Source:NetHack 3.3.0/display.c
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Below is the full text to display.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/display.c#line123]], for example.
Warning! This is the source code from an old release. For the latest release, see Source code
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1. /* SCCS Id: @(#)display.c 3.3 97/01/24 */ 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 (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. 124. STATIC_DCL int FDECL(check_pos, (int, int, int)); 125. STATIC_DCL boolean FDECL(more_than_one, (int, int, int, int, int)); 126. STATIC_DCL int FDECL(set_twall, (int,int, int,int, int,int, int,int)); 127. STATIC_DCL int FDECL(set_wall, (int, int, int)); 128. STATIC_DCL int FDECL(set_corn, (int,int, int,int, int,int, int,int)); 129. STATIC_DCL int FDECL(set_crosswall, (int, int)); 130. STATIC_DCL void FDECL(set_seenv, (struct rm *, int, int, int, int)); 131. STATIC_DCL void FDECL(t_warn, (struct rm *)); 132. STATIC_DCL int FDECL(wall_angle, (struct rm *)); 133. 134. #ifdef INVISIBLE_OBJECTS 135. /* 136. * vobj_at() 137. * 138. * Returns a pointer to an object if the hero can see an object at the 139. * given location. This takes care of invisible objects. NOTE, this 140. * assumes that the hero is not blind and on top of the object pile. 141. * It does NOT take into account that the location is out of sight, or, 142. * say, one can see blessed, etc. 143. */ 144. struct obj * 145. vobj_at(x,y) 146. xchar x,y; 147. { 148. register struct obj *obj = level.objects[x][y]; 149. 150. while (obj) { 151. if (!obj->oinvis || See_invisible) return obj; 152. obj = obj->nexthere; 153. } 154. return ((struct obj *) 0); 155. } 156. #endif /* else vobj_at() is defined in display.h */ 157. 158. /* 159. * The routines map_background(), map_object(), and map_trap() could just 160. * as easily be: 161. * 162. * map_glyph(x,y,glyph,show) 163. * 164. * Which is called with the xx_to_glyph() in the call. Then I can get 165. * rid of 3 routines that don't do very much anyway. And then stop 166. * having to create fake objects and traps. However, I am reluctant to 167. * make this change. 168. */ 169. /* FIXME: some of these use xchars for x and y, and some use ints. Make 170. * this consistent. 171. */ 172. 173. /* 174. * map_background() 175. * 176. * Make the real background part of our map. This routine assumes that 177. * the hero can physically see the location. Update the screen if directed. 178. */ 179. void 180. map_background(x, y, show) 181. register xchar x,y; 182. register int show; 183. { 184. register int glyph = back_to_glyph(x,y); 185. 186. if (level.flags.hero_memory) 187. levl[x][y].glyph = glyph; 188. if (show) show_glyph(x,y, glyph); 189. } 190. 191. /* 192. * map_trap() 193. * 194. * Map the trap and print it out if directed. This routine assumes that the 195. * hero can physically see the location. 196. */ 197. void 198. map_trap(trap, show) 199. register struct trap *trap; 200. register int show; 201. { 202. register int x = trap->tx, y = trap->ty; 203. register int glyph = trap_to_glyph(trap); 204. 205. if (level.flags.hero_memory) 206. levl[x][y].glyph = glyph; 207. if (show) show_glyph(x, y, glyph); 208. } 209. 210. /* 211. * map_object() 212. * 213. * Map the given object. This routine assumes that the hero can physically 214. * see the location of the object. Update the screen if directed. 215. */ 216. void 217. map_object(obj, show) 218. register struct obj *obj; 219. register int show; 220. { 221. register int x = obj->ox, y = obj->oy; 222. register int glyph = obj_to_glyph(obj); 223. 224. if (level.flags.hero_memory) 225. levl[x][y].glyph = glyph; 226. if (show) show_glyph(x, y, glyph); 227. } 228. 229. /* 230. * map_invisible() 231. * 232. * Make the hero remember that a square contains an invisible monster. 233. * This is a special case in that the square will continue to be displayed 234. * this way even when the hero is close enough to see it. To get rid of 235. * this and display the square's actual contents, use unmap_object() followed 236. * by newsym() if necessary. 237. */ 238. void 239. map_invisible(x, y) 240. register xchar x, y; 241. { 242. if (level.flags.hero_memory) 243. levl[x][y].glyph = GLYPH_INVISIBLE; 244. show_glyph(x, y, GLYPH_INVISIBLE); 245. } 246. 247. /* 248. * unmap_object() 249. * 250. * Remove something from the map when the hero realizes it's not there any 251. * more. Replace it with background or known trap, but not with any other 252. * If this is used for detection, a full screen update is imminent anyway; 253. * if this is used to get rid of an invisible monster notation, we might have 254. * to call newsym(). 255. */ 256. void 257. unmap_object(x, y) 258. register int x, y; 259. { 260. register struct trap *trap; 261. 262. if (!level.flags.hero_memory) return; 263. 264. if ((trap = t_at(x,y)) != 0 && trap->tseen && !covers_traps(x,y)) 265. map_trap(trap, 0); 266. else if (levl[x][y].seenv) { 267. struct rm *lev = &levl[x][y]; 268. 269. map_background(x, y, 0); 270. 271. /* turn remembered dark room squares dark */ 272. if (!lev->waslit && lev->glyph == cmap_to_glyph(S_room) && 273. lev->typ == ROOM) 274. lev->glyph = cmap_to_glyph(S_stone); 275. } else 276. levl[x][y].glyph = cmap_to_glyph(S_stone); /* default val */ 277. } 278. 279. 280. /* 281. * map_location() 282. * 283. * Make whatever at this location show up. This is only for non-living 284. * things. This will not handle feeling invisible objects correctly. 285. * 286. * Internal to display.c, this is a #define for speed. 287. */ 288. #define _map_location(x,y,show) \ 289. { \ 290. register struct obj *obj; \ 291. register struct trap *trap; \ 292. \ 293. if ((obj = vobj_at(x,y)) && !covers_objects(x,y)) \ 294. map_object(obj,show); \ 295. else if ((trap = t_at(x,y)) && trap->tseen && !covers_traps(x,y)) \ 296. map_trap(trap,show); \ 297. else \ 298. map_background(x,y,show); \ 299. } 300. 301. void map_location(x,y,show) 302. int x, y, show; 303. { 304. _map_location(x,y,show); 305. } 306. 307. 308. /* 309. * display_monster() 310. * 311. * Note that this is *not* a map_XXXX() function! Monsters sort of float 312. * above everything. 313. * 314. * Yuck. Display body parts by recognizing that the display position is 315. * not the same as the monster position. Currently the only body part is 316. * a worm tail. 317. * 318. */ 319. STATIC_OVL void 320. display_monster(x, y, mon, in_sight, worm_tail) 321. register xchar x, y; /* display position */ 322. register struct monst *mon; /* monster to display */ 323. int in_sight; /* TRUE if the monster is physically seen */ 324. register xchar worm_tail; /* mon is actually a worm tail */ 325. { 326. register boolean mon_mimic = (mon->m_ap_type != M_AP_NOTHING); 327. register int sensed = mon_mimic && 328. (Protection_from_shape_changers || sensemon(mon)); 329. 330. /* 331. * We must do the mimic check first. If the mimic is mimicing something, 332. * and the location is in sight, we have to change the hero's memory 333. * so that when the position is out of sight, the hero remembers what 334. * the mimic was mimicing. 