Source:NetHack 3.1.0/display.c

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Below is the full text to display.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/display.c#line123]], for example.

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1.    /*	SCCS Id: @(#)display.c	3.1	92/10/25	*/
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.    
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 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.    * unmap_object
59.    *
60.    * If you absolutely must override the in-sight/out-of-sight rules, there
61.    * are two possibilities.  First, you can mess with vision to force the
62.    * location in sight then use newsym(), or you can  use the map_* routines.
63.    * The first has not been tried [no need] and the second is used in the
64.    * detect routines --- detect object, magic mapping, etc.  The map_*
65.    * routines *change* what the hero remembers.  All changes made by these
66.    * routines will be sticky --- they will survive screen redraws.  Do *not*
67.    * use these for things that only temporarily change the screen.  These
68.    * routines are also used directly by newsym().  unmap_object is used to
69.    * clear a remembered object when/if detection reveals it isn't there.
70.    *
71.    *
72.    * show_glyph
73.    *
74.    * This is direct (no processing in between) buffered access to the screen.
75.    * Temporary screen effects are run through this and its companion,
76.    * flush_screen().  There is yet a lower level routine, print_glyph(),
77.    * but this is unbuffered and graphic dependent (i.e. it must be surrounded
78.    * by graphic set-up and tear-down routines).  Do not use print_glyph().
79.    *
80.    *
81.    * see_monsters
82.    * see_objects
83.    *
84.    * These are only used when something affects all of the monsters or
85.    * objects.  For objects, the only thing is hallucination.  For monsters,
86.    * there are hallucination and changing from/to blindness, etc.
87.    *
88.    *
89.    * tmp_at
90.    *
91.    * This is a useful interface for displaying temporary items on the screen.
92.    * Its interface is different than previously, so look at it carefully.
93.    *
94.    *
95.    *
96.    * Parts of the rm structure that are used:
97.    *
98.    *	typ	- What is really there.
99.    *	glyph	- What the hero remembers.  This will never be a monster.
100.   *		  Monsters "float" above this.
101.   *	lit	- True if the position is lit.  An optimization for
102.   *		  lit/unlit rooms.
103.   *	waslit	- True if the position was *remembered* as lit.
104.   *	seen	- Set to true when the location is seen or felt as it really
105.   *		  is.  This is used primarily for walls, which look like stone
106.   *		  if seen from the outside of a room.  However, this is
107.   *		  also used as a guide for blind heros.  If the hero has
108.   *		  seen or felt a room feature underneath a boulder, when the
109.   *		  boulder is moved, the hero should see it again.  This is
110.   *		  also used as an indicator for unmapping detected objects.
111.   *
112.   *	doormask   - Additional information for the typ field.
113.   *	horizontal - Indicates whether the wall or door is horizontal or
114.   *		     vertical.
115.   */
116.  #include "hack.h"
117.  
118.  static void FDECL(display_monster,(XCHAR_P,XCHAR_P,struct monst *,int,XCHAR_P));
119.  static int FDECL(swallow_to_glyph, (int, int));
120.  
121.  #ifdef INVISIBLE_OBJECTS
122.  /*
123.   * vobj_at()
124.   *
125.   * Returns a pointer to an object if the hero can see an object at the
126.   * given location.  This takes care of invisible objects.  NOTE, this
127.   * assumes that the hero is not blind and on top of the object pile.
128.   * It does NOT take into account that the location is out of sight, or,
129.   * say, one can see blessed, etc.
130.   */
131.  struct obj *
132.  vobj_at(x,y)
133.      xchar x,y;
134.  {
135.      register struct obj *obj = level.objects[x][y];
136.  
137.      while (obj) {
138.  	if (!obj->oinvis || See_invisible) return obj;
139.  	obj = obj->nexthere;
140.      }
141.      return ((struct obj *) 0);
142.  }
143.  #endif	/* else vobj_at() is defined in display.h */
144.  
145.  /*
146.   * The routines map_background(), map_object(), and map_trap() could just
147.   * as easily be:
148.   *
149.   *	map_glyph(x,y,glyph,show)
150.   *
151.   * Which is called with the xx_to_glyph() in the call.  Then I can get
152.   * rid of 3 routines that don't do very much anyway.  And then stop
153.   * having to create fake objects and traps.  However, I am reluctant to
154.   * make this change.
155.   */
156.  
157.  /*
158.   * map_background()
159.   *
160.   * Make the real background part of our map.  This routine assumes that
161.   * the hero can physically see the location.  Update the screen if directed.
162.   */
163.  void
164.  map_background(x, y, show)
165.      register xchar x,y;
166.      register int  show;
167.  {
168.      register int glyph = back_to_glyph(x,y);
169.  
170.      if (level.flags.hero_memory)
171.  	levl[x][y].glyph = glyph;
172.      if (show) show_glyph(x,y, glyph);
173.  }
174.  
175.  /*
176.   * map_trap()
177.   *
178.   * Map the trap and print it out if directed.  This routine assumes that the
179.   * hero can physically see the location.
180.   */
181.  void
182.  map_trap(trap, show)
183.      register struct trap *trap;
184.      register int	 show;
185.  {
186.      register int x = trap->tx, y = trap->ty;
187.      register int glyph = trap_to_glyph(trap);
188.  
189.      if (level.flags.hero_memory)
190.  	levl[x][y].glyph = glyph;
191.      if (show) show_glyph(x, y, glyph);
192.  }
193.  
194.  /*
195.   * map_object()
196.   *
197.   * Map the given object.  This routine assumes that the hero can physically
198.   * see the location of the object.  Update the screen if directed.
199.   */
200.  void
201.  map_object(obj, show)
202.      register struct obj *obj;
203.      register int	show;
204.  {
205.      register int x = obj->ox, y = obj->oy;
206.      register int glyph = obj_to_glyph(obj);
207.  
208.      if (level.flags.hero_memory)
209.  	levl[x][y].glyph = glyph;
210.      if (show) show_glyph(x, y, glyph);
211.  }
212.  
