1 /* NetHack 3.6 display.c $NHDT-Date: 1556835736 2019/05/02 22:22:16 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.101 $ */
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. */
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.
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
21 * The display system deals with an abstraction called a glyph. Anything
22 * that could possibly be displayed has a unique glyph identifier.
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
33 * If the location is in sight, display in order:
34 * visible (or sensed) monsters
39 * If the location is out of sight, display in order:
40 * sensed monsters (via telepathy or persistent detection)
41 * warning (partly-sensed monster shown as an abstraction)
44 * "Remembered, unseen monster" is handled like an object rather
45 * than a monster, and stays displayed whether or not it is in sight.
46 * It is removed when a visible or sensed or warned-of monster gets
47 * shown at its location or when searching or fighting reveals that
48 * no monster is there.
51 * Here is a list of the major routines in this file to be used externally:
55 * Possibly update the screen location (x,y). This is the workhorse routine.
56 * It is always correct --- where correct means following the in-sight/out-
57 * of-sight rules. **Most of the code should use this routine.** This
58 * routine updates the map and displays monsters.
67 * If you absolutely must override the in-sight/out-of-sight rules, there
68 * are two possibilities. First, you can mess with vision to force the
69 * location in sight then use newsym(), or you can use the map_* routines.
70 * The first has not been tried [no need] and the second is used in the
71 * detect routines --- detect object, magic mapping, etc. The map_*
72 * routines *change* what the hero remembers. All changes made by these
73 * routines will be sticky --- they will survive screen redraws. Do *not*
74 * use these for things that only temporarily change the screen. These
75 * routines are also used directly by newsym(). unmap_object is used to
76 * clear a remembered object when/if detection reveals it isn't there.
81 * This is direct (no processing in between) buffered access to the screen.
82 * Temporary screen effects are run through this and its companion,
83 * flush_screen(). There is yet a lower level routine, print_glyph(),
84 * but this is unbuffered and graphic dependent (i.e. it must be surrounded
85 * by graphic set-up and tear-down routines). Do not use print_glyph().
92 * These are only used when something affects all of the monsters or
93 * objects or traps. For objects and traps, the only thing is hallucination.
94 * For monsters, there are hallucination and changing from/to blindness, etc.
99 * This is a useful interface for displaying temporary items on the screen.
100 * Its interface is different than previously, so look at it carefully.
104 * Parts of the rm structure that are used:
106 * typ - What is really there.
107 * glyph - What the hero remembers. This will never be a monster.
108 * Monsters "float" above this.
109 * lit - True if the position is lit. An optimization for
111 * waslit - True if the position was *remembered* as lit.
112 * seenv - A vector of bits representing the directions from which the
113 * hero has seen this position. The vector's primary use is
114 * determining how walls are seen. E.g. a wall sometimes looks
115 * like stone on one side, but is seen as wall from the other.
116 * Other uses are for unmapping detected objects and felt
117 * locations, where we need to know if the hero has ever
119 * flags - Additional information for the typ field. Different for
121 * horizontal - Indicates whether the wall or door is horizontal or
126 STATIC_DCL void FDECL(display_monster,
127 (XCHAR_P, XCHAR_P, struct monst *, int, XCHAR_P));
128 STATIC_DCL int FDECL(swallow_to_glyph, (int, int));
129 STATIC_DCL void FDECL(display_warning, (struct monst *));
131 STATIC_DCL int FDECL(check_pos, (int, int, int));
132 STATIC_DCL int FDECL(get_bk_glyph, (XCHAR_P, XCHAR_P));
133 STATIC_DCL int FDECL(tether_glyph, (int, int));
135 /*#define WA_VERBOSE*/ /* give (x,y) locations for all "bad" spots */
137 STATIC_DCL boolean FDECL(more_than_one, (int, int, int, int, int));
140 STATIC_DCL int FDECL(set_twall, (int, int, int, int, int, int, int, int));
141 STATIC_DCL int FDECL(set_wall, (int, int, int));
142 STATIC_DCL int FDECL(set_corn, (int, int, int, int, int, int, int, int));
143 STATIC_DCL int FDECL(set_crosswall, (int, int));
144 STATIC_DCL void FDECL(set_seenv, (struct rm *, int, int, int, int));
145 STATIC_DCL void FDECL(t_warn, (struct rm *));
146 STATIC_DCL int FDECL(wall_angle, (struct rm *));
148 #define remember_topology(x, y) (lastseentyp[x][y] = levl[x][y].typ)
151 * magic_map_background()
153 * This function is similar to map_background (see below) except we pay
154 * attention to and correct unexplored, lit ROOM and CORR spots.
157 magic_map_background(x, y, show)
161 int glyph = back_to_glyph(x, y); /* assumes hero can see x,y */
162 struct rm *lev = &levl[x][y];
165 * Correct for out of sight lit corridors and rooms that the hero
166 * doesn't remember as lit.