335. */ 336. 337. if (mon_mimic && in_sight) { 338. switch (mon->m_ap_type) { 339. default: 340. impossible("display_monster: bad m_ap_type value [ = %d ]", 341. (int) mon->m_ap_type); 342. case M_AP_NOTHING: 343. show_glyph(x, y, mon_to_glyph(mon)); 344. break; 345. 346. case M_AP_FURNITURE: { 347. /* 348. * This is a poor man's version of map_background(). I can't 349. * use map_background() because we are overriding what is in 350. * the 'typ' field. Maybe have map_background()'s parameters 351. * be (x,y,glyph) instead of just (x,y). 352. * 353. * mappearance is currently set to an S_ index value in 354. * makemon.c. 355. */ 356. register int glyph = cmap_to_glyph(mon->mappearance); 357. levl[x][y].glyph = glyph; 358. if (!sensed) show_glyph(x,y, glyph); 359. break; 360. } 361. 362. case M_AP_OBJECT: { 363. struct obj obj; /* Make a fake object to send */ 364. /* to map_object(). */ 365. obj.ox = x; 366. obj.oy = y; 367. obj.otyp = mon->mappearance; 368. obj.corpsenm = PM_TENGU; /* if mimicing a corpse */ 369. map_object(&obj,!sensed); 370. break; 371. } 372. 373. case M_AP_MONSTER: 374. show_glyph(x,y, monnum_to_glyph(what_mon(mon->mappearance))); 375. break; 376. } 377. 378. } 379. 380. /* If the mimic is unsucessfully mimicing something, display the monster */ 381. if (!mon_mimic || sensed) { 382. int num; 383. 384. if (Detect_monsters) { 385. if (worm_tail) 386. num = detected_monnum_to_glyph(what_mon(PM_LONG_WORM_TAIL)); 387. else 388. num = detected_mon_to_glyph(mon); 389. } else if (mon->mtame && !Hallucination) { 390. if (worm_tail) 391. num = petnum_to_glyph(PM_LONG_WORM_TAIL); 392. else 393. num = pet_to_glyph(mon); 394. } else { 395. if (worm_tail) 396. num = monnum_to_glyph(what_mon(PM_LONG_WORM_TAIL)); 397. else 398. num = mon_to_glyph(mon); 399. } 400. show_glyph(x,y,num); 401. } 402. } 403. 404. /* 405. * feel_location() 406. * 407. * Feel the given location. This assumes that the hero is blind and that 408. * the given position is either the hero's or one of the eight squares 409. * adjacent to the hero (except for a boulder push). 410. * If an invisible monster has gone away, that will be discovered. If an 411. * invisible monster has appeared, this will _not_ be discovered since 412. * searching only finds one monster per turn so we must check that separately. 413. */ 414. void 415. feel_location(x, y) 416. xchar x, y; 417. { 418. struct rm *lev = &(levl[x][y]); 419. struct obj *boulder; 420. register struct monst *mon; 421. 422. /* If the hero's memory of an invisible monster is accurate, we want to keep 423. * him from detecting the same monster over and over again on each turn. 424. * We must return (so we don't erase the monster). (We must also, in the 425. * search function, be sure to skip over previously detected 'I's.) 426. */ 427. if (glyph_is_invisible(levl[x][y].glyph) && m_at(x,y)) return; 428. 429. /* The hero can't feel non pool locations while under water. */ 430. if (Underwater && !Is_waterlevel(&u.uz) && ! is_pool(x,y)) 431. return; 432. 433. /* Set the seen vector as if the hero had seen it. It doesn't matter */ 434. /* if the hero is levitating or not. */ 435. set_seenv(lev, u.ux, u.uy, x, y); 436. 437. if (Levitation && !Is_airlevel(&u.uz) && !Is_waterlevel(&u.uz)) { 438. /* 439. * Levitation Rules. It is assumed that the hero can feel the state 440. * of the walls around herself and can tell if she is in a corridor, 441. * room, or doorway. Boulders are felt because they are large enough. 442. * Anything else is unknown because the hero can't reach the ground. 443. * This makes things difficult. 444. * 445. * Check (and display) in order: 446. * 447. * + Stone, walls, and closed doors. 448. * + Boulders. [see a boulder before a doorway] 449. * + Doors. 450. * + Room/water positions 451. * + Everything else (hallways!) 452. */ 453. if (IS_ROCK(lev->typ) || (IS_DOOR(lev->typ) && 454. (lev->doormask & (D_LOCKED | D_CLOSED)))) { 455. map_background(x, y, 1); 456. } else if ((boulder = sobj_at(BOULDER,x,y)) != 0) { 457. map_object(boulder, 1); 458. } else if (IS_DOOR(lev->typ)) { 459. map_background(x, y, 1); 460. } else if (IS_ROOM(lev->typ) || IS_POOL(lev->typ)) { 461. /* 462. * An open room or water location. Normally we wouldn't touch 463. * this, but we have to get rid of remembered boulder symbols. 464. * This will only occur in rare occations when the hero goes 465. * blind and doesn't find a boulder where expected (something 466. * came along and picked it up). We know that there is not a 467. * boulder at this location. Show fountains, pools, etc. 468. * underneath if already seen. Otherwise, show the appropriate 469. * floor symbol. 470. * 471. * This isn't quite correct. If the boulder was on top of some 472. * other objects they should be seen once the boulder is removed. 473. * However, we have no way of knowing that what is there now 474. * was there then. So we let the hero have a lapse of memory. 475. * We could also just display what is currently on the top of the 476. * object stack (if anything). 477. */ 478. if (lev->glyph == objnum_to_glyph(BOULDER)) { 479. if (lev->typ != ROOM && lev->seenv) { 480. map_background(x, y, 1); 481. } else { 482. lev->glyph = lev->waslit ? cmap_to_glyph(S_room) : 483. cmap_to_glyph(S_stone); 484. show_glyph(x,y,lev->glyph); 485. } 486. } 487. } else { 488. /* We feel it (I think hallways are the only things left). */ 489. map_background(x, y, 1); 490. /* Corridors are never felt as lit (unless remembered that way) */ 491. /* (lit_corridor only). */ 492. if (lev->typ == CORR && 493. lev->glyph == cmap_to_glyph(S_litcorr) && !lev->waslit) 494. show_glyph(x, y, lev->glyph = cmap_to_glyph(S_corr)); 495. } 496. } else { 497. _map_location(x, y, 1); 498. 499. if (Punished) { 500. /* 501. * A ball or chain is only felt if it is first on the object 502. * location list. Otherwise, we need to clear the felt bit --- 503. * something has been dropped on the ball/chain. If the bit is 504. * not cleared, then when the ball/chain is moved it will drop 505. * the wrong glyph. 506. */ 507. if (uchain->ox == x && uchain->oy == y) { 508. if (level.objects[x][y] == uchain) 509. u.bc_felt |= BC_CHAIN; 510. else 511. u.bc_felt &= ~BC_CHAIN; /* do not feel the chain */ 512. } 513. if (!carried(uball) && uball->ox == x && uball->oy == y) { 514. if (level.objects[x][y] == uball) 515. u.bc_felt |= BC_BALL; 516. else 517. u.bc_felt &= ~BC_BALL; /* do not feel the ball */ 518. } 519. } 520. 521. /* Floor spaces are dark if unlit. Corridors are dark if unlit. */ 522. if (lev->typ == ROOM && 523. lev->glyph == cmap_to_glyph(S_room) && !lev->waslit) 524. show_glyph(x,y, lev->glyph = cmap_to_glyph(S_stone)); 525. else if (lev->typ == CORR && 526. lev->glyph == cmap_to_glyph(S_litcorr) && !lev->waslit) 527. show_glyph(x,y, lev->glyph = cmap_to_glyph(S_corr)); 528. } 529. /* draw monster on top if we can sense it */ 530. if ((x != u.ux || y != u.uy) && (mon = m_at(x,y)) && sensemon(mon)) 531. display_monster(x,y,mon,1,((x != mon->mx) || (y != mon->my))); 532. } 533. 