213.  /*
214.   * unmap_object()
215.   *
216.   * Remove something from the map when detection reveals that it isn't
217.   * there any more.  Replace it with background or known trap, but not
218.   * with any other remembered object.  No need to update the display;
219.   * a full update is imminent.
220.   *
221.   * This isn't quite correct due to overloading of the seen bit.  But
222.   * it works well enough for now.
223.   */
224.  void
225.  unmap_object(x, y)
226.      register int x, y;
227.  {
228.      register struct trap *trap;
229.  
230.      if (!level.flags.hero_memory) return;
231.  
232.      if ((trap = t_at(x,y)) != 0 && trap->tseen && !covers_traps(x,y))
233.  	map_trap(trap, 0);
234.      else if (levl[x][y].seen) {
235.  	struct rm *lev = &levl[x][y];
236.  
237.  	map_background(x, y, 0);
238.  
239.  	/* turn remembered dark room squares dark */
240.  	if (!lev->waslit && lev->glyph == cmap_to_glyph(S_room) &&
241.  							    lev->typ == ROOM)
242.  	    lev->glyph = cmap_to_glyph(S_stone);
243.      } else 
244.  	levl[x][y].glyph = cmap_to_glyph(S_stone);	/* default val */
245.  }
246.  
247.  
248.  /*
249.   * map_location()
250.   *
251.   * Make whatever at this location show up.  This is only for non-living
252.   * things.  This will not handle feeling invisible objects correctly.
253.   */
254.  #define map_location(x,y,show)						\
255.  {									\
256.      register struct obj   *obj;						\
257.      register struct trap  *trap;					\
258.  									\
259.      if ((obj = vobj_at(x,y)) && !covers_objects(x,y))			\
260.  	map_object(obj,show);						\
261.      else if ((trap = t_at(x,y)) && trap->tseen && !covers_traps(x,y))	\
262.  	map_trap(trap,show);						\
263.      else								\
264.  	map_background(x,y,show);					\
265.  }
266.  
267.  
268.  /*
269.   * display_monster()
270.   *
271.   * Note that this is *not* a map_XXXX() function!  Monsters sort of float
272.   * above everything.
273.   *
274.   * Yuck.  Display body parts by recognizing that the display position is
275.   * not the same as the monster position.  Currently the only body part is
276.   * a worm tail.
277.   *  
278.   */
279.  static void
280.  display_monster(x, y, mon, in_sight, worm_tail)
281.      register xchar x, y;	/* display position */
282.      register struct monst *mon;	/* monster to display */
283.      int in_sight;		/* TRUE if the monster is physically seen */
284.      register xchar worm_tail;	/* mon is actually a worm tail */
285.  {
286.      register boolean mon_mimic = (mon->m_ap_type != M_AP_NOTHING);
287.      register int sensed = mon_mimic &&
288.  	(Protection_from_shape_changers || sensemon(mon));
289.  
290.      /*
291.       * We must do the mimic check first.  If the mimic is mimicing something,
292.       * and the location is in sight, we have to change the hero's memory
293.       * so that when the position is out of sight, the hero remembers what
294.       * the mimic was mimicing.
295.       */
296.  
297.      if (mon_mimic && in_sight) {
298.  	switch (mon->m_ap_type) {
299.  	    default:
300.  		impossible("display_monster:  bad m_ap_type value [ = %d ]",
301.  							(int) mon->m_ap_type);
302.  	    case M_AP_NOTHING:
303.  		show_glyph(x, y, mon_to_glyph(mon));
304.  		break;
305.  
306.  	    case M_AP_FURNITURE: {
307.  		/*
308.  		 * This is a poor man's version of map_background().  I can't
309.  		 * use map_background() because we are overriding what is in
310.  		 * the 'typ' field.  Maybe have map_background()'s parameters
311.  		 * be (x,y,glyph) instead of just (x,y).
312.  		 *
313.  		 * mappearance is currently set to an S_ index value in
314.  		 * makemon.c.
315.  		 */
316.  		register int glyph = cmap_to_glyph(mon->mappearance);
317.  		levl[x][y].glyph = glyph;
318.  		if (!sensed) show_glyph(x,y, glyph);
319.  		break;
320.  	    }
321.  
322.  	    case M_AP_OBJECT: {
323.  		struct obj obj;	/* Make a fake object to send	*/
324.  				/* to map_object().		*/
325.  		obj.ox = x;
326.  		obj.oy = y;
327.  		obj.otyp = mon->mappearance;
328.  		obj.corpsenm = PM_TENGU;	/* if mimicing a corpse */
329.  		map_object(&obj,!sensed);
330.  		break;
331.  	    }
332.  
333.  	    case M_AP_MONSTER:
334.  		show_glyph(x,y, monnum_to_glyph(what_mon(mon->mappearance)));
335.  		break;
336.  	}
337.  	
338.      }
339.  
340.      /* If the mimic is unsucessfully mimicing something, display the monster */
341.      if (!mon_mimic || sensed) {
342.  	if (mon->mtame) {
343.  	    if (worm_tail)
344.  		show_glyph(x,y, petnum_to_glyph(what_mon(PM_LONG_WORM_TAIL)));
345.  	    else    
346.  		show_glyph(x,y, pet_to_glyph(mon));
347.  	} else {
348.  	    if (worm_tail)
349.  		show_glyph(x,y, monnum_to_glyph(what_mon(PM_LONG_WORM_TAIL)));
350.  	    else    
351.  		show_glyph(x,y, mon_to_glyph(mon));
352.  	}
353.      }
354.  }
355.  
356.  /*
357.   * feel_location()
358.   *
359.   * Feel the given location.  This assumes that the hero is blind and that
360.   * the given position is either the hero's or one of the eight squares
361.   * adjacent to the hero (except for a boulder push).
362.   */
363.  void
364.  feel_location(x, y)
365.      xchar x, y;
366.  {
367.      struct rm *lev = &(levl[x][y]);
368.      struct obj *boulder;
369.      register struct monst *mon;
370.  