168 if (!cansee(x, y) && !lev->waslit) {
169 /* Floor spaces are dark if unlit. Corridors are dark if unlit. */
170 if (lev->typ == ROOM && glyph == cmap_to_glyph(S_room))
171 glyph = cmap_to_glyph((flags.dark_room && iflags.use_color)
174 else if (lev->typ == CORR && glyph == cmap_to_glyph(S_litcorr))
175 glyph = cmap_to_glyph(S_corr);
177 if (level.flags.hero_memory)
180 show_glyph(x, y, glyph);
182 remember_topology(x, y);
186 * The routines map_background(), map_object(), and map_trap() could just
189 * map_glyph(x,y,glyph,show)
191 * Which is called with the xx_to_glyph() in the call. Then I can get
192 * rid of 3 routines that don't do very much anyway. And then stop
193 * having to create fake objects and traps. However, I am reluctant to
196 /* FIXME: some of these use xchars for x and y, and some use ints. Make
203 * Make the real background part of our map. This routine assumes that
204 * the hero can physically see the location. Update the screen if directed.
207 map_background(x, y, show)
211 register int glyph = back_to_glyph(x, y);
213 if (level.flags.hero_memory)
214 levl[x][y].glyph = glyph;
216 show_glyph(x, y, glyph);
222 * Map the trap and print it out if directed. This routine assumes that the
223 * hero can physically see the location.
227 register struct trap *trap;
230 register int x = trap->tx, y = trap->ty;
231 register int glyph = trap_to_glyph(trap, newsym_rn2);
233 if (level.flags.hero_memory)
234 levl[x][y].glyph = glyph;
236 show_glyph(x, y, glyph);
242 * Map the given object. This routine assumes that the hero can physically
243 * see the location of the object. Update the screen if directed.
246 map_object(obj, show)
247 register struct obj *obj;
250 register int x = obj->ox, y = obj->oy;
251 register int glyph = obj_to_glyph(obj, newsym_rn2);
253 if (level.flags.hero_memory) {
254 /* MRKR: While hallucinating, statues are seen as random monsters */
255 /* but remembered as random objects. */
257 if (Hallucination && obj->otyp == STATUE) {
258 levl[x][y].glyph = random_obj_to_glyph(newsym_rn2);
260 levl[x][y].glyph = glyph;
264 show_glyph(x, y, glyph);
270 * Make the hero remember that a square contains an invisible monster.
271 * This is a special case in that the square will continue to be displayed
272 * this way even when the hero is close enough to see it. To get rid of
273 * this and display the square's actual contents, use unmap_object() followed
274 * by newsym() if necessary.
280 if (x != u.ux || y != u.uy) { /* don't display I at hero's location */
281 if (level.flags.hero_memory)
282 levl[x][y].glyph = GLYPH_INVISIBLE;
283 show_glyph(x, y, GLYPH_INVISIBLE);
288 unmap_invisible(x, y)
291 if (isok(x,y) && glyph_is_invisible(levl[x][y].glyph)) {
303 * Remove something from the map when the hero realizes it's not there any
304 * more. Replace it with background or known trap, but not with any other
305 * If this is used for detection, a full screen update is imminent anyway;
306 * if this is used to get rid of an invisible monster notation, we might have
313 register struct trap *trap;
315 if (!level.flags.hero_memory)
318 if ((trap = t_at(x, y)) != 0 && trap->tseen && !covers_traps(x, y)) {
320 } else if (levl[x][y].seenv) {
321 struct rm *lev = &levl[x][y];
323 map_background(x, y, 0);
325 /* turn remembered dark room squares dark */
326 if (!lev->waslit && lev->glyph == cmap_to_glyph(S_room)
328 lev->glyph = cmap_to_glyph(S_stone);
330 levl[x][y].glyph = cmap_to_glyph(S_stone); /* default val */
337 * Make whatever at this location show up. This is only for non-living
338 * things. This will not handle feeling invisible objects correctly.
340 * Internal to display.c, this is a #define for speed.
342 #define _map_location(x, y, show) \
344 register struct obj *obj; \
345 register struct trap *trap; \
347 if ((obj = vobj_at(x, y)) && !covers_objects(x, y)) \
348 map_object(obj, show); \
349 else if ((trap = t_at(x, y)) && trap->tseen && !covers_traps(x, y)) \
350 map_trap(trap, show); \
352 map_background(x, y, show); \
354 remember_topology(x, y); \
358 map_location(x, y, show)
361 _map_location(x, y, show);
365 #define PHYSICALLY_SEEN 1
366 #define is_worm_tail(mon) ((mon) && ((x != (mon)->mx) || (y != (mon)->my)))
371 * Note that this is *not* a map_XXXX() function! Monsters sort of float
374 * Yuck. Display body parts by recognizing that the display position is
375 * not the same as the monster position. Currently the only body part is
380 display_monster(x, y, mon, sightflags, worm_tail)
381 register xchar x, y; /* display position */
382 register struct monst *mon; /* monster to display */
383 int sightflags; /* 1 if the monster is physically seen;
384 2 if detected using Detect_monsters */
385 xchar worm_tail; /* mon is actually a worm tail */
387 boolean mon_mimic = (M_AP_TYPE(mon) != M_AP_NOTHING);
388 int sensed = (mon_mimic && (Protection_from_shape_changers
391 * We must do the mimic check first. If the mimic is mimicing something,
392 * and the location is in sight, we have to change the hero's memory
393 * so that when the position is out of sight, the hero remembers what
394 * the mimic was mimicing.