534. /* 535. * newsym() 536. * 537. * Possibly put a new glyph at the given location. 538. */ 539. void 540. newsym(x,y) 541. register int x,y; 542. { 543. register struct monst *mon; 544. register struct rm *lev = &(levl[x][y]); 545. register int see_it; 546. register xchar worm_tail; 547. 548. if (in_mklev) return; 549. 550. /* only permit updating the hero when swallowed */ 551. if (u.uswallow) { 552. if (x == u.ux && y == u.uy) display_self(); 553. return; 554. } 555. if (Underwater && !Is_waterlevel(&u.uz)) { 556. /* don't do anything unless (x,y) is an adjacent underwater position */ 557. int dx, dy; 558. if (!is_pool(x,y)) return; 559. dx = x - u.ux; if (dx < 0) dx = -dx; 560. dy = y - u.uy; if (dy < 0) dy = -dy; 561. if (dx > 1 || dy > 1) return; 562. } 563. 564. /* Can physically see the location. */ 565. if (cansee(x,y)) { 566. NhRegion* reg = visible_region_at(x,y); 567. /* 568. * Don't use templit here: E.g. 569. * 570. * lev->waslit = !!(lev->lit || templit(x,y)); 571. * 572. * Otherwise we have the "light pool" problem, where non-permanently 573. * lit areas just out of sight stay remembered as lit. They should 574. * re-darken. 575. * 576. * Perhaps ALL areas should revert to their "unlit" look when 577. * out of sight. 578. */ 579. lev->waslit = (lev->lit!=0); /* remember lit condition */ 580. 581. if (reg != NULL && ACCESSIBLE(lev->typ)) { 582. show_region(reg,x,y); 583. return; 584. } 585. if (x == u.ux && y == u.uy) { 586. if (canseeself()) { 587. _map_location(x,y,0); /* map *under* self */ 588. display_self(); 589. } else 590. /* we can see what is there */ 591. _map_location(x,y,1); 592. } 593. else { 594. mon = m_at(x,y); 595. worm_tail = mon && ((x != mon->mx) || (y != mon->my)); 596. if (mon && 597. ((see_it = (worm_tail 598. ? (!mon->minvis || See_invisible) 599. : (mon_visible(mon)) || sensemon(mon))))) { 600. _map_location(x,y,0); /* map under the monster */ 601. /* also gets rid of any invisibility glyph */ 602. display_monster(x,y,mon,see_it,worm_tail); 603. } 604. else if (glyph_is_invisible(levl[x][y].glyph)) 605. map_invisible(x, y); 606. else 607. _map_location(x,y,1); /* map the location */ 608. } 609. } 610. 611. /* Can't see the location. */ 612. else { 613. if (x == u.ux && y == u.uy) { 614. feel_location(u.ux, u.uy); /* forces an update */ 615. 616. if (canseeself()) display_self(); 617. } 618. else if ((mon = m_at(x,y)) && 619. (sensemon(mon) || 620. (see_with_infrared(mon) && mon_visible(mon))) && 621. !((x != mon->mx) || (y != mon->my))) { 622. /* Monsters are printed every time. */ 623. /* This also gets rid of any invisibility glyph */ 624. display_monster(x,y,mon,0,0); 625. } 626. /* 627. * If the location is remembered as being both dark (waslit is false) 628. * and lit (glyph is a lit room or lit corridor) then it was either: 629. * 630. * (1) A dark location that the hero could see through night 631. * vision. 632. * 633. * (2) Darkened while out of the hero's sight. This can happen 634. * when cursed scroll of light is read. 635. * 636. * In either case, we have to manually correct the hero's memory to 637. * match waslit. Deciding when to change waslit is non-trivial. 638. * 639. * Note: If flags.lit_corridor is set, then corridors act like room 640. * squares. That is, they light up if in night vision range. 641. * If flags.lit_corridor is not set, then corridors will 642. * remain dark unless lit by a light spell. 643. * 644. * These checks and changes must be here and not in back_to_glyph(). 645. * They are dependent on the position being out of sight. 646. */ 647. else if (!lev->waslit) { 648. if (flags.lit_corridor && lev->glyph == cmap_to_glyph(S_litcorr) && 649. lev->typ == CORR) 650. show_glyph(x, y, lev->glyph = cmap_to_glyph(S_corr)); 651. else if (lev->glyph == cmap_to_glyph(S_room) && lev->typ == ROOM) 652. show_glyph(x, y, lev->glyph = cmap_to_glyph(S_stone)); 653. else 654. goto show_mem; 655. } else { 656. show_mem: 657. show_glyph(x, y, lev->glyph); 658. } 659. } 660. } 661. 662. 663. /* 664. * shieldeff() 665. * 666. * Put magic shield pyrotechnics at the given location. This *could* be 667. * pulled into a platform dependent routine for fancier graphics if desired. 668. */ 669. void 670. shieldeff(x,y) 671. xchar x,y; 672. { 673. register int i; 674. 675. if (cansee(x,y)) { /* Don't see anything if can't see the location */ 676. for (i = 0; i < SHIELD_COUNT; i++) { 677. show_glyph(x, y, cmap_to_glyph(shield_static[i])); 678. flush_screen(1); /* make sure the glyph shows up */ 679. delay_output(); 680. } 681. newsym(x,y); /* restore the old information */ 682. } 683. } 684. 685. 686. /* 687. * tmp_at() 688. * 689. * Temporarily place glyphs on the screen. Do not call delay_output(). It 690. * is up to the caller to decide if it wants to wait [presently, everyone 691. * but explode() wants to delay]. 692. * 693. * Call: 694. * (DISP_BEAM, glyph) open, initialize glyph 695. * (DISP_FLASH, glyph) open, initialize glyph 696. * (DISP_ALWAYS, glyph) open, initialize glyph 697. * (DISP_CHANGE, glyph) change glyph 698. * (DISP_END, 0) close & clean up (second argument doesn't 699. * matter) 700. * (x, y) display the glyph at the location 701. * 702. * DISP_BEAM - Display the given glyph at each location, but do not erase 703. * any until the close call. 704. * DISP_FLASH - Display the given glyph at each location, but erase the 705. * previous location's glyph. 706. * DISP_ALWAYS- Like DISP_FLASH, but vision is not taken into account. 707. */ 708. void 709. tmp_at(x, y) 710. int x, y; 711. { 712. static coord saved[COLNO]; /* prev positions, only for DISP_BEAM */ 713. static int sidx = 0; /* index of saved previous positions */ 714. static int sx = -1, sy; /* previous position, only for DISP_FLASH */ 715. static int status; /* either DISP_BEAM or DISP_FLASH */ 716. static int glyph; /* glyph to use when printing */ 717. 718. switch (x) { 719. case DISP_BEAM: 720. case DISP_FLASH: 721. case DISP_ALWAYS: 722. status = x; 723. glyph = y; 724. flush_screen(0); /* flush buffered glyphs */ 725. break; 726. 727. case DISP_CHANGE: 728. glyph = y; 729. break; 730. 731. case DISP_END: 732. if (status == DISP_BEAM) { 733. register int i; 734. 735. /* Erase (reset) from source to end */ 736. for (i = 0; i < sidx; i++) 737. newsym(saved[i].x,saved[i].y); 738. sidx = 0; 739. 740. } else if (sx >= 0) { /* DISP_FLASH/ALWAYS (called at least once) */ 741. newsym(sx,sy); /* reset the location */ 742. sx = -1; /* reset sx to an illegal pos for next time */ 743. } 744. break; 745. 746. default: /* do it */ 747. if (!cansee(x,y) && status != DISP_ALWAYS) break; 748. 749. if (status == DISP_BEAM) { 750. saved[sidx ].x = x; /* save pos for later erasing */ 751. saved[sidx++].y = y; 752. } 753. 754. else { /* DISP_FLASH/ALWAYS */ 755. if (sx >= 0) /* not first call */ 756. newsym(sx,sy); /* update the old position */ 757. sx = x; /* save previous pos for next call */ 758. sy = y; 759. } 760. 761. show_glyph(x,y,glyph); /* show it */ 762. flush_screen(0); /* make sure it shows up */ 763. break; 764. } /* end case */ 765. } 766. 767. 