371.      /* The hero can't feel non pool locations while under water. */
372.      if (Underwater && !Is_waterlevel(&u.uz) && ! is_pool(x,y))
373.  	return;
374.  
375.      /* If the hero is not in a corridor, then she will feel the wall as a */
376.      /* wall.  It doesn't matter if the hero is levitating or not.	  */
377.      if ((IS_WALL(lev->typ) || lev->typ == SDOOR) &&
378.  						levl[u.ux][u.uy].typ != CORR)
379.  	lev->seen = 1;
380.  
381.      if (Levitation && !Is_airlevel(&u.uz) && !Is_waterlevel(&u.uz)) {
382.  	/*
383.  	 * Levitation Rules.  It is assumed that the hero can feel the state
384.  	 * of the walls around herself and can tell if she is in a corridor,
385.  	 * room, or doorway.  Boulders are felt because they are large enough.
386.  	 * Anything else is unknown because the hero can't reach the ground.
387.  	 * This makes things difficult.
388.  	 *
389.  	 * Check (and display) in order:
390.  	 *
391.  	 *	+ Stone, walls, and closed doors.
392.  	 *	+ Boulders.  [see a boulder before a doorway]
393.  	 *	+ Doors.
394.  	 *	+ Room/water positions
395.  	 *	+ Everything else (hallways!)
396.  	 */
397.  	if (IS_ROCK(lev->typ) || (IS_DOOR(lev->typ) &&
398.  				(lev->doormask & (D_LOCKED | D_CLOSED)))) {
399.  	    map_background(x, y, 1);
400.  	} else if (boulder = sobj_at(BOULDER,x,y)) {
401.  	    map_object(boulder, 1);
402.  	} else if (IS_DOOR(lev->typ)) {
403.  	    map_background(x, y, 1);
404.  	} else if (IS_ROOM(lev->typ) || IS_POOL(lev->typ)) {
405.  	    /*
406.  	     * An open room or water location.  Normally we wouldn't touch
407.  	     * this, but we have to get rid of remembered boulder symbols.
408.  	     * This will only occur in rare occations when the hero goes
409.  	     * blind and doesn't find a boulder where expected (something
410.  	     * came along and picked it up).  We know that there is not a
411.  	     * boulder at this location.  Show fountains, pools, etc.
412.  	     * underneath if already seen.  Otherwise, show the appropriate
413.  	     * floor symbol.
414.  	     *
415.  	     * This isn't quite correct.  If the boulder was on top of some
416.  	     * other objects they should be seen once the boulder is removed.
417.  	     * However, we have no way of knowing that what is there now
418.  	     * was there then.  So we let the hero have a lapse of memory.
419.  	     * We could also just display what is currently on the top of the
420.  	     * object stack (if anything).
421.  	     */
422.  	    if (lev->glyph == objnum_to_glyph(BOULDER)) {
423.  		if (lev->typ != ROOM && lev->seen) {
424.  		    map_background(x, y, 1);
425.  		} else {
426.  		    lev->glyph = lev->waslit ? cmap_to_glyph(S_room) :
427.  					       cmap_to_glyph(S_stone);
428.  		    show_glyph(x,y,lev->glyph);
429.  		}
430.  	    }
431.  	} else {
432.  	    /* We feel it (I think hallways are the only things left). */
433.  	    map_background(x, y, 1);
434.  	    /* Corridors are never felt as lit (unless remembered that way) */
435.  	    /* (lit_corridor only).					    */
436.  	    if (lev->typ == CORR &&
437.  		    lev->glyph == cmap_to_glyph(S_litcorr) && !lev->waslit)
438.  		show_glyph(x, y, lev->glyph = cmap_to_glyph(S_corr));
439.  	}
440.      } else {
441.  	map_location(x, y, 1);
442.  
443.  	if (Punished) {
444.  	    /*
445.  	     * A ball or chain is only felt if it is first on the object
446.  	     * location list.  Otherwise, we need to clear the felt bit ---
447.  	     * something has been dropped on the ball/chain.  If the bit is
448.  	     * not cleared, then when the ball/chain is moved it will drop
449.  	     * the wrong glyph.
450.  	     */
451.  	    if (uchain->ox == x && uchain->oy == y) {
452.  		if (level.objects[x][y] == uchain)
453.  		    u.bc_felt |= BC_CHAIN;
454.  		else
455.  		    u.bc_felt &= ~BC_CHAIN;	/* do not feel the chain */
456.  	    }
457.  	    if (!carried(uball) && uball->ox == x && uball->oy == y) {
458.  		if (level.objects[x][y] == uball)
459.  		    u.bc_felt |= BC_BALL;
460.  		else
461.  		    u.bc_felt &= ~BC_BALL;	/* do not feel the ball */
462.  	    }
463.  	}
464.  
465.  	/* Floor spaces are dark if unlit.  Corridors are dark if unlit. */
466.  	if (lev->typ == ROOM &&
467.  		    lev->glyph == cmap_to_glyph(S_room) && !lev->waslit)
468.  	    show_glyph(x,y, lev->glyph = cmap_to_glyph(S_stone));
469.  	else if (lev->typ == CORR &&
470.  		    lev->glyph == cmap_to_glyph(S_litcorr) && !lev->waslit)
471.  	    show_glyph(x,y, lev->glyph = cmap_to_glyph(S_corr));
472.      }
473.      /* draw monster on top if we can sense it */
474.      if ((x != u.ux || y != u.uy) && (mon = m_at(x,y)) && sensemon(mon))
475.  	display_monster(x,y,mon,1,((x != mon->mx)  || (y != mon->my)));
476.  }
477.  
478.  /*
479.   * newsym()
480.   *
481.   * Possibly put a new glyph at the given location.
482.   */
483.  void
484.  newsym(x,y)
485.      register xchar x,y;
486.  {
487.      register struct monst *mon;
488.      register struct rm *lev = &(levl[x][y]);
489.      register int see_it;
490.      register xchar worm_tail;
491.  