397 if (mon_mimic && (sightflags == PHYSICALLY_SEEN)) {
398 switch (M_AP_TYPE(mon)) {
400 impossible("display_monster: bad m_ap_type value [ = %d ]",
401 (int) mon->m_ap_type);
404 show_glyph(x, y, mon_to_glyph(mon, newsym_rn2));
407 case M_AP_FURNITURE: {
409 * This is a poor man's version of map_background(). I can't
410 * use map_background() because we are overriding what is in
411 * the 'typ' field. Maybe have map_background()'s parameters
412 * be (x,y,glyph) instead of just (x,y).
414 * mappearance is currently set to an S_ index value in
417 int sym = mon->mappearance, glyph = cmap_to_glyph(sym);
419 levl[x][y].glyph = glyph;
421 show_glyph(x, y, glyph);
422 /* override real topology with mimic's fake one */
423 lastseentyp[x][y] = cmap_to_type(sym);
429 /* Make a fake object to send to map_object(). */
435 obj.otyp = mon->mappearance;
436 /* might be mimicing a corpse or statue */
437 obj.corpsenm = has_mcorpsenm(mon) ? MCORPSENM(mon) : PM_TENGU;
438 map_object(&obj, !sensed);
444 monnum_to_glyph(what_mon((int) mon->mappearance,
445 rn2_on_display_rng)));
450 /* If mimic is unsuccessfully mimicing something, display the monster. */
451 if (!mon_mimic || sensed) {
454 /* [ALI] Only use detected glyphs when monster wouldn't be
455 * visible by any other means.
457 * There are no glyphs for "detected pets" so we have to
458 * decide whether to display such things as detected or as tame.
459 * If both are being highlighted in the same way, it doesn't
460 * matter, but if not, showing them as pets is preferrable.
462 if (mon->mtame && !Hallucination) {
464 num = petnum_to_glyph(PM_LONG_WORM_TAIL);
466 num = pet_to_glyph(mon, rn2_on_display_rng);
467 } else if (sightflags == DETECTED) {
469 num = detected_monnum_to_glyph(
470 what_mon(PM_LONG_WORM_TAIL, rn2_on_display_rng));
472 num = detected_mon_to_glyph(mon, rn2_on_display_rng);
475 num = monnum_to_glyph(
476 what_mon(PM_LONG_WORM_TAIL, rn2_on_display_rng));
478 num = mon_to_glyph(mon, rn2_on_display_rng);
480 show_glyph(x, y, num);
487 * This is also *not* a map_XXXX() function! Monster warnings float
488 * above everything just like monsters do, but only if the monster
491 * Do not call for worm tails.
495 register struct monst *mon;
497 int x = mon->mx, y = mon->my;
500 if (mon_warning(mon)) {
501 int wl = Hallucination ?
502 rn2_on_display_rng(WARNCOUNT - 1) + 1 : warning_of(mon);
503 glyph = warning_to_glyph(wl);
504 } else if (MATCH_WARN_OF_MON(mon)) {
505 glyph = mon_to_glyph(mon, rn2_on_display_rng);
507 impossible("display_warning did not match warning type?");
510 /* warning glyph is drawn on the monster layer; unseen
511 monster glyph is drawn on the object/trap/floor layer;
512 if we see a 'warning' move onto 'remembered, unseen' we
513 need to explicitly remove that in order for it to not
514 reappear when the warned-of monster moves off that spot */
515 if (glyph_is_invisible(levl[x][y].glyph))
517 show_glyph(x, y, glyph);
526 if (mon_warning(mon)) {
527 tmp = (int) (mon->m_lev / 4); /* match display.h */
528 wl = (tmp > WARNCOUNT - 1) ? WARNCOUNT - 1 : tmp;
537 * When hero knows what happened to location, even when blind.
553 * Feel the given location. This assumes that the hero is blind and that
554 * the given position is either the hero's or one of the eight squares
555 * adjacent to the hero (except for a boulder push).
556 * If an invisible monster has gone away, that will be discovered. If an
557 * invisible monster has appeared, this will _not_ be discovered since
558 * searching only finds one monster per turn so we must check that separately.
566 register struct monst *mon;
571 /* If hero's memory of an invisible monster is accurate, we want to keep
572 * him from detecting the same monster over and over again on each turn.
573 * We must return (so we don't erase the monster). (We must also, in the
574 * search function, be sure to skip over previously detected 'I's.)