768. /* 769. * swallowed() 770. * 771. * The hero is swallowed. Show a special graphics sequence for this. This 772. * bypasses all of the display routines and messes with buffered screen 773. * directly. This method works because both vision and display check for 774. * being swallowed. 775. */ 776. void 777. swallowed(first) 778. int first; 779. { 780. static xchar lastx, lasty; /* last swallowed position */ 781. int swallower, left_ok, rght_ok; 782. 783. if (first) 784. cls(); 785. else { 786. register int x, y; 787. 788. /* Clear old location */ 789. for (y = lasty-1; y <= lasty+1; y++) 790. for (x = lastx-1; x <= lastx+1; x++) 791. if (isok(x,y)) show_glyph(x,y,cmap_to_glyph(S_stone)); 792. } 793. 794. swallower = monsndx(u.ustuck->data); 795. /* assume isok(u.ux,u.uy) */ 796. left_ok = isok(u.ux-1,u.uy); 797. rght_ok = isok(u.ux+1,u.uy); 798. /* 799. * Display the hero surrounded by the monster's stomach. 800. */ 801. if(isok(u.ux, u.uy-1)) { 802. if (left_ok) 803. show_glyph(u.ux-1, u.uy-1, swallow_to_glyph(swallower, S_sw_tl)); 804. show_glyph(u.ux , u.uy-1, swallow_to_glyph(swallower, S_sw_tc)); 805. if (rght_ok) 806. show_glyph(u.ux+1, u.uy-1, swallow_to_glyph(swallower, S_sw_tr)); 807. } 808. 809. if (left_ok) 810. show_glyph(u.ux-1, u.uy , swallow_to_glyph(swallower, S_sw_ml)); 811. display_self(); 812. if (rght_ok) 813. show_glyph(u.ux+1, u.uy , swallow_to_glyph(swallower, S_sw_mr)); 814. 815. if(isok(u.ux, u.uy+1)) { 816. if (left_ok) 817. show_glyph(u.ux-1, u.uy+1, swallow_to_glyph(swallower, S_sw_bl)); 818. show_glyph(u.ux , u.uy+1, swallow_to_glyph(swallower, S_sw_bc)); 819. if (rght_ok) 820. show_glyph(u.ux+1, u.uy+1, swallow_to_glyph(swallower, S_sw_br)); 821. } 822. 823. /* Update the swallowed position. */ 824. lastx = u.ux; 825. lasty = u.uy; 826. } 827. 828. /* 829. * under_water() 830. * 831. * Similar to swallowed() in operation. Shows hero when underwater 832. * except when in water level. Special routines exist for that. 833. */ 834. void 835. under_water(mode) 836. int mode; 837. { 838. static xchar lastx, lasty; 839. static boolean dela; 840. register int x, y; 841. 842. /* swallowing has a higher precedence than under water */ 843. if (Is_waterlevel(&u.uz) || u.uswallow) return; 844. 845. /* full update */ 846. if (mode == 1 || dela) { 847. cls(); 848. dela = FALSE; 849. } 850. /* delayed full update */ 851. else if (mode == 2) { 852. dela = TRUE; 853. return; 854. } 855. /* limited update */ 856. else { 857. for (y = lasty-1; y <= lasty+1; y++) 858. for (x = lastx-1; x <= lastx+1; x++) 859. if (isok(x,y)) 860. show_glyph(x,y,cmap_to_glyph(S_stone)); 861. } 862. for (x = u.ux-1; x <= u.ux+1; x++) 863. for (y = u.uy-1; y <= u.uy+1; y++) 864. if (isok(x,y) && is_pool(x,y)) { 865. if (Blind && !(x == u.ux && y == u.uy)) 866. show_glyph(x,y,cmap_to_glyph(S_stone)); 867. else 868. newsym(x,y); 869. } 870. lastx = u.ux; 871. lasty = u.uy; 872. } 873. 874. /* 875. * under_ground() 876. * 877. * Very restricted display. You can only see yourself. 878. */ 879. void 880. under_ground(mode) 881. int mode; 882. { 883. static boolean dela; 884. 885. /* swallowing has a higher precedence than under ground */ 886. if (u.uswallow) return; 887. 888. /* full update */ 889. if (mode == 1 || dela) { 890. cls(); 891. dela = FALSE; 892. } 893. /* delayed full update */ 894. else if (mode == 2) { 895. dela = TRUE; 896. return; 897. } 898. /* limited update */ 899. else 900. newsym(u.ux,u.uy); 901. } 902. 903. 904. /* ========================================================================= */ 905. 906. /* 907. * Loop through all of the monsters and update them. Called when: 908. * + going blind & telepathic 909. * + regaining sight & telepathic 910. * + getting and losing infravision 911. * + hallucinating 912. * + doing a full screen redraw 913. * + see invisible times out or a ring of see invisible is taken off 914. * + when a potion of see invisible is quaffed or a ring of see 915. * invisible is put on 916. * + gaining telepathy when blind [givit() in eat.c, pleased() in pray.c] 917. * + losing telepathy while blind [xkilled() in mon.c, attrcurse() in 918. * sit.c] 919. */ 920. void 921. see_monsters() 922. { 923. register struct monst *mon; 924. for (mon = fmon; mon; mon = mon->nmon) { 925. newsym(mon->mx,mon->my); 926. if (mon->wormno) see_wsegs(mon); 927. } 928. } 929. 930. /* 931. * Block/unblock light depending on what a mimic is mimicing and if it's 932. * invisible or not. Should be called only when the state of See_invisible 933. * changes. 934. */ 935. void 936. set_mimic_blocking() 937. { 938. register struct monst *mon; 939. for (mon = fmon; mon; mon = mon->nmon) 940. if(mon->minvis && 941. ((mon->m_ap_type == M_AP_FURNITURE && 942. (mon->mappearance == S_vcdoor || mon->mappearance == S_hcdoor))|| 943. (mon->m_ap_type == M_AP_OBJECT && mon->mappearance == BOULDER))) { 944. if(See_invisible) 945. block_point(mon->mx, mon->my); 946. else 947. unblock_point(mon->mx, mon->my); 948. } 949. } 950. 951. /* 952. * Loop through all of the object *locations* and update them. Called when 953. * + hallucinating. 954. */ 955. void 956. see_objects() 957. { 958. register struct obj *obj; 959. for(obj = fobj; obj; obj = obj->nobj) 960. if (vobj_at(obj->ox,obj->oy) == obj) newsym(obj->ox, obj->oy); 961. } 962. 963. /* 964. * Update hallucinated traps. 965. */ 966. void 967. see_traps() 968. { 969. struct trap *trap; 970. int glyph; 971. 972. for (trap = ftrap; trap; trap = trap->ntrap) { 973. glyph = glyph_at(trap->tx, trap->ty); 974. if (glyph_is_trap(glyph)) 975. newsym(trap->tx, trap->ty); 976. } 977. } 978. 979. /* 980. * Put the cursor on the hero. Flush all accumulated glyphs before doing it. 981. */ 982. void 983. curs_on_u() 984. { 985. flush_screen(1); /* Flush waiting glyphs & put cursor on hero */ 986. } 987. 988. int 989. doredraw() 990. { 991. docrt(); 992. return 0; 993. } 994. 995. void 996. docrt() 997. { 998. register int x,y; 999. register struct rm *lev; 1000. 1001. if (!u.ux) return; /* display isn't ready yet */ 1002. 1003. if (u.uswallow) { 1004. swallowed(1); 1005. return; 1006. } 1007. if (Underwater && !Is_waterlevel(&u.uz)) { 1008. under_water(1); 1009. return; 1010. } 1011. if (u.uburied) { 1012. under_ground(1); 1013. return; 1014. } 1015. 1016. /* shut down vision */ 1017. vision_recalc(2); 1018. 1019. /* 1020. * This routine assumes that cls() does the following: 1021. * + fills the physical screen with the symbol for rock 1022. * + clears the glyph buffer 1023. */ 1024. cls(); 1025. 1026. /* display memory */ 1027. for (x = 1; x < COLNO; x++) { 1028. lev = &levl[x][0]; 1029. for (y = 0; y < ROWNO; y++, lev++) 1030. if (lev->glyph != cmap_to_glyph(S_stone)) 1031. show_glyph(x,y,lev->glyph); 1032. } 1033. 1034. /* see what is to be seen */ 1035. vision_recalc(0); 1036. 1037. /* overlay with monsters */ 1038. see_monsters(); 1039. 1040. flags.botlx = 1; /* force a redraw of the bottom line */ 1041. } 1042. 1043. 1044. /* ========================================================================= */ 1045. /* Glyph Buffering (3rd screen) ============================================ */ 1046. 1047. typedef struct { 1048. xchar new; /* perhaps move this bit into the rm strucure. */ 1049. int glyph; 1050. } gbuf_entry; 1051. 