. else if (seenv == SV2) 2090. idx = S_blcorn; 2091. else if (seenv == SV4) 2092. idx = S_tlcorn; 2093. else if (seenv == SV6) 2094. idx = S_trcorn; 2095. else if (!(seenv & ~(SV0|SV1|SV2)) && 2096. (seenv & SV1 || seenv == (SV0|SV2))) 2097. idx = S_tuwall; 2098. else if (!(seenv & ~(SV2|SV3|SV4)) && 2099. (seenv & SV3 || seenv == (SV2|SV4))) 2100. idx = S_trwall; 2101. else if (!(seenv & ~(SV4|SV5|SV6)) && 2102. (seenv & SV5 || seenv == (SV4|SV6))) 2103. idx = S_tdwall; 2104. else if (!(seenv & ~(SV0|SV6|SV7)) && 2105. (seenv & SV7 || seenv == (SV0|SV6))) 2106. idx = S_tlwall; 2107. else 2108. idx = S_crwall; 2109. break; 2110. 2111. case WM_X_TL: 2112. row = cross_matrix[C_tl]; 2113. seenv = (seenv >> 4 | seenv << 4) & 0xff; 2114. goto do_crwall; 2115. case WM_X_TR: 2116. row = cross_matrix[C_tr]; 2117. seenv = (seenv >> 6 | seenv << 2) & 0xff; 2118. goto do_crwall; 2119. case WM_X_BL: 2120. row = cross_matrix[C_bl]; 2121. seenv = (seenv >> 2 | seenv << 6) & 0xff; 2122. goto do_crwall; 2123. case WM_X_BR: 2124. row = cross_matrix[C_br]; 2125. do_crwall: 2126. if (seenv == SV4) 2127. idx = S_stone; 2128. else { 2129. seenv = seenv & ~SV4; /* strip SV4 */ 2130. if (seenv == SV0) { 2131. col = C_brcorn; 2132. } else if (seenv & (SV2|SV3)) { 2133. if (seenv & (SV5|SV6|SV7)) 2134. col = C_crwall; 2135. else if (seenv & (SV0|SV1)) 2136. col = C_tuwall; 2137. else 2138. col = C_blcorn; 2139. } else if (seenv & (SV5|SV6)) { 2140. if (seenv & (SV1|SV2|SV3)) 2141. col = C_crwall; 2142. else if (seenv & (SV0|SV7)) 2143. col = C_tlwall; 2144. else 2145. col = C_trcorn; 2146. } else if (seenv & SV1) { 2147. col = seenv & SV7 ? C_crwall : C_tuwall; 2148. } else if (seenv & SV7) { 2149. col = seenv & SV1 ? C_crwall : C_tlwall; 2150. } else { 2151. impossible( 2152. "wall_angle: bottom of crwall check"); 2153. col = C_crwall; 2154. } 2155. 2156. idx = row[col]; 2157. } 2158. break; 2159. 2160. case WM_X_TLBR: 2161. if ( only(seenv, SV1|SV2|SV3) ) 2162. idx = S_blcorn; 2163. else if ( only(seenv, SV5|SV6|SV7) ) 2164. idx = S_trcorn; 2165. else if ( only(seenv, SV0|SV4) ) 2166. idx = S_stone; 2167. else 2168. idx = S_crwall; 2169. break; 2170. 2171. case WM_X_BLTR: 2172. if ( only(seenv, SV0|SV1|SV7) ) 2173. idx = S_brcorn; 2174. else if ( only(seenv, SV3|SV4|SV5) ) 2175. idx = S_tlcorn; 2176. else if ( only(seenv, SV2|SV6) ) 2177. idx = S_stone; 2178. else 2179. idx = S_crwall; 2180. break; 2181. 2182. default: 2183. impossible("wall_angle: unknown crosswall mode"); 2184. idx = S_stone; 2185. break; 2186. } 2187. break; 2188. 2189. default: 2190. impossible("wall_angle: unexpected wall type %d", lev->typ); 2191. idx = S_stone; 2192. } 2193. return idx; 2194. } 2195. 2196. /*display.c*/