576 if (glyph_is_invisible(lev->glyph) && m_at(x, y))
579 /* The hero can't feel non pool locations while under water
580 except for lava and ice. */
581 if (Underwater && !Is_waterlevel(&u.uz)
582 && !is_pool_or_lava(x, y) && !is_ice(x, y))
585 /* Set the seen vector as if the hero had seen it.
586 It doesn't matter if the hero is levitating or not. */
587 set_seenv(lev, u.ux, u.uy, x, y);
589 if (!can_reach_floor(FALSE)) {
591 * Levitation Rules. It is assumed that the hero can feel the state
592 * of the walls around herself and can tell if she is in a corridor,
593 * room, or doorway. Boulders are felt because they are large enough.
594 * Anything else is unknown because the hero can't reach the ground.
595 * This makes things difficult.
597 * Check (and display) in order:
599 * + Stone, walls, and closed doors.
600 * + Boulders. [see a boulder before a doorway]
602 * + Room/water positions
603 * + Everything else (hallways!)
605 if (IS_ROCK(lev->typ)
606 || (IS_DOOR(lev->typ)
607 && (lev->doormask & (D_LOCKED | D_CLOSED)))) {
608 map_background(x, y, 1);
609 } else if ((boulder = sobj_at(BOULDER, x, y)) != 0) {
610 map_object(boulder, 1);
611 } else if (IS_DOOR(lev->typ)) {
612 map_background(x, y, 1);
613 } else if (IS_ROOM(lev->typ) || IS_POOL(lev->typ)) {
614 boolean do_room_glyph;
617 * An open room or water location. Normally we wouldn't touch
618 * this, but we have to get rid of remembered boulder symbols.
619 * This will only occur in rare occasions when the hero goes
620 * blind and doesn't find a boulder where expected (something
621 * came along and picked it up). We know that there is not a
622 * boulder at this location. Show fountains, pools, etc.
623 * underneath if already seen. Otherwise, show the appropriate
626 * Similarly, if the hero digs a hole in a wall or feels a
627 * location that used to contain an unseen monster. In these
628 * cases, there's no reason to assume anything was underneath,
629 * so just show the appropriate floor symbol. If something was
630 * embedded in the wall, the glyph will probably already
631 * reflect that. Don't change the symbol in this case.
633 * This isn't quite correct. If the boulder was on top of some
634 * other objects they should be seen once the boulder is removed.
635 * However, we have no way of knowing that what is there now
636 * was there then. So we let the hero have a lapse of memory.
637 * We could also just display what is currently on the top of the
638 * object stack (if anything).
640 do_room_glyph = FALSE;
641 if (lev->glyph == objnum_to_glyph(BOULDER)
642 || glyph_is_invisible(lev->glyph)) {
643 if (lev->typ != ROOM && lev->seenv)
644 map_background(x, y, 1);
646 do_room_glyph = TRUE;
647 } else if (lev->glyph >= cmap_to_glyph(S_stone)
648 && lev->glyph < cmap_to_glyph(S_darkroom)) {
649 do_room_glyph = TRUE;
652 lev->glyph = (flags.dark_room && iflags.use_color
653 && !Is_rogue_level(&u.uz))
654 ? cmap_to_glyph(S_darkroom)
655 : (lev->waslit ? cmap_to_glyph(S_room)
656 : cmap_to_glyph(S_stone));
657 show_glyph(x, y, lev->glyph);
660 /* We feel it (I think hallways are the only things left). */
661 map_background(x, y, 1);
662 /* Corridors are never felt as lit (unless remembered that way) */
663 /* (lit_corridor only). */
664 if (lev->typ == CORR && lev->glyph == cmap_to_glyph(S_litcorr)
666 show_glyph(x, y, lev->glyph = cmap_to_glyph(S_corr));
667 else if (lev->typ == ROOM && flags.dark_room && iflags.use_color
668 && lev->glyph == cmap_to_glyph(S_room))
669 show_glyph(x, y, lev->glyph = cmap_to_glyph(S_darkroom));
672 _map_location(x, y, 1);
676 * A ball or chain is only felt if it is first on the object
677 * location list. Otherwise, we need to clear the felt bit ---
678 * something has been dropped on the ball/chain. If the bit is
679 * not cleared, then when the ball/chain is moved it will drop
682 if (uchain->ox == x && uchain->oy == y) {
683 if (level.objects[x][y] == uchain)
684 u.bc_felt |= BC_CHAIN;
686 u.bc_felt &= ~BC_CHAIN; /* do not feel the chain */
688 if (!carried(uball) && uball->ox == x && uball->oy == y) {
689 if (level.objects[x][y] == uball)
690 u.bc_felt |= BC_BALL;
692 u.bc_felt &= ~BC_BALL; /* do not feel the ball */
696 /* Floor spaces are dark if unlit. Corridors are dark if unlit. */
697 if (lev->typ == ROOM && lev->glyph == cmap_to_glyph(S_room)
698 && (!lev->waslit || (flags.dark_room && iflags.use_color)))
699 show_glyph(x, y, lev->glyph = cmap_to_glyph(
700 flags.dark_room ? S_darkroom : S_stone));
701 else if (lev->typ == CORR && lev->glyph == cmap_to_glyph(S_litcorr)
703 show_glyph(x, y, lev->glyph = cmap_to_glyph(S_corr));
705 /* draw monster on top if we can sense it */
706 if ((x != u.ux || y != u.uy) && (mon = m_at(x, y)) != 0 && sensemon(mon))
707 display_monster(x, y, mon,
708 (tp_sensemon(mon) || MATCH_WARN_OF_MON(mon))
717 * Possibly put a new glyph at the given location.