1052. static gbuf_entry gbuf[ROWNO][COLNO]; 1053. static char gbuf_start[ROWNO]; 1054. static char gbuf_stop[ROWNO]; 1055. 1056. /* 1057. * Store the glyph in the 3rd screen for later flushing. 1058. */ 1059. void 1060. show_glyph(x,y,glyph) 1061. int x, y, glyph; 1062. { 1063. /* 1064. * Check for bad positions and glyphs. 1065. */ 1066. if (x <= 0 || x >= COLNO || y < 0 || y >= ROWNO) { 1067. const char *text; 1068. int offset; 1069. 1070. /* column 0 is invalid, but it's often used as a flag, so ignore it */ 1071. if (x == 0) return; 1072. 1073. /* 1074. * This assumes an ordering of the offsets. See display.h for 1075. * the definition. 1076. */ 1077. if (glyph >= GLYPH_SWALLOW_OFF) { /* swallow border */ 1078. text = "swallow border"; offset = glyph - GLYPH_SWALLOW_OFF; 1079. }else if (glyph >= GLYPH_ZAP_OFF) { /* zap beam */ 1080. text = "zap beam"; offset = glyph - GLYPH_ZAP_OFF; 1081. } else if (glyph >= GLYPH_CMAP_OFF) { /* cmap */ 1082. text = "cmap_index"; offset = glyph - GLYPH_CMAP_OFF; 1083. } else if (glyph >= GLYPH_OBJ_OFF) { /* object */ 1084. text = "object"; offset = glyph - GLYPH_OBJ_OFF; 1085. } else if (glyph >= GLYPH_RIDDEN_OFF) { /* ridden mon */ 1086. text = "ridden mon"; offset = glyph - GLYPH_RIDDEN_OFF; 1087. } else if (glyph >= GLYPH_BODY_OFF) { /* a corpse */ 1088. text = "corpse"; offset = glyph - GLYPH_BODY_OFF; 1089. } else if (glyph >= GLYPH_DETECT_OFF) { /* detected mon */ 1090. text = "detected mon"; offset = glyph - GLYPH_DETECT_OFF; 1091. } else if (glyph >= GLYPH_INVIS_OFF) { /* invisible mon */ 1092. text = "invisible mon"; offset = glyph - GLYPH_INVIS_OFF; 1093. } else if (glyph >= GLYPH_PET_OFF) { /* a pet */ 1094. text = "pet"; offset = glyph - GLYPH_PET_OFF; 1095. } else { /* a monster */ 1096. text = "monster"; offset = glyph; 1097. } 1098. 1099. impossible("show_glyph: bad pos %d %d with glyph %d [%s %d].", 1100. x, y, glyph, text, offset); 1101. return; 1102. } 1103. 1104. if (glyph >= MAX_GLYPH) { 1105. impossible("show_glyph: bad glyph %d [max %d] at (%d,%d).", 1106. glyph, MAX_GLYPH, x, y); 1107. return; 1108. } 1109. 1110. if (gbuf[y][x].glyph != glyph) { 1111. gbuf[y][x].glyph = glyph; 1112. gbuf[y][x].new = 1; 1113. if (gbuf_start[y] > x) gbuf_start[y] = x; 1114. if (gbuf_stop[y] < x) gbuf_stop[y] = x; 1115. } 1116. } 1117. 1118. 1119. /* 1120. * Reset the changed glyph borders so that none of the 3rd screen has 1121. * changed. 1122. */ 1123. #define reset_glyph_bbox() \ 1124. { \ 1125. int i; \ 1126. \ 1127. for (i = 0; i < ROWNO; i++) { \ 1128. gbuf_start[i] = COLNO-1; \ 1129. gbuf_stop[i] = 0; \ 1130. } \ 1131. } 1132. 1133. 1134. static gbuf_entry nul_gbuf = { 0, cmap_to_glyph(S_stone) }; 1135. /* 1136. * Turn the 3rd screen into stone. 1137. */ 1138. void 1139. clear_glyph_buffer() 1140. { 1141. register int x, y; 1142. register gbuf_entry *gptr; 1143. 1144. for (y = 0; y < ROWNO; y++) { 1145. gptr = &gbuf[y][0]; 1146. for (x = COLNO; x; x--) { 1147. *gptr++ = nul_gbuf; 1148. } 1149. } 1150. reset_glyph_bbox(); 1151. } 1152. 1153. /* 1154. * Assumes that the indicated positions are filled with S_stone glyphs. 1155. */ 1156. void 1157. row_refresh(start,stop,y) 1158. int start,stop,y; 1159. { 1160. register int x; 1161. 1162. for (x = start; x <= stop; x++) 1163. if (gbuf[y][x].glyph != cmap_to_glyph(S_stone)) 1164. print_glyph(WIN_MAP,x,y,gbuf[y][x].glyph); 1165. } 1166. 1167. void 1168. cls() 1169. { 1170. display_nhwindow(WIN_MESSAGE, FALSE); /* flush messages */ 1171. flags.botlx = 1; /* force update of botl window */ 1172. clear_nhwindow(WIN_MAP); /* clear physical screen */ 1173. 1174. clear_glyph_buffer(); /* this is sort of an extra effort, but OK */ 1175. } 1176. 1177. /* 1178. * Synch the third screen with the display. 1179. */ 1180. void 1181. flush_screen(cursor_on_u) 1182. int cursor_on_u; 1183. { 1184. /* Prevent infinite loops on errors: 1185. * flush_screen->print_glyph->impossible->pline->flush_screen 1186. */ 1187. static boolean flushing = 0; 1188. register int x,y; 1189. 1190. if (flushing) return; /* if already flushing then return */ 1191. flushing = 1; 1192. 1193. for (y = 0; y < ROWNO; y++) { 1194. register gbuf_entry *gptr = &gbuf[y][x = gbuf_start[y]]; 1195. for (; x <= gbuf_stop[y]; gptr++, x++) 1196. if (gptr->new) { 1197. print_glyph(WIN_MAP,x,y,gptr->glyph); 1198. gptr->new = 0; 1199. } 1200. } 1201. 1202. if (cursor_on_u) curs(WIN_MAP, u.ux,u.uy); /* move cursor to the hero */ 1203. display_nhwindow(WIN_MAP, FALSE); 1204. reset_glyph_bbox(); 1205. flushing = 0; 1206. if(flags.botl || flags.botlx) bot(); 1207. } 1208. 1209. /* ========================================================================= */ 1210. 1211. /* 1212. * back_to_glyph() 1213. * 1214. * Use the information in the rm structure at the given position to create 1215. * a glyph of a background. 1216. * 1217. * I had to add a field in the rm structure (horizontal) so that we knew 1218. * if open doors and secret doors were horizontal or vertical. Previously, 1219. * the screen symbol had the horizontal/vertical information set at 1220. * level generation time. 1221. * 1222. * I used the 'ladder' field (really doormask) for deciding if stairwells 1223. * were up or down. I didn't want to check the upstairs and dnstairs 1224. * variables. 1225. */ 1226. int 1227. back_to_glyph(x,y) 1228. xchar x,y; 1229. { 1230. int idx; 1231. struct rm *ptr = &(levl[x][y]); 1232. 1233. switch (ptr->typ) { 1234. case SCORR: 1235. case STONE: 1236. idx = level.flags.arboreal ? S_tree : S_stone; 1237. break; 1238. case ROOM: idx = S_room; break; 1239. case CORR: 1240. idx = (ptr->waslit || flags.lit_corridor) ? S_litcorr : S_corr; 1241. break; 1242. case HWALL: 1243. case VWALL: 1244. case TLCORNER: 1245. case TRCORNER: 1246. case BLCORNER: 1247. case BRCORNER: 1248. case CROSSWALL: 1249. case TUWALL: 1250. case TDWALL: 1251. case TLWALL: 1252. case TRWALL: 1253. case SDOOR: 1254. idx = ptr->seenv ? wall_angle(ptr) : S_stone; 1255. break; 1256. case DOOR: 1257. if (ptr->doormask) { 1258. if (ptr->doormask & D_BROKEN) 1259. idx = S_ndoor; 1260. else if (ptr->doormask & D_ISOPEN) 1261. idx = (ptr->horizontal) ? S_hodoor : S_vodoor; 1262. else /* else is closed */ 1263. idx = (ptr->horizontal) ? S_hcdoor : S_vcdoor; 1264. } else 1265. idx = S_ndoor; 1266. break; 1267. case IRONBARS: idx = S_bars; break; 1268. case TREE: idx = S_tree; break; 1269. case POOL: 1270. case MOAT: idx = S_pool; break; 1271. case STAIRS: 1272. idx = (ptr->ladder & LA_DOWN) ? S_dnstair : S_upstair; 1273. break; 1274. case LADDER: 1275. idx = (ptr->ladder & LA_DOWN) ? S_dnladder : S_upladder; 1276. break; 1277. case FOUNTAIN: idx = S_fountain; break; 1278. case SINK: idx = S_sink; break; 1279. case ALTAR: idx = S_altar; break; 1280. case GRAVE: idx = S_grave; break; 1281. case THRONE: idx = S_throne; break; 1282. case LAVAPOOL: idx = S_lava; break; 1283. case ICE: idx = S_ice; break; 1284. case AIR: idx = S_air; break; 1285. case CLOUD: idx = S_cloud; break; 1286. case WATER: idx = S_water; break; 1287. case DBWALL: 1288. idx = (ptr->horizontal) ? S_hcdbridge : S_vcdbridge; 1289. break; 1290. case DRAWBRIDGE_UP: 1291. switch(ptr->drawbridgemask & DB_UNDER) { 1292. case DB_MOAT: idx = S_pool; break; 1293. case DB_LAVA: idx = S_lava; break; 1294. case DB_ICE: idx = S_ice; break; 1295. case DB_FLOOR: idx = S_room; break; 1296. default: 1297. impossible("Strange db-under: %d", 1298. ptr->drawbridgemask & DB_UNDER); 1299. idx = S_room; /* something is better than nothing */ 1300. break; 1301. } 1302. break; 1303. case DRAWBRIDGE_DOWN: 1304. idx = (ptr->horizontal) ? S_hodbridge : S_vodbridge; 1305. break; 1306. default: 1307. impossible("back_to_glyph: unknown level type [ = %d ]",ptr->typ); 1308. idx = S_room; 1309. break; 1310. } 1311. 