492.      /* only permit updating the hero when swallowed */
493.      if (u.uswallow) {
494.  	if (x == u.ux && y == u.uy) display_self();
495.  	return;
496.      }
497.      if (Underwater && !Is_waterlevel(&u.uz)) {
498.  	/* don't do anything unless (x,y) is an adjacent underwater position */
499.  	int dx, dy;
500.  	if (!is_pool(x,y)) return;
501.  	dx = x - u.ux;	if (dx < 0) dx = -dx;
502.  	dy = y - u.uy;	if (dy < 0) dy = -dy;
503.  	if (dx > 1 || dy > 1) return;
504.      }
505.  
506.      /* Can physically see the location. */
507.      if (cansee(x,y)) {
508.  	lev->waslit = (lev->lit!=0);	/* remember lit condition */
509.  
510.  	if (x == u.ux && y == u.uy) {
511.  	    if (canseeself()) {
512.  		map_location(x,y,0);	/* map *under* self */
513.  		display_self();
514.  	    } else
515.  		/* we can see what is there */
516.  		map_location(x,y,1);
517.  	}
518.  	else if ((mon = m_at(x,y)) &&
519.  		 ((see_it = mon_visible(mon)) || sensemon(mon))) {
520.  	    map_location(x,y,0); 	/* map under the monster */
521.      	    worm_tail = ((x != mon->mx)  || (y != mon->my));
522.  	    display_monster(x,y,mon,see_it,worm_tail);
523.  	}
524.  	else
525.  	    map_location(x,y,1);	/* map the location */
526.      }
527.  
528.      /* Can't see the location. */
529.      else {
530.  	if (x == u.ux && y == u.uy) {
531.  	    feel_location(u.ux, u.uy);		/* forces an update */
532.  
533.  	    if (canseeself()) display_self();
534.  	}
535.  	else if ((mon = m_at(x,y)) && sensemon(mon) &&
536.      		 		!((x != mon->mx)  || (y != mon->my))) {
537.  	    /* Monsters are printed every time. */
538.  	    display_monster(x,y,mon,0,0);
539.  	}
540.  	/*
541.  	 * If the location is remembered as being both dark (waslit is false)
542.  	 * and lit (glyph is a lit room or lit corridor) then it was either:
543.  	 *
544.  	 *	(1) A dark location that the hero could see through night
545.  	 *	    vision.
546.  	 *
547.  	 *	(2) Darkened while out of the hero's sight.  This can happen
548.  	 *	    when cursed scroll of light is read.
549.  	 *
550.  	 * In either case, we have to manually correct the hero's memory to
551.  	 * match waslit.  Deciding when to change waslit is non-trivial.
552.  	 *
553.  	 *  Note:  If flags.lit_corridor is set, then corridors act like room
554.  	 *	   squares.  That is, they light up if in night vision range.
555.  	 *	   If flags.lit_corridor is not set, then corridors will
556.  	 *	   remain dark unless lit by a light spell.
557.  	 *
558.  	 * These checks and changes must be here and not in back_to_glyph().
559.  	 * They are dependent on the position being out of sight.
560.  	 */
561.  	else if (!lev->waslit) {
562.  	    if (flags.lit_corridor && lev->glyph == cmap_to_glyph(S_litcorr) &&
563.  							    lev->typ == CORR)
564.  		show_glyph(x, y, lev->glyph = cmap_to_glyph(S_corr));
565.  	    else if (lev->glyph == cmap_to_glyph(S_room) && lev->typ == ROOM)
566.  		show_glyph(x, y, lev->glyph = cmap_to_glyph(S_stone));
567.  	    else
568.  		goto show_mem;
569.  	} else {
570.  show_mem:
571.  	    show_glyph(x, y, lev->glyph);
572.  	}
573.      }
574.  }
575.  
576.  
577.  /*
578.   * shieldeff()
579.   *
580.   * Put magic shield pyrotechnics at the given location.  This *could* be
581.   * pulled into a platform dependent routine for fancier graphics if desired.
582.   */
583.  void
584.  shieldeff(x,y)
585.      xchar x,y;
586.  {
587.      register int i;
588.  
589.      if (cansee(x,y)) {	/* Don't see anything if can't see the location */
590.  	for (i = 0; i < SHIELD_COUNT; i++) {
591.  	    show_glyph(x, y, cmap_to_glyph(shield_static[i]));
592.  	    flush_screen(1);	/* make sure the glyph shows up */
593.  	    delay_output();
594.  	}
595.  	newsym(x,y);		/* restore the old information */
596.      }
597.  }
598.  
599.  
600.  /*
601.   * tmp_at()
602.   *
603.   * Temporarily place glyphs on the screen.  Do not call delay_output().  It
604.   * is up to the caller to decide if it wants to wait [presently, everyone
605.   * but explode() wants to delay].
606.   *
607.   * Call:
608.   *	(DISP_BEAM,   glyph)	open, initialize glyph
609.   *	(DISP_FLASH,  glyph)	open, initialize glyph
610.   *	(DISP_CHANGE, glyph)	change glyph
611.   *	(DISP_END,    0)	close & clean up (second argument doesn't
612.   *				matter)
613.   *	(x, y)			display the glyph at the location
614.   *
615.   * DISP_BEAM  - Display the given glyph at each location, but do not erase
616.   *		any until the close call.
617.   * DISP_FLASH - Display the given glyph at each location, but erase the
618.   *		previous location's glyph.
619.   */
620.  void
621.  tmp_at(x, y)
622.      int x, y;
623.  {
624.      static coord saved[COLNO];	/* prev positions, only for DISP_BEAM */
625.      static int sidx = 0;	/* index of saved previous positions */
626.      static int sx = -1, sy;	/* previous position, only for DISP_FLASH */
627.      static int status;		/* either DISP_BEAM or DISP_FLASH */
628.      static int glyph;		/* glyph to use when printing */
629.  