723 register struct monst *mon;
724 register struct rm *lev = &(levl[x][y]);
726 register xchar worm_tail;
730 #ifdef HANGUPHANDLING
731 if (program_state.done_hup)
735 /* only permit updating the hero when swallowed */
737 if (x == u.ux && y == u.uy)
741 if (Underwater && !Is_waterlevel(&u.uz)) {
742 /* when underwater, don't do anything unless <x,y> is an
743 adjacent water or lava or ice position */
744 if (!(is_pool_or_lava(x, y) || is_ice(x, y)) || distu(x, y) > 2)
748 /* Can physically see the location. */
750 NhRegion *reg = visible_region_at(x, y);
752 * Don't use templit here: E.g.
754 * lev->waslit = !!(lev->lit || templit(x,y));
756 * Otherwise we have the "light pool" problem, where non-permanently
757 * lit areas just out of sight stay remembered as lit. They should
760 * Perhaps ALL areas should revert to their "unlit" look when
763 lev->waslit = (lev->lit != 0); /* remember lit condition */
765 /* normal region shown only on accessible positions, but poison clouds
766 * also shown above lava, pools and moats.
768 if (reg && (ACCESSIBLE(lev->typ)
769 || (reg->glyph == cmap_to_glyph(S_poisoncloud)
770 && is_pool_or_lava(x, y)))) {
771 show_region(reg, x, y);
775 if (x == u.ux && y == u.uy) {
776 int see_self = canspotself();
778 /* update map information for <u.ux,u.uy> (remembered topology
779 and object/known trap/terrain glyph) but only display it if
780 hero can't see him/herself, then show self if appropriate */
781 _map_location(x, y, !see_self);
786 worm_tail = is_worm_tail(mon);
787 see_it = mon && (mon_visible(mon)
788 || (!worm_tail && (tp_sensemon(mon)
789 || MATCH_WARN_OF_MON(mon))));
790 if (mon && (see_it || (!worm_tail && Detect_monsters))) {
792 struct trap *trap = t_at(x, y);
793 int tt = trap ? trap->ttyp : NO_TRAP;
795 /* if monster is in a physical trap, you see trap too */
796 if (tt == BEAR_TRAP || is_pit(tt) || tt == WEB)
799 _map_location(x, y, 0); /* map under the monster */
800 /* also gets rid of any invisibility glyph */
801 display_monster(x, y, mon,
802 see_it ? PHYSICALLY_SEEN : DETECTED,
804 } else if (mon && mon_warning(mon) && !is_worm_tail(mon)) {
805 display_warning(mon);
806 } else if (glyph_is_invisible(lev->glyph)) {
809 _map_location(x, y, 1); /* map the location */\
812 /* Can't see the location. */
814 if (x == u.ux && y == u.uy) {
815 feel_location(u.ux, u.uy); /* forces an update */
819 } else if ((mon = m_at(x, y)) != 0
820 && ((see_it = (tp_sensemon(mon) || MATCH_WARN_OF_MON(mon)
821 || (see_with_infrared(mon)
822 && mon_visible(mon)))) != 0
823 || Detect_monsters)) {
824 /* Seen or sensed monsters are printed every time.
825 This also gets rid of any invisibility glyph. */
826 display_monster(x, y, mon, see_it ? 0 : DETECTED,
827 is_worm_tail(mon) ? TRUE : FALSE);
828 } else if (mon && mon_warning(mon) && !is_worm_tail(mon)) {
829 display_warning(mon);
832 * If the location is remembered as being both dark (waslit is false)
833 * and lit (glyph is a lit room or lit corridor) then it was either:
835 * (1) A dark location that the hero could see through night
837 * (2) Darkened while out of the hero's sight. This can happen
838 * when cursed scroll of light is read.
840 * In either case, we have to manually correct the hero's memory to
841 * match waslit. Deciding when to change waslit is non-trivial.
843 * Note: If flags.lit_corridor is set, then corridors act like room
844 * squares. That is, they light up if in night vision range.
845 * If flags.lit_corridor is not set, then corridors will
846 * remain dark unless lit by a light spell and may darken
847 * again, as discussed above.
849 * These checks and changes must be here and not in back_to_glyph().
850 * They are dependent on the position being out of sight.