1312. return cmap_to_glyph(idx); 1313. } 1314. 1315. 1316. /* 1317. * swallow_to_glyph() 1318. * 1319. * Convert a monster number and a swallow location into the correct glyph. 1320. * If you don't want a patchwork monster while hallucinating, decide on 1321. * a random monster in swallowed() and don't use what_mon() here. 1322. */ 1323. STATIC_OVL int 1324. swallow_to_glyph(mnum, loc) 1325. int mnum; 1326. int loc; 1327. { 1328. if (loc < S_sw_tl || S_sw_br < loc) { 1329. impossible("swallow_to_glyph: bad swallow location"); 1330. loc = S_sw_br; 1331. } 1332. return ((int) (what_mon(mnum)<<3) | (loc - S_sw_tl)) + GLYPH_SWALLOW_OFF; 1333. } 1334. 1335. 1336. 1337. /* 1338. * zapdir_to_glyph() 1339. * 1340. * Change the given zap direction and beam type into a glyph. Each beam 1341. * type has four glyphs, one for each of the symbols below. The order of 1342. * the zap symbols [0-3] as defined in rm.h are: 1343. * 1344. * | S_vbeam ( 0, 1) or ( 0,-1) 1345. * - S_hbeam ( 1, 0) or (-1, 0) 1346. * \ S_lslant ( 1, 1) or (-1,-1) 1347. * / S_rslant (-1, 1) or ( 1,-1) 1348. */ 1349. int 1350. zapdir_to_glyph(dx, dy, beam_type) 1351. register int dx, dy; 1352. int beam_type; 1353. { 1354. if (beam_type >= NUM_ZAP) { 1355. impossible("zapdir_to_glyph: illegal beam type"); 1356. beam_type = 0; 1357. } 1358. dx = (dx == dy) ? 2 : (dx && dy) ? 3 : dx ? 1 : 0; 1359. 1360. return ((int) ((beam_type << 2) | dx)) + GLYPH_ZAP_OFF; 1361. } 1362. 1363. 1364. /* 1365. * Utility routine for dowhatis() used to find out the glyph displayed at 1366. * the location. This isn't necessarily the same as the glyph in the levl 1367. * structure, so we must check the "third screen". 1368. */ 1369. int 1370. glyph_at(x, y) 1371. xchar x,y; 1372. { 1373. if(x < 0 || y < 0 || x >= COLNO || y >= ROWNO) 1374. return cmap_to_glyph(S_room); /* XXX */ 1375. return gbuf[y][x].glyph; 1376. } 1377. 1378. 1379. /* ------------------------------------------------------------------------- */ 1380. /* Wall Angle -------------------------------------------------------------- */ 1381. 1382. /*#define WA_VERBOSE*/ /* give (x,y) locations for all "bad" spots */ 1383. 1384. #ifdef WA_VERBOSE 1385. 1386. static const char *FDECL(type_to_name, (int)); 1387. static void FDECL(error4, (int,int,int,int,int,int)); 1388. 1389. static int bad_count[MAX_TYPE]; /* count of positions flagged as bad */ 1390. static const char *type_names[MAX_TYPE] = { 1391. "STONE", "VWALL", "HWALL", "TLCORNER", 1392. "TRCORNER", "BLCORNER", "BRCORNER", "CROSSWALL", 1393. "TUWALL", "TDWALL", "TLWALL", "TRWALL", 1394. "DBWALL", "SDOOR", "SCORR", "POOL", 1395. "MOAT", "WATER", "DRAWBRIDGE_UP","LAVAPOOL", 1396. "DOOR", "CORR", "ROOM", "STAIRS", 1397. "LADDER", "FOUNTAIN", "THRONE", "SINK", 1398. "ALTAR", "ICE", "DRAWBRIDGE_DOWN","AIR", 1399. "CLOUD" 1400. }; 1401. 1402. 1403. static const char * 1404. type_to_name(type) 1405. int type; 1406. { 1407. return (type < 0 || type > MAX_TYPE) ? "unknown" : type_names[type]; 1408. } 1409. 1410. static void 1411. error4(x, y, a, b, c, dd) 1412. int x, y, a, b, c, dd; 1413. { 1414. pline("set_wall_state: %s @ (%d,%d) %s%s%s%s", 1415. type_to_name(levl[x][y].typ), x, y, 1416. a ? "1":"", b ? "2":"", c ? "3":"", dd ? "4":""); 1417. bad_count[levl[x][y].typ]++; 1418. } 1419. #endif /* WA_VERBOSE */ 1420. 1421. /* 1422. * Return 'which' if position is implies an unfinshed exterior. Return 1423. * zero otherwise. Unfinished implies outer area is rock or a corridor. 1424. * 1425. * Things that are ambigious: lava 1426. */ 1427. STATIC_OVL int 1428. check_pos(x, y, which) 1429. int x, y, which; 1430. { 1431. int type; 1432. if (!isok(x,y)) return which; 1433. type = levl[x][y].typ; 1434. if (IS_ROCK(type) || type == CORR || type == SCORR) return which; 1435. return 0; 1436. } 1437. 1438. /* Return TRUE if more than one is non-zero. */ 1439. /*ARGSUSED*/ 1440. STATIC_OVL boolean 1441. more_than_one(x, y, a, b, c) 1442. int x, y, a, b, c; 1443. { 1444. if ((a && (b|c)) || (b && (a|c)) || (c && (a|b))) { 1445. #ifdef WA_VERBOSE 1446. error4(x,y,a,b,c,0); 1447. #endif 1448. return TRUE; 1449. } 1450. return FALSE; 1451. } 1452. 1453. /* Return the wall mode for a T wall. */ 1454. STATIC_OVL int 1455. set_twall(x0,y0, x1,y1, x2,y2, x3,y3) 1456. int x0,y0, x1,y1, x2,y2, x3,y3; 1457. { 1458. int wmode, is_1, is_2, is_3; 1459. 1460. is_1 = check_pos(x1, y1, WM_T_LONG); 1461. is_2 = check_pos(x2, y2, WM_T_BL); 1462. is_3 = check_pos(x3, y3, WM_T_BR); 1463. if (more_than_one(x0, y0, is_1, is_2, is_3)) { 1464. wmode = 0; 1465. } else { 1466. wmode = is_1 + is_2 + is_3; 1467. } 1468. return wmode; 1469. } 1470. 1471. /* Return wall mode for a horizontal or vertical wall. */ 1472. STATIC_OVL int 1473. set_wall(x, y, horiz) 1474. int x, y, horiz; 1475. { 1476. int wmode, is_1, is_2; 1477. 1478. if (horiz) { 1479. is_1 = check_pos(x,y-1, WM_W_TOP); 1480. is_2 = check_pos(x,y+1, WM_W_BOTTOM); 1481. } else { 1482. is_1 = check_pos(x-1,y, WM_W_LEFT); 1483. is_2 = check_pos(x+1,y, WM_W_RIGHT); 1484. } 1485. if (more_than_one(x, y, is_1, is_2, 0)) { 1486. wmode = 0; 1487. } else { 1488. wmode = is_1 + is_2; 1489. } 1490. return wmode; 1491. } 1492. 1493. 1494. /* Return a wall mode for a corner wall. (x4,y4) is the "inner" position. */ 1495. STATIC_OVL int 1496. set_corn(x1,y1, x2,y2, x3,y3, x4,y4) 1497. int x1, y1, x2, y2, x3, y3, x4, y4; 1498. { 1499. int wmode, is_1, is_2, is_3, is_4; 1500. 1501. is_1 = check_pos(x1, y1, 1); 1502. is_2 = check_pos(x2, y2, 1); 1503. is_3 = check_pos(x3, y3, 1); 1504. is_4 = check_pos(x4, y4, 1); /* inner location */ 1505. 1506. /* 1507. * All 4 should not be true. So if the inner location is rock, 1508. * use it. If all of the outer 3 are true, use outer. We currently 1509. * can't cover the case where only part of the outer is rock, so 1510. * we just say that all the walls are finished (if not overridden 1511. * by the inner section). 1512. */ 1513. if (is_4) { 1514. wmode = WM_C_INNER; 1515. } else if (is_1 && is_2 && is_3) 1516. wmode = WM_C_OUTER; 1517. else 1518. wmode = 0; /* finished walls on all sides */ 1519. 1520. return wmode; 1521. } 1522. 1523. /* Return mode for a crosswall. */ 1524. STATIC_OVL int 1525. set_crosswall(x, y) 1526. int x, y; 1527. { 1528. int wmode, is_1, is_2, is_3, is_4; 1529. 1530. is_1 = check_pos(x-1, y-1, 1); 1531. is_2 = check_pos(x+1, y-1, 1); 1532. is_3 = check_pos(x+1, y+1, 1); 1533. is_4 = check_pos(x-1, y+1, 1); 1534. 