630.      switch (x) {
631.  	case DISP_BEAM:
632.  	case DISP_FLASH:
633.  	    status = x;
634.  	    glyph  = y;
635.  	    flush_screen(0);	/* flush buffered glyphs */
636.  	    break;
637.  
638.  	case DISP_CHANGE:
639.  	    glyph = y;
640.  	    break;
641.  
642.  	case DISP_END:
643.  	    if (status == DISP_BEAM) {
644.  		register int i;
645.  
646.  		/* Erase (reset) from source to end */
647.  		for (i = 0; i < sidx; i++)
648.  		    newsym(saved[i].x,saved[i].y);
649.  		sidx = 0;
650.  		
651.  	    } else if (sx >= 0) {	/* DISP_FLASH (called at least once) */
652.  		newsym(sx,sy);	/* reset the location */
653.  		sx = -1;	/* reset sx to an illegal pos for next time */
654.  	    }
655.  	    break;
656.  
657.  	default:	/* do it */
658.  	    if (!cansee(x,y)) break;
659.  
660.  	    if (status == DISP_BEAM) {
661.  		saved[sidx  ].x = x;	/* save pos for later erasing */
662.  		saved[sidx++].y = y;
663.  	    }
664.  
665.  	    else {	/* DISP_FLASH */
666.  		if (sx >= 0)		/* not first call */
667.  		    newsym(sx,sy);	/* update the old position */
668.  
669.  		sx = x;		/* save previous pos for next call */
670.  		sy = y;
671.  	    }
672.  
673.  	    show_glyph(x,y,glyph);	/* show it */
674.  	    flush_screen(0);		/* make sure it shows up */
675.  	    break;
676.      } /* end case */
677.  }
678.  
679.  
680.  /*
681.   * swallowed()
682.   *
683.   * The hero is swallowed.  Show a special graphics sequence for this.  This
684.   * bypasses all of the display routines and messes with buffered screen
685.   * directly.  This method works because both vision and display check for
686.   * being swallowed.
687.   */
688.  void
689.  swallowed(first)
690.      int first;
691.  {
692.      static xchar lastx, lasty;	/* last swallowed position */
693.      int swallower;
694.  
695.      if (first)
696.  	cls();
697.      else {
698.  	register int x, y;
699.  
700.  	/* Clear old location */
701.  	for (y = lasty-1; y <= lasty+1; y++)
702.  	    if(isok(lastx,y)) {
703.  		for (x = lastx-1; x <= lastx+1; x++)
704.  		    show_glyph(x,y,cmap_to_glyph(S_stone));
705.  	    }
706.      }
707.  
708.      swallower = monsndx(u.ustuck->data);
709.      /*
710.       *  Display the hero surrounded by the monster's stomach.
711.       */
712.      if(isok(u.ux, u.uy-1)) {
713.  	show_glyph(u.ux-1, u.uy-1, swallow_to_glyph(swallower, S_sw_tl));
714.  	show_glyph(u.ux  , u.uy-1, swallow_to_glyph(swallower, S_sw_tc));
715.  	show_glyph(u.ux+1, u.uy-1, swallow_to_glyph(swallower, S_sw_tr));
716.      }
717.  
718.      show_glyph(u.ux-1, u.uy  , swallow_to_glyph(swallower, S_sw_ml));
719.      display_self();
720.      show_glyph(u.ux+1, u.uy  , swallow_to_glyph(swallower, S_sw_mr));
721.  
722.      if(isok(u.ux, u.uy+1)) {
723.  	show_glyph(u.ux-1, u.uy+1, swallow_to_glyph(swallower, S_sw_bl));
724.  	show_glyph(u.ux  , u.uy+1, swallow_to_glyph(swallower, S_sw_bc));
725.  	show_glyph(u.ux+1, u.uy+1, swallow_to_glyph(swallower, S_sw_br));
726.      }
727.  
728.      /* Update the swallowed position. */
729.      lastx = u.ux;
730.      lasty = u.uy;
731.  }
732.  
733.  /*
734.   * under_water()
735.   *
736.   * Similar to swallowed() in operation.  Shows hero when underwater
737.   * except when in water level.  Special routines exist for that.
738.   */
739.  void
740.  under_water(mode)
741.      int mode;
742.  {
743.      static xchar lastx, lasty;
744.      static boolean dela;
745.      register int x, y;
746.  
747.      /* swallowing has a higher precedence than under water */
748.      if (Is_waterlevel(&u.uz) || u.uswallow) return;
749.  
750.      /* full update */
751.      if (mode == 1 || dela) {
752.  	cls();
753.  	dela = FALSE;
754.      }   
755.      /* delayed full update */
756.      else if (mode == 2) {
757.  	dela = TRUE;
758.  	return;
759.      }
760.      /* limited update */
761.      else {
762.  	for (y = lasty-1; y <= lasty+1; y++)
763.  	    for (x = lastx-1; x <= lastx+1; x++)
764.  		if (isok(x,y)) 
765.  		    show_glyph(x,y,cmap_to_glyph(S_stone));
766.      }
767.      for (x = u.ux-1; x <= u.ux+1; x++)
768.  	for (y = u.uy-1; y <= u.uy+1; y++)
769.  	    if (isok(x,y) && is_pool(x,y)) {
770.  		if (Blind && !(x == u.ux && y == u.uy))
771.  		    show_glyph(x,y,cmap_to_glyph(S_stone));
772.  		else	
773.  		    newsym(x,y);
774.  	    }
775.      lastx = u.ux;
776.      lasty = u.uy;
777.  }
778.  
779.  
780.  /* ========================================================================= */
781.  