852 } else if (Is_rogue_level(&u.uz)) {
853 if (lev->glyph == cmap_to_glyph(S_litcorr) && lev->typ == CORR)
854 show_glyph(x, y, lev->glyph = cmap_to_glyph(S_corr));
855 else if (lev->glyph == cmap_to_glyph(S_room) && lev->typ == ROOM
857 show_glyph(x, y, lev->glyph = cmap_to_glyph(S_stone));
860 } else if (!lev->waslit || (flags.dark_room && iflags.use_color)) {
861 if (lev->glyph == cmap_to_glyph(S_litcorr) && lev->typ == CORR)
862 show_glyph(x, y, lev->glyph = cmap_to_glyph(S_corr));
863 else if (lev->glyph == cmap_to_glyph(S_room) && lev->typ == ROOM)
864 show_glyph(x, y, lev->glyph = cmap_to_glyph(DARKROOMSYM));
869 show_glyph(x, y, lev->glyph);
879 * Put magic shield pyrotechnics at the given location. This *could* be
880 * pulled into a platform dependent routine for fancier graphics if desired.
890 if (cansee(x, y)) { /* Don't see anything if can't see the location */
891 for (i = 0; i < SHIELD_COUNT; i++) {
892 show_glyph(x, y, cmap_to_glyph(shield_static[i]));
893 flush_screen(1); /* make sure the glyph shows up */
896 newsym(x, y); /* restore the old information */
907 return zapdir_to_glyph(sgn(tdx),sgn(tdy), 2);
913 * Temporarily place glyphs on the screen. Do not call delay_output(). It
914 * is up to the caller to decide if it wants to wait [presently, everyone
915 * but explode() wants to delay].
918 * (DISP_BEAM, glyph) open, initialize glyph
919 * (DISP_FLASH, glyph) open, initialize glyph
920 * (DISP_ALWAYS, glyph) open, initialize glyph
921 * (DISP_CHANGE, glyph) change glyph
922 * (DISP_END, 0) close & clean up (2nd argument doesn't matter)
923 * (DISP_FREEMEM, 0) only used to prevent memory leak during exit)
924 * (x, y) display the glyph at the location
926 * DISP_BEAM - Display the given glyph at each location, but do not erase
927 * any until the close call.
928 * DISP_TETHER - Display a tether glyph at each location, and the tethered
929 * object at the farthest location, but do not erase any
930 * until the return trip or close.
931 * DISP_FLASH - Display the given glyph at each location, but erase the
932 * previous location's glyph.
933 * DISP_ALWAYS - Like DISP_FLASH, but vision is not taken into account.
936 #define TMP_AT_MAX_GLYPHS (COLNO * 2)
938 static struct tmp_glyph {
939 coord saved[TMP_AT_MAX_GLYPHS]; /* previously updated positions */
940 int sidx; /* index of next unused slot in saved[] */
941 int style; /* either DISP_BEAM or DISP_FLASH or DISP_ALWAYS */
942 int glyph; /* glyph to use when printing */
943 struct tmp_glyph *prev;
950 static struct tmp_glyph *tglyph = (struct tmp_glyph *) 0;
951 struct tmp_glyph *tmp;
961 else /* nested effect; we need dynamic memory */
962 tmp = (struct tmp_glyph *) alloc(sizeof *tmp);
968 flush_screen(0); /* flush buffered glyphs */
971 case DISP_FREEMEM: /* in case game ends with tmp_at() in progress */
974 if (tglyph != &tgfirst)
975 free((genericptr_t) tglyph);
985 panic("tmp_at: tglyph not initialized");
993 if (tglyph->style == DISP_BEAM || tglyph->style == DISP_ALL) {
996 /* Erase (reset) from source to end */
997 for (i = 0; i < tglyph->sidx; i++)
998 newsym(tglyph->saved[i].x, tglyph->saved[i].y);
999 } else if (tglyph->style == DISP_TETHER) {
1002 if (y == BACKTRACK && tglyph->sidx > 1) {
1004 for (i = tglyph->sidx - 1; i > 0; i--) {
1005 newsym(tglyph->saved[i].x, tglyph->saved[i].y);
1006 show_glyph(tglyph->saved[i - 1].x,
1007 tglyph->saved[i - 1].y, tglyph->glyph);
1008 flush_screen(0); /* make sure it shows up */
1013 for (i = 0; i < tglyph->sidx; i++)
1014 newsym(tglyph->saved[i].x, tglyph->saved[i].y);
1015 } else { /* DISP_FLASH or DISP_ALWAYS */
1016 if (tglyph->sidx) /* been called at least once */
1017 newsym(tglyph->saved[0].x, tglyph->saved[0].y);
1019 /* tglyph->sidx = 0; -- about to be freed, so not necessary */
1021 if (tglyph != &tgfirst)
1022 free((genericptr_t) tglyph);
1026 default: /* do it */
1029 if (tglyph->style == DISP_BEAM || tglyph->style == DISP_ALL) {
1030 if (tglyph->style != DISP_ALL && !cansee(x, y))
1032 if (tglyph->sidx >= TMP_AT_MAX_GLYPHS)
1033 break; /* too many locations */
1034 /* save pos for later erasing */
1035 tglyph->saved[tglyph->sidx].x = x;
1036 tglyph->saved[tglyph->sidx].y = y;
1038 } else if (tglyph->style == DISP_TETHER) {
1039 if (tglyph->sidx >= TMP_AT_MAX_GLYPHS)