1535. wmode = is_1+is_2+is_3+is_4; 1536. if (wmode > 1) { 1537. if (is_1 && is_3 && (is_2+is_4 == 0)) { 1538. wmode = WM_X_TLBR; 1539. } else if (is_2 && is_4 && (is_1+is_3 == 0)) { 1540. wmode = WM_X_BLTR; 1541. } else { 1542. #ifdef WA_VERBOSE 1543. error4(x,y,is_1,is_2,is_3,is_4); 1544. #endif 1545. wmode = 0; 1546. } 1547. } else if (is_1) 1548. wmode = WM_X_TL; 1549. else if (is_2) 1550. wmode = WM_X_TR; 1551. else if (is_3) 1552. wmode = WM_X_BR; 1553. else if (is_4) 1554. wmode = WM_X_BL; 1555. 1556. return wmode; 1557. } 1558. 1559. /* Called from mklev. Scan the level and set the wall modes. */ 1560. void 1561. set_wall_state() 1562. { 1563. int x, y; 1564. int wmode; 1565. struct rm *lev; 1566. 1567. #ifdef WA_VERBOSE 1568. for (x = 0; x < MAX_TYPE; x++) bad_count[x] = 0; 1569. #endif 1570. 1571. for (x = 0; x < COLNO; x++) 1572. for (lev = &levl[x][0], y = 0; y < ROWNO; y++, lev++) { 1573. switch (lev->typ) { 1574. case SDOOR: 1575. wmode = set_wall(x, y, (int) lev->horizontal); 1576. break; 1577. case VWALL: 1578. wmode = set_wall(x, y, 0); 1579. break; 1580. case HWALL: 1581. wmode = set_wall(x, y, 1); 1582. break; 1583. case TDWALL: 1584. wmode = set_twall(x,y, x,y-1, x-1,y+1, x+1,y+1); 1585. break; 1586. case TUWALL: 1587. wmode = set_twall(x,y, x,y+1, x+1,y-1, x-1,y-1); 1588. break; 1589. case TLWALL: 1590. wmode = set_twall(x,y, x+1,y, x-1,y-1, x-1,y+1); 1591. break; 1592. case TRWALL: 1593. wmode = set_twall(x,y, x-1,y, x+1,y+1, x+1,y-1); 1594. break; 1595. case TLCORNER: 1596. wmode = set_corn(x-1,y-1, x,y-1, x-1,y, x+1,y+1); 1597. break; 1598. case TRCORNER: 1599. wmode = set_corn(x,y-1, x+1,y-1, x+1,y, x-1,y+1); 1600. break; 1601. case BLCORNER: 1602. wmode = set_corn(x,y+1, x-1,y+1, x-1,y, x+1,y-1); 1603. break; 1604. case BRCORNER: 1605. wmode = set_corn(x+1,y, x+1,y+1, x,y+1, x-1,y-1); 1606. break; 1607. case CROSSWALL: 1608. wmode = set_crosswall(x, y); 1609. break; 1610. 1611. default: 1612. wmode = -1; /* don't set wall info */ 1613. break; 1614. } 1615. 1616. if (wmode >= 0) 1617. lev->wall_info = (lev->wall_info & ~WM_MASK) | wmode; 1618. } 1619. 1620. #ifdef WA_VERBOSE 1621. /* check if any bad positions found */ 1622. for (x = y = 0; x < MAX_TYPE; x++) 1623. if (bad_count[x]) { 1624. if (y == 0) { 1625. y = 1; /* only print once */ 1626. pline("set_wall_type: wall mode problems with: "); 1627. } 1628. pline("%s %d;", type_names[x], bad_count[x]); 1629. } 1630. #endif /* WA_VERBOSE */ 1631. } 1632. 1633. /* ------------------------------------------------------------------------- */ 1634. /* This matrix is used here and in vision.c. */ 1635. unsigned char seenv_matrix[3][3] = { {SV2, SV1, SV0}, 1636. {SV3, SVALL, SV7}, 1637. {SV4, SV5, SV6} }; 1638. 1639. #define sign(z) ((z) < 0 ? -1 : ((z) > 0 ? 1 : 0)) 1640. 1641. /* Set the seen vector of lev as if seen from (x0,y0) to (x,y). */ 1642. STATIC_OVL void 1643. set_seenv(lev, x0, y0, x, y) 1644. struct rm *lev; 1645. int x0, y0, x, y; /* from, to */ 1646. { 1647. int dx = x-x0, dy = y0-y; 1648. lev->seenv |= seenv_matrix[sign(dy)+1][sign(dx)+1]; 1649. } 1650. 1651. /* ------------------------------------------------------------------------- */ 1652. 1653. /* T wall types, one for each row in wall_matrix[][]. */ 1654. #define T_d 0 1655. #define T_l 1 1656. #define T_u 2 1657. #define T_r 3 1658. 1659. /* 1660. * These are the column names of wall_matrix[][]. They are the "results" 1661. * of a tdwall pattern match. All T walls are rotated so they become 1662. * a tdwall. Then we do a single pattern match, but return the 1663. * correct result for the original wall by using different rows for 1664. * each of the wall types. 1665. */ 1666. #define T_stone 0 1667. #define T_tlcorn 1 1668. #define T_trcorn 2 1669. #define T_hwall 3 1670. #define T_tdwall 4 1671. 1672. static const int wall_matrix[4][5] = { 1673. { S_stone, S_tlcorn, S_trcorn, S_hwall, S_tdwall }, /* tdwall */ 1674. { S_stone, S_trcorn, S_brcorn, S_vwall, S_tlwall }, /* tlwall */ 1675. { S_stone, S_brcorn, S_blcorn, S_hwall, S_tuwall }, /* tuwall */ 1676. { S_stone, S_blcorn, S_tlcorn, S_vwall, S_trwall }, /* trwall */ 1677. }; 1678. 1679. 1680. /* Cross wall types, one for each "solid" quarter. Rows of cross_matrix[][]. */ 1681. #define C_bl 0 1682. #define C_tl 1 1683. #define C_tr 2 1684. #define C_br 3 1685. 1686. /* 1687. * These are the column names for cross_matrix[][]. They express results 1688. * in C_br (bottom right) terms. All crosswalls with a single solid 1689. * quarter are rotated so the solid section is at the bottom right. 1690. * We pattern match on that, but return the correct result depending 1691. * on which row we'ere looking at. 1692. */ 1693. #define C_trcorn 0 1694. #define C_brcorn 1 1695. #define C_blcorn 2 1696. #define C_tlwall 3 1697. #define C_tuwall 4 1698. #define C_crwall 5 1699. 1700. static const int cross_matrix[4][6] = { 1701. { S_brcorn, S_blcorn, S_tlcorn, S_tuwall, S_trwall, S_crwall }, 1702. { S_blcorn, S_tlcorn, S_trcorn, S_trwall, S_tdwall, S_crwall }, 1703. { S_tlcorn, S_trcorn, S_brcorn, S_tdwall, S_tlwall, S_crwall }, 1704. { S_trcorn, S_brcorn, S_blcorn, S_tlwall, S_tuwall, S_crwall }, 1705. }; 1706. 1707. 1708. /* Print out a T wall warning and all interesting info. */ 1709. STATIC_OVL void 1710. t_warn(lev) 1711. struct rm *lev; 1712. { 1713. static const char *warn_str = "wall_angle: %s: case %d: seenv = 0x%x"; 1714. const char *wname; 1715. 1716. if (lev->typ == TUWALL) wname = "tuwall"; 1717. else if (lev->typ == TLWALL) wname = "tlwall"; 1718. else if (lev->typ == TRWALL) wname = "trwall"; 1719. else if (lev->typ == TDWALL) wname = "tdwall"; 1720. else wname = "unknown"; 1721. impossible(warn_str, wname, lev->wall_info & WM_MASK, 1722. (unsigned int) lev->seenv); 1723. } 1724. 1725. 1726. /* 1727. * Return the correct graphics character index using wall type, wall mode, 1728. * and the seen vector. It is expected that seenv is non zero. 1729. * 1730. * All T-wall vectors are rotated to be TDWALL. All single crosswall 1731. * blocks are rotated to bottom right. All double crosswall are rotated 1732. * to W_X_BLTR. All results are converted back. 1733. * 1734. * The only way to understand this is to take out pen and paper and 1735. * draw diagrams. See rm.h for more details on the wall modes and 1736. * seen vector (SV). 1737. */ 1738. STATIC_OVL int 1739. wall_angle(lev) 1740. struct rm *lev; 1741. { 1742. register unsigned int seenv = lev->seenv & 0xff; 1743. const int *row; 1744. int col, idx; 1745. 1746. #define only(sv, bits) (((sv) & (bits)) && ! ((sv) & ~(bits))) 1747. switch (lev->typ) { 1748. case TUWALL: 1749. row = wall_matrix[T_u]; 1750. seenv = (seenv >> 4 | seenv << 4) & 0xff;/* rotate to tdwall */ 1751. goto do_twall; 1752. case TLWALL: 1753. row = wall_matrix[T_l]; 1754. seenv = (seenv >> 2 | seenv << 6) & 0xff;/* rotate to tdwall */ 1755. goto do_twall; 1756. case TRWALL: 1757. row = wall_matrix[T_r]; 1758. seenv = (seenv >> 6 | seenv << 2) & 0xff;/* rotate to tdwall */ 1759. goto do_twall; 1760. case TDWALL: 1761. row = wall_matrix[T_d]; 1762. do_twall: 1763. switch (lev->wall_info & WM_MASK) { 1764. case 0: 1765. if (seenv == SV4) { 1766. col = T_tlcorn; 1767. } else if (seenv == SV6) { 1768. col = T_trcorn; 1769. } else if (seenv & (SV3|SV5|SV7) || 1770. ((seenv & SV4) && (seenv & SV6))) { 1771. col = T_tdwall; 1772. } else if (seenv & (SV0|SV1|SV2)) { 1773. col = (seenv & (SV4|SV6) ? T_tdwall : T_hwall); 1774. } else { 1775. t_warn(lev); 1776. col = T_stone; 1777. } 1778. break; 1779. case WM_T_LONG: 1780. if (seenv & (SV3|SV4) && !