782.  /*
783.   * Loop through all of the monsters and update them.  Called when:
784.   *	+ going blind & telepathic
785.   *	+ regaining sight & telepathic
786.   *	+ hallucinating
787.   *	+ doing a full screen redraw
788.   *	+ see invisible times out or a ring of see invisible is taken off
789.   *	+ when a potion of see invisible is quaffed or a ring of see
790.   *	  invisible is put on
791.   *	+ gaining telepathy when blind [givit() in eat.c, pleased() in pray.c]
792.   *	+ losing telepathy while blind [xkilled() in mon.c, attrcurse() in
793.   *	  sit.c]
794.   */
795.  void
796.  see_monsters()
797.  {
798.      register struct monst *mon;
799.      for (mon = fmon; mon; mon = mon->nmon) {
800.  	newsym(mon->mx,mon->my);
801.  	if (mon->wormno) see_wsegs(mon);
802.      }
803.  }
804.  
805.  /*
806.   * Block/unblock light depending on what a mimic is mimicing and if it's
807.   * invisible or not.  Should be called only when the state of See_invisible
808.   * changes.
809.   */
810.  void
811.  set_mimic_blocking()
812.  {
813.      register struct monst *mon;
814.      for (mon = fmon; mon; mon = mon->nmon)
815.  	if(mon->minvis &&
816.  	   ((mon->m_ap_type == M_AP_FURNITURE &&
817.  	      (mon->mappearance == S_vcdoor || mon->mappearance == S_hcdoor))||
818.  	    (mon->m_ap_type == M_AP_OBJECT && mon->mappearance == BOULDER))) {
819.  	    if(See_invisible)
820.  		block_point(mon->mx, mon->my);
821.  	    else
822.  		unblock_point(mon->mx, mon->my);
823.  	}
824.  }
825.  
826.  /*
827.   * Loop through all of the object *locations* and update them.  Called when
828.   *	+ hallucinating.
829.   */
830.  void
831.  see_objects()
832.  {
833.      register struct obj *obj;
834.      for(obj = fobj; obj; obj = obj->nobj)
835.  	if (vobj_at(obj->ox,obj->oy) == obj) newsym(obj->ox, obj->oy);
836.  }
837.  
838.  /*
839.   * Put the cursor on the hero.  Flush all accumulated glyphs before doing it.
840.   */
841.  void
842.  curs_on_u()
843.  {
844.      flush_screen(1);	/* Flush waiting glyphs & put cursor on hero */
845.  }
846.  
847.  int
848.  doredraw()
849.  {
850.      docrt();
851.      return 0;
852.  }
853.  
854.  void
855.  docrt()
856.  {
857.      register int x,y;
858.      register struct rm *lev;
859.  
860.      if (!u.ux) return; /* display isn't ready yet */
861.  
862.      if (u.uswallow) {
863.  	swallowed(1);
864.  	return;
865.      }
866.      if (Underwater && !Is_waterlevel(&u.uz)) {
867.  	under_water(1);
868.  	return;
869.      }
870.  
871.      /* shut down vision */
872.      vision_recalc(2);
873.  
874.      /*
875.       * This routine assumes that cls() does the following:
876.       *      + fills the physical screen with the symbol for rock
877.       *      + clears the glyph buffer
878.       */
879.      cls();
880.  
881.      /* display memory */
882.      for (x = 1; x < COLNO; x++) {
883.  	lev = &levl[x][0];
884.  	for (y = 0; y < ROWNO; y++, lev++)
885.  	    if (lev->glyph != cmap_to_glyph(S_stone))
886.  		show_glyph(x,y,lev->glyph);
887.      }
888.  
889.      /* see what is to be seen */
890.      vision_recalc(0);
891.  
892.      /* overlay with monsters */
893.      see_monsters();
894.  
895.      flags.botlx = 1;	/* force a redraw of the bottom line */
896.  }
897.  
898.  
899.  /* ========================================================================= */
900.  /* Glyph Buffering (3rd screen) ============================================ */
901.  
902.  typedef struct {
903.      xchar new;		/* perhaps move this bit into the rm strucure. */
904.      int   glyph;
905.  } gbuf_entry;
906.  
907.  static gbuf_entry gbuf[ROWNO][COLNO];
908.  static char gbuf_start[ROWNO];
909.  static char gbuf_stop[ROWNO];
910.  
911.  /*
912.   * Store the glyph in the 3rd screen for later flushing.
913.   */
914.  void
915.  show_glyph(x,y,glyph)
916.      xchar x,y;
917.      int   glyph;
918.  {
919.      /*
920.       * Check for bad positions and glyphs.
921.       */
922.      if (x <= 0 || x >= COLNO || y < 0 || y >= ROWNO) {
923.  	const char *text;
924.  	int  offset;
925.  
926.  	/* column 0 is invalid, but it's often used as a flag, so ignore it */
927.  	if (x == 0) return;
928.  
929.  	/*
930.  	 *  This assumes an ordering of the offsets.  See display.h for
931.  	 *  the definition.
932.  	 */
933.  	if (glyph >= GLYPH_SWALLOW_OFF) {		/* swallow border */
934.  	    text = "swallow border";	offset = glyph - GLYPH_SWALLOW_OFF;
935.  	}else if (glyph >= GLYPH_ZAP_OFF) {		/* zap beam */
936.  	    text = "zap beam";		offset = glyph - GLYPH_ZAP_OFF;
937.  	} else if (glyph >= GLYPH_CMAP_OFF) {		/* cmap */
938.  	    text = "cmap_index";	offset = glyph - GLYPH_CMAP_OFF;
939.  	} else if (glyph >= GLYPH_TRAP_OFF) {		/* trap */
940.  	    text = "trap";		offset = glyph - GLYPH_TRAP_OFF;
941.  	} else if (glyph >= GLYPH_OBJ_OFF) {		/* object */
942.  	    text = "object";		offset = glyph - GLYPH_OBJ_OFF;
943.  	} else if (glyph >= GLYPH_BODY_OFF) {		/* a corpse */
944.  	    text = "corpse";		offset = glyph - GLYPH_BODY_OFF;
945.  	} else {					/* a monster */
946.  	    text = "monster";		offset = glyph;
947.  	}
948.  