1040 break; /* too many locations */
1044 px = tglyph->saved[tglyph->sidx-1].x;
1045 py = tglyph->saved[tglyph->sidx-1].y;
1046 show_glyph(px, py, tether_glyph(px, py));
1048 /* save pos for later use or erasure */
1049 tglyph->saved[tglyph->sidx].x = x;
1050 tglyph->saved[tglyph->sidx].y = y;
1052 } else { /* DISP_FLASH/ALWAYS */
1053 if (tglyph->sidx) { /* not first call, so reset previous pos */
1054 newsym(tglyph->saved[0].x, tglyph->saved[0].y);
1055 tglyph->sidx = 0; /* display is presently up to date */
1057 if (!cansee(x, y) && tglyph->style != DISP_ALWAYS)
1059 tglyph->saved[0].x = x;
1060 tglyph->saved[0].y = y;
1064 show_glyph(x, y, tglyph->glyph); /* show it */
1065 flush_screen(0); /* make sure it shows up */
1073 * The hero is swallowed. Show a special graphics sequence for this. This
1074 * bypasses all of the display routines and messes with buffered screen
1075 * directly. This method works because both vision and display check for
1082 static xchar lastx, lasty; /* last swallowed position */
1083 int swallower, left_ok, rght_ok;
1091 /* Clear old location */
1092 for (y = lasty - 1; y <= lasty + 1; y++)
1093 for (x = lastx - 1; x <= lastx + 1; x++)
1095 show_glyph(x, y, cmap_to_glyph(S_stone));
1098 swallower = monsndx(u.ustuck->data);
1099 /* assume isok(u.ux,u.uy) */
1100 left_ok = isok(u.ux - 1, u.uy);
1101 rght_ok = isok(u.ux + 1, u.uy);
1103 * Display the hero surrounded by the monster's stomach.
1105 if (isok(u.ux, u.uy - 1)) {
1107 show_glyph(u.ux - 1, u.uy - 1,
1108 swallow_to_glyph(swallower, S_sw_tl));
1109 show_glyph(u.ux, u.uy - 1, swallow_to_glyph(swallower, S_sw_tc));
1111 show_glyph(u.ux + 1, u.uy - 1,
1112 swallow_to_glyph(swallower, S_sw_tr));
1116 show_glyph(u.ux - 1, u.uy, swallow_to_glyph(swallower, S_sw_ml));
1119 show_glyph(u.ux + 1, u.uy, swallow_to_glyph(swallower, S_sw_mr));
1121 if (isok(u.ux, u.uy + 1)) {
1123 show_glyph(u.ux - 1, u.uy + 1,
1124 swallow_to_glyph(swallower, S_sw_bl));
1125 show_glyph(u.ux, u.uy + 1, swallow_to_glyph(swallower, S_sw_bc));
1127 show_glyph(u.ux + 1, u.uy + 1,
1128 swallow_to_glyph(swallower, S_sw_br));
1131 /* Update the swallowed position. */
1139 * Similar to swallowed() in operation. Shows hero when underwater
1140 * except when in water level. Special routines exist for that.
1146 static xchar lastx, lasty;
1147 static boolean dela;
1150 /* swallowing has a higher precedence than under water */
1151 if (Is_waterlevel(&u.uz) || u.uswallow)
1155 if (mode == 1 || dela) {
1159 /* delayed full update */
1160 } else if (mode == 2) {
1164 /* limited update */
1166 for (y = lasty - 1; y <= lasty + 1; y++)
1167 for (x = lastx - 1; x <= lastx + 1; x++)
1169 show_glyph(x, y, cmap_to_glyph(S_stone));
1173 * TODO? Should this honor Xray radius rather than force radius 1?
1176 for (x = u.ux - 1; x <= u.ux + 1; x++)
1177 for (y = u.uy - 1; y <= u.uy + 1; y++)
1178 if (isok(x, y) && (is_pool_or_lava(x, y) || is_ice(x, y))) {
1179 if (Blind && !(x == u.ux && y == u.uy))
1180 show_glyph(x, y, cmap_to_glyph(S_stone));
1191 * Very restricted display. You can only see yourself.
1197 static boolean dela;
1199 /* swallowing has a higher precedence than under ground */
1204 if (mode == 1 || dela) {
1208 /* delayed full update */
1209 } else if (mode == 2) {
1213 /* limited update */
1219 /* ======================================================================== */
1222 * Loop through all of the monsters and update them. Called when:
1223 * + going blind & telepathic
1224 * + regaining sight & telepathic
1225 * + getting and losing infravision
1227 * + doing a full screen redraw
1228 * + see invisible times out or a ring of see invisible is taken off
1229 * + when a potion of see invisible is quaffed or a ring of see
1230 * invisible is put on
1231 * + gaining telepathy when blind [givit() in eat.c, pleased() in pray.c]
1232 * + losing telepathy while blind [xkilled() in mon.c, attrcurse() in
1238 register struct monst *mon;
1239 int new_warn_obj_cnt = 0;
1241 if (defer_see_monsters)
1244 for (mon = fmon; mon; mon = mon->nmon) {
1245 if (DEADMONSTER(mon))
1247 newsym(mon->mx, mon->my);
1250 if (Warn_of_mon && (context.warntype.obj & mon->data->mflags2) != 0L)
1254 * Make Sting glow blue or stop glowing if required.