(seenv & (SV5|SV6|SV7))) { 1781. col = T_tlcorn; 1782. } else if (seenv&(SV6|SV7) && !(seenv&(SV3|SV4|SV5))) { 1783. col = T_trcorn; 1784. } else if ((seenv & SV5) || 1785. ((seenv & (SV3|SV4)) && (seenv & (SV6|SV7)))) { 1786. col = T_tdwall; 1787. } else { 1788. /* only SV0|SV1|SV2 */ 1789. if (! only(seenv, SV0|SV1|SV2) ) 1790. t_warn(lev); 1791. col = T_stone; 1792. } 1793. break; 1794. case WM_T_BL: 1795. #if 0 /* older method, fixed */ 1796. if (only(seenv, SV4|SV5)) { 1797. col = T_tlcorn; 1798. } else if ((seenv & (SV0|SV1|SV2)) && 1799. only(seenv, SV0|SV1|SV2|SV6|SV7)) { 1800. col = T_hwall; 1801. } else if (seenv & SV3 || 1802. ((seenv & (SV0|SV1|SV2)) && (seenv & (SV4|SV5)))) { 1803. col = T_tdwall; 1804. } else { 1805. if (seenv != SV6) 1806. t_warn(lev); 1807. col = T_stone; 1808. } 1809. #endif /* 0 */ 1810. if (only(seenv, SV4|SV5)) 1811. col = T_tlcorn; 1812. else if ((seenv & (SV0|SV1|SV2|SV7)) && 1813. !(seenv & (SV3|SV4|SV5))) 1814. col = T_hwall; 1815. else if (only(seenv, SV6)) 1816. col = T_stone; 1817. else 1818. col = T_tdwall; 1819. break; 1820. case WM_T_BR: 1821. #if 0 /* older method, fixed */ 1822. if (only(seenv, SV5|SV6)) { 1823. col = T_trcorn; 1824. } else if ((seenv & (SV0|SV1|SV2)) && 1825. only(seenv, SV0|SV1|SV2|SV3|SV4)) { 1826. col = T_hwall; 1827. } else if (seenv & SV7 || 1828. ((seenv & (SV0|SV1|SV2)) && (seenv & (SV5|SV6)))) { 1829. col = T_tdwall; 1830. } else { 1831. if (seenv != SV4) 1832. t_warn(lev); 1833. col = T_stone; 1834. } 1835. #endif /* 0 */ 1836. if (only(seenv, SV5|SV6)) 1837. col = T_trcorn; 1838. else if ((seenv & (SV0|SV1|SV2|SV3)) && 1839. !(seenv & (SV5|SV6|SV7))) 1840. col = T_hwall; 1841. else if (only(seenv, SV4)) 1842. col = T_stone; 1843. else 1844. col = T_tdwall; 1845. 1846. break; 1847. default: 1848. impossible("wall_angle: unknown T wall mode %d", 1849. lev->wall_info & WM_MASK); 1850. col = T_stone; 1851. break; 1852. } 1853. idx = row[col]; 1854. break; 1855. 1856. case SDOOR: 1857. if (lev->horizontal) goto horiz; 1858. /* fall through */ 1859. case VWALL: 1860. switch (lev->wall_info & WM_MASK) { 1861. case 0: idx = seenv ? S_vwall : S_stone; break; 1862. case 1: idx = seenv & (SV1|SV2|SV3|SV4|SV5) ? S_vwall : 1863. S_stone; 1864. break; 1865. case 2: idx = seenv & (SV0|SV1|SV5|SV6|SV7) ? S_vwall : 1866. S_stone; 1867. break; 1868. default: 1869. impossible("wall_angle: unknown vwall mode %d", 1870. lev->wall_info & WM_MASK); 1871. idx = S_stone; 1872. break; 1873. } 1874. break; 1875. 1876. case HWALL: 1877. horiz: 1878. switch (lev->wall_info & WM_MASK) { 1879. case 0: idx = seenv ? S_hwall : S_stone; break; 1880. case 1: idx = seenv & (SV3|SV4|SV5|SV6|SV7) ? S_hwall : 1881. S_stone; 1882. break; 1883. case 2: idx = seenv & (SV0|SV1|SV2|SV3|SV7) ? S_hwall : 1884. S_stone; 1885. break; 1886. default: 1887. impossible("wall_angle: unknown hwall mode %d", 1888. lev->wall_info & WM_MASK); 1889. idx = S_stone; 1890. break; 1891. } 1892. break; 1893. 1894. #define set_corner(idx, lev, which, outer, inner, name) \ 1895. switch ((lev)->wall_info & WM_MASK) { \ 1896. case 0: idx = which; break; \ 1897. case WM_C_OUTER: idx = seenv & (outer) ? which : S_stone; break; \ 1898. case WM_C_INNER: idx = seenv & ~(inner) ? which : S_stone; break; \ 1899. default: \ 1900. impossible("wall_angle: unknown %s mode %d", name, \ 1901. (lev)->wall_info & WM_MASK); \ 1902. idx = S_stone; \ 1903. break; \ 1904. } 1905. 1906. case TLCORNER: 1907. set_corner(idx, lev, S_tlcorn, (SV3|SV4|SV5), SV4, "tlcorn"); 1908. break; 1909. case TRCORNER: 1910. set_corner(idx, lev, S_trcorn, (SV5|SV6|SV7), SV6, "trcorn"); 1911. break; 1912. case BLCORNER: 1913. set_corner(idx, lev, S_blcorn, (SV1|SV2|SV3), SV2, "blcorn"); 1914. break; 1915. case BRCORNER: 1916. set_corner(idx, lev, S_brcorn, (SV7|SV0|SV1), SV0, "brcorn"); 1917. break; 1918. 1919. 1920. case CROSSWALL: 1921. switch (lev->wall_info & WM_MASK) { 1922. case 0: 1923. if (seenv == SV0) 1924. idx = S_brcorn; 1925. else if (seenv == SV2) 1926. idx = S_blcorn; 1927. else if (seenv == SV4) 1928. idx = S_tlcorn; 1929. else if (seenv == SV6) 1930. idx = S_trcorn; 1931. else if (!(seenv & ~(SV0|SV1|SV2)) && 1932. (seenv & SV1 || seenv == (SV0|SV2))) 1933. idx = S_tuwall; 1934. else if (!(seenv & ~(SV2|SV3|SV4)) && 1935. (seenv & SV3 || seenv == (SV2|SV4))) 1936. idx = S_trwall; 1937. else if (!(seenv & ~(SV4|SV5|SV6)) && 1938. (seenv & SV5 || seenv == (SV4|SV6))) 1939. idx = S_tdwall; 1940. else if (!(seenv & ~(SV0|SV6|SV7)) && 1941. (seenv & SV7 || seenv == (SV0|SV6))) 1942. idx = S_tlwall; 1943. else 1944. idx = S_crwall; 1945. break; 1946. 1947. case WM_X_TL: 1948. row = cross_matrix[C_tl]; 1949. seenv = (seenv >> 4 | seenv << 4) & 0xff; 1950. goto do_crwall; 1951. case WM_X_TR: 1952. row = cross_matrix[C_tr]; 1953. seenv = (seenv >> 6 | seenv << 2) & 0xff; 1954. goto do_crwall; 1955. case WM_X_BL: 1956. row = cross_matrix[C_bl]; 1957. seenv = (seenv >> 2 | seenv << 6) & 0xff; 1958. goto do_crwall; 1959. case WM_X_BR: 1960. row = cross_matrix[C_br]; 1961. do_crwall: 1962. if (seenv == SV4) 1963. idx = S_stone; 1964. else { 1965. seenv = seenv & ~SV4; /* strip SV4 */ 1966. if (seenv == SV0) { 1967. col = C_brcorn; 1968. } else if (seenv & (SV2|SV3)) { 1969. if (seenv & (SV5|SV6|SV7)) 1970. col = C_crwall; 1971. else if (seenv & (SV0|SV1)) 1972. col = C_tuwall; 1973. else 1974. col = C_blcorn; 1975. } else if (seenv & (SV5|SV6)) { 1976. if (seenv & (SV1|SV2|SV3)) 1977. col = C_crwall; 1978. else if (seenv & (SV0|SV7)) 1979. col = C_tlwall; 1980. else 1981. col = C_trcorn; 1982. } else if (seenv & SV1) { 1983. col = seenv & SV7 ? C_crwall : C_tuwall; 1984. } else if (seenv & SV7) { 1985. col = seenv & SV1 ? C_crwall : C_tlwall; 1986. } else { 1987. impossible( 1988. "wall_angle: bottom of crwall check"); 1989. col = C_crwall; 1990. } 1991. 1992. idx = row[col]; 1993. } 1994. break; 1995. 1996. case WM_X_TLBR: 1997. if ( only(seenv, SV1|SV2|SV3) ) 1998. idx = S_blcorn; 1999. else if ( only(seenv, SV5|SV6|SV7) ) 2000. idx = S_trcorn; 2001. else if ( only(seenv, SV0|SV4) ) 2002. idx = S_stone; 2003. else 2004. idx = S_crwall; 2005. break; 2006. 2007. case WM_X_BLTR: 2008. if ( only(seenv, SV0|SV1|SV7) ) 2009. idx = S_brcorn; 2010. else if ( only(seenv, SV3|SV4|SV5) ) 2011. idx = S_tlcorn; 2012. else if ( only(seenv, SV2|SV6) ) 2013. idx = S_stone; 2014. else 2015. idx = S_crwall; 2016. break; 2017. 2018. default: 2019. impossible("wall_angle: unknown crosswall mode"); 2020. idx = S_stone; 2021. break; 2022. } 2023. break; 2024. 2025. default: 2026. impossible("wall_angle: unexpected wall type %d", lev->typ); 2027. idx = S_stone; 2028. } 2029. return idx; 2030. } 2031. 2032. /*display.c*/