949.  	impossible("show_glyph:  bad pos %d %d with glyph %d [%s %d].",
950.  						x, y, glyph, text, offset);
951.  	return;
952.      }
953.  
954.      if (glyph >= MAX_GLYPH) {
955.  	impossible("show_glyph:  bad glyph %d [max %d] at (%d,%d).",
956.  					glyph, MAX_GLYPH, x, y);
957.  	return;
958.      }
959.  
960.      if (gbuf[y][x].glyph != glyph) {
961.  	gbuf[y][x].glyph = glyph;
962.  	gbuf[y][x].new   = 1;
963.  	if (gbuf_start[y] > x) gbuf_start[y] = x;
964.  	if (gbuf_stop[y]  < x) gbuf_stop[y]  = x;
965.      }
966.  }
967.  
968.  
969.  /*
970.   * Reset the changed glyph borders so that none of the 3rd screen has
971.   * changed.
972.   */
973.  #define reset_glyph_bbox()			\
974.      {						\
975.  	int i;					\
976.  						\
977.  	for (i = 0; i < ROWNO; i++) {		\
978.  	    gbuf_start[i] = COLNO-1;		\
979.  	    gbuf_stop[i]  = 0;			\
980.  	}					\
981.      }
982.  
983.  
984.  static gbuf_entry nul_gbuf = { 0, cmap_to_glyph(S_stone) };
985.  /*
986.   * Turn the 3rd screen into stone.
987.   */
988.  void
989.  clear_glyph_buffer()
990.  {
991.      register int x, y;
992.      register gbuf_entry *gptr;
993.  
994.      for (y = 0; y < ROWNO; y++) {
995.  	gptr = &gbuf[y][0];
996.  	for (x = COLNO; x; x--) {
997.  	    *gptr++ = nul_gbuf;
998.  	}
999.      }
1000.     reset_glyph_bbox();
1001. }
1002. 
1003. /*
1004.  * Assumes that the indicated positions are filled with S_stone glyphs.
1005.  */
1006. void
1007. row_refresh(start,stop,y)
1008.     int start,stop,y;
1009. {
1010.     register int x;
1011. 
1012.     for (x = start; x <= stop; x++)
1013. 	if (gbuf[y][x].glyph != cmap_to_glyph(S_stone))
1014. 	    print_glyph(WIN_MAP,x,y,gbuf[y][x].glyph);
1015. }
1016. 
1017. void
1018. cls()
1019. {
1020.     display_nhwindow(WIN_MESSAGE, FALSE); /* flush messages */
1021.     flags.botlx = 1;		/* force update of botl window */
1022.     clear_nhwindow(WIN_MAP);	/* clear physical screen */
1023. 
1024.     clear_glyph_buffer();	/* this is sort of an extra effort, but OK */
1025. }
1026. 
1027. /*
1028.  * Synch the third screen with the display.
1029.  */
1030. void
1031. flush_screen(cursor_on_u)
1032.     int cursor_on_u;
1033. {
1034.     /* Prevent infinite loops on errors:
1035.      *	    flush_screen->print_glyph->impossible->pline->flush_screen
1036.      */
1037.     static   boolean flushing = 0;
1038.     register int x,y;
1039. 
1040.     if (flushing) return;	/* if already flushing then return */
1041.     flushing = 1;
1042. 
1043.     for (y = 0; y < ROWNO; y++) {
1044. 	register gbuf_entry *gptr = &gbuf[y][x = gbuf_start[y]];
1045. 	for (; x <= gbuf_stop[y]; gptr++, x++)
1046. 	    if (gptr->new) {
1047. 		print_glyph(WIN_MAP,x,y,gptr->glyph);
1048. 		gptr->new = 0;
1049. 	    }
1050.     }
1051. 
1052.     if (cursor_on_u) curs(WIN_MAP, u.ux,u.uy); /* move cursor to the hero */
1053.     display_nhwindow(WIN_MAP, FALSE);
1054.     reset_glyph_bbox();
1055.     flushing = 0;
1056.     if(flags.botl || flags.botlx) bot();
1057. }
1058. 
1059. /* ========================================================================= */
1060. 
1061. /*
1062.  * back_to_glyph()
1063.  *
1064.  * Use the information in the rm structure at the given position to create
1065.  * a glyph of a background.
1066.  *
1067.  * I had to add a field in the rm structure (horizontal) so that we knew
1068.  * if open doors and secret doors were horizontal or vertical.  Previously,
1069.  * the screen symbol had the horizontal/vertical information set at
1070.  * level generation time.
1071.  *
1072.  * I used the 'ladder' field (really doormask) for deciding if stairwells
1073.  * were up or down.  I didn't want to check the upstairs and dnstairs
1074.  * variables.
1075.  */
1076. int
1077. back_to_glyph(x,y)
1078.     xchar x,y;
1079. {
1080.     int idx;
1081.     struct rm *ptr = &(levl[x][y]);
1082. 