1256 if (new_warn_obj_cnt != warn_obj_cnt) {
1257 Sting_effects(new_warn_obj_cnt);
1258 warn_obj_cnt = new_warn_obj_cnt;
1261 /* when mounted, hero's location gets caught by monster loop */
1267 * Block/unblock light depending on what a mimic is mimicing and if it's
1268 * invisible or not. Should be called only when the state of See_invisible
1272 set_mimic_blocking()
1274 register struct monst *mon;
1276 for (mon = fmon; mon; mon = mon->nmon) {
1277 if (DEADMONSTER(mon))
1279 if (mon->minvis && is_lightblocker_mappear(mon)) {
1281 block_point(mon->mx, mon->my);
1283 unblock_point(mon->mx, mon->my);
1289 * Loop through all of the object *locations* and update them. Called when
1295 register struct obj *obj;
1296 for (obj = fobj; obj; obj = obj->nobj)
1297 if (vobj_at(obj->ox, obj->oy) == obj)
1298 newsym(obj->ox, obj->oy);
1302 * Update hallucinated traps.
1310 for (trap = ftrap; trap; trap = trap->ntrap) {
1311 glyph = glyph_at(trap->tx, trap->ty);
1312 if (glyph_is_trap(glyph))
1313 newsym(trap->tx, trap->ty);
1318 * Put the cursor on the hero. Flush all accumulated glyphs before doing it.
1323 flush_screen(1); /* Flush waiting glyphs & put cursor on hero */
1337 register struct rm *lev;
1340 return; /* display isn't ready yet */
1346 if (Underwater && !Is_waterlevel(&u.uz)) {
1355 /* shut down vision */
1359 * This routine assumes that cls() does the following:
1360 * + fills the physical screen with the symbol for rock
1361 * + clears the glyph buffer
1365 /* display memory */
1366 for (x = 1; x < COLNO; x++) {
1368 for (y = 0; y < ROWNO; y++, lev++)
1369 if (lev->glyph != cmap_to_glyph(S_stone))
1370 show_glyph(x, y, lev->glyph);
1373 /* see what is to be seen */
1376 /* overlay with monsters */
1382 context.botlx = 1; /* force a redraw of the bottom line */
1385 /* for panning beyond a clipped region; resend the current map data to
1386 the interface rather than use docrt()'s regeneration of that data */
1393 * Not sure whether this is actually necessary; save and restore did
1394 * used to get much too involved with each dungeon level as it was
1397 * !u.ux: display isn't ready yet; (restoring || !on_level()): was part
1398 * of cliparound() but interface shouldn't access this much internals
1400 if (!u.ux || restoring || !on_level(&u.uz0, &u.uz))
1404 * This yields sensible clipping when #terrain+getpos is in
1405 * progress and the screen displays something other than what
1406 * the map would currently be showing.
1408 for (y = 0; y < ROWNO; ++y)
1409 for (x = 1; x < COLNO; ++x) {
1410 glyph = glyph_at(x, y); /* not levl[x][y].glyph */
1411 print_glyph(WIN_MAP, x, y, glyph, get_bk_glyph(x, y));
1416 /* ======================================================================== */
1417 /* Glyph Buffering (3rd screen) =========================================== */
1420 xchar new; /* perhaps move this bit into the rm structure. */
1424 static gbuf_entry gbuf[ROWNO][COLNO];
1425 static char gbuf_start[ROWNO];
1426 static char gbuf_stop[ROWNO];
1428 /* FIXME: This is a dirty hack, because newsym() doesn't distinguish
1429 * between object piles and single objects, it doesn't mark the location
1437 if (gbuf_start[y] > x)
1439 if (gbuf_stop[y] < x)
1444 * Store the glyph in the 3rd screen for later flushing.
1447 show_glyph(x, y, glyph)
1451 * Check for bad positions and glyphs.
1457 /* column 0 is invalid, but it's often used as a flag, so ignore it */
1462 * This assumes an ordering of the offsets. See display.h for
1466 if (glyph >= GLYPH_WARNING_OFF
1467 && glyph < GLYPH_STATUE_OFF) { /* a warning */
1469 offset = glyph - GLYPH_WARNING_OFF;
1470 } else if (glyph >= GLYPH_SWALLOW_OFF) { /* swallow border */
1471 text = "swallow border";
1472 offset = glyph - GLYPH_SWALLOW_OFF;
1473 } else if (glyph >= GLYPH_ZAP