1083.     switch (ptr->typ) {
1084. 	case SCORR:
1085. 	case STONE:		idx = S_stone;	  break;
1086. 	case ROOM:		idx = S_room;	  break;
1087. 	case CORR:
1088. 	    idx = (ptr->waslit || flags.lit_corridor) ? S_litcorr : S_corr;
1089. 	    break;
1090. 	case HWALL:	idx = ptr->seen ? S_hwall  : S_stone;   break;
1091. 	case VWALL:	idx = ptr->seen ? S_vwall  : S_stone;   break;
1092. 	case TLCORNER:	idx = ptr->seen ? S_tlcorn : S_stone;	break;
1093. 	case TRCORNER:	idx = ptr->seen ? S_trcorn : S_stone;	break;
1094. 	case BLCORNER:	idx = ptr->seen ? S_blcorn : S_stone;	break;
1095. 	case BRCORNER:	idx = ptr->seen ? S_brcorn : S_stone;	break;
1096. 	case CROSSWALL:	idx = ptr->seen ? S_crwall : S_stone;	break;
1097. 	case TUWALL:	idx = ptr->seen ? S_tuwall : S_stone;	break;
1098. 	case TDWALL:	idx = ptr->seen ? S_tdwall : S_stone;	break;
1099. 	case TLWALL:	idx = ptr->seen ? S_tlwall : S_stone;	break;
1100. 	case TRWALL:	idx = ptr->seen ? S_trwall : S_stone;	break;
1101. 	case SDOOR:
1102. 	    if (ptr->seen)
1103. 		idx = (ptr->horizontal) ? S_hwall : S_vwall;
1104. 	    else
1105. 		idx = S_stone;
1106. 	    break;
1107. 	case DOOR:
1108. 	    if (ptr->doormask) {
1109. 		if (ptr->doormask & D_BROKEN)
1110. 		    idx = S_ndoor;
1111. 		else if (ptr->doormask & D_ISOPEN)
1112. 		    idx = (ptr->horizontal) ? S_hodoor : S_vodoor;
1113. 		else			/* else is closed */
1114. 		    idx = (ptr->horizontal) ? S_hcdoor : S_vcdoor;
1115. 	    } else
1116. 		idx = S_ndoor;
1117. 	    break;
1118. 	case POOL:
1119. 	case MOAT:		idx = S_pool;	  break;
1120. 	case STAIRS:
1121. 	    idx = (ptr->ladder & LA_DOWN) ? S_dnstair : S_upstair;
1122. 	    break;
1123. 	case LADDER:
1124. 	    idx = (ptr->ladder & LA_DOWN) ? S_dnladder : S_upladder;
1125. 	    break;
1126. 	case FOUNTAIN:		idx = S_fountain; break;
1127. 	case SINK:		idx = S_sink;     break;
1128. 	case ALTAR:		idx = S_altar;    break;
1129. 	case THRONE:		idx = S_throne;   break;
1130. 	case LAVAPOOL:		idx = S_lava;	  break;
1131. 	case ICE:		idx = S_ice;      break;
1132. 	case AIR:		idx = S_air;	  break;
1133. 	case CLOUD:		idx = S_cloud;	  break;
1134. 	case WATER:		idx = S_water;	  break;
1135. 	case DBWALL:
1136. 	    idx = (ptr->horizontal) ? S_hcdbridge : S_vcdbridge;
1137. 	    break;
1138. 	case DRAWBRIDGE_UP:
1139. 	    switch(ptr->drawbridgemask & DB_UNDER) {
1140. 	    case DB_MOAT:  idx = S_pool; break;
1141. 	    case DB_LAVA:  idx = S_lava; break;
1142. 	    case DB_ICE:   idx = S_ice;  break;
1143. 	    case DB_FLOOR: idx = S_room; break;
1144. 	    default:
1145. 		impossible("Strange db-under: %d",
1146. 			   ptr->drawbridgemask & DB_UNDER);
1147. 		idx = S_room; /* something is better than nothing */
1148. 		break;
1149. 	    }
1150. 	    break;
1151. 	case DRAWBRIDGE_DOWN:
1152. 	    idx = (ptr->horizontal) ? S_hodbridge : S_vodbridge;
1153. 	    break;
1154. 	default:
1155. 	    impossible("back_to_glyph:  unknown level type [ = %d ]",ptr->typ);
1156. 	    idx = S_room;
1157. 	    break;
1158.     }
1159. 
1160.     return cmap_to_glyph(idx);
1161. }
1162. 
1163. 
1164. /*
1165.  * swallow_to_glyph()
1166.  *
1167.  * Convert a monster number and a swallow location into the correct glyph.
1168.  * If you don't want a patchwork monster while hallucinating, decide on
1169.  * a random monster in swallowed() and don't use what_mon() here.
1170.  */
1171. static int
1172. swallow_to_glyph(mnum, loc)
1173.     int mnum;
1174.     int loc;
1175. {
1176.     if (loc < S_sw_tl || S_sw_br < loc) {
1177. 	impossible("swallow_to_glyph: bad swallow location");
1178. 	loc = S_sw_br;
1179.     }
1180.     return ((int) (what_mon(mnum)<<3) | (loc - S_sw_tl)) + GLYPH_SWALLOW_OFF;
1181. }
1182. 
1183. 
1184. 
1185. /*
1186.  * zapdir_to_glyph()
1187.  *
1188.  * Change the given zap direction and beam type into a glyph.  Each beam
1189.  * type has four glyphs, one for each of the symbols below.  The order of
1190.  * the zap symbols [0-3] as defined in rm.h are:
1191.  *
1192.  *	|  S_vbeam	( 0, 1) or ( 0,-1)
1193.  *	-  S_hbeam	( 1, 0) or (-1,	0)
1194.  *	\  S_lslant	( 1, 1) or (-1,-1)
1195.  *	/  S_rslant	(-1, 1) or ( 1,-1)
1196.  */
1197. int
1198. zapdir_to_glyph(dx, dy, beam_type)
1199.     register int dx, dy;
1200.     int beam_type;
1201. {
1202.     if (beam_type >= NUM_ZAP) {
1203. 	impossible("zapdir_to_glyph:  illegal beam type");
1204. 	beam_type = 0;
1205.     }
1206.     dx = (dx == dy) ? 2 : (dx && dy) ? 3 : dx ? 1 : 0;
1207. 
1208.     return ((int) ((beam_type << 2) | dx)) + GLYPH_ZAP_OFF;
1209. }
1210. 
1211. 
1212. /*
1213.  * Utility routine for dowhatis() used to find out the glyph displayed at
1214.  * the location.  This isn't necessarily the same as the glyph in the levl
1215.  * structure, so we must check the "third screen".
1216.  */
1217. int
1218. glyph_at(x, y)
1219.     xchar x,y;
1220. {
1221.     if(x < 0 || y < 0 || x >= COLNO || y >= ROWNO)
1222. 	return cmap_to_glyph(S_room);			/* XXX */
1223.     return gbuf[y][x].glyph;
1224. }
1225. 
1226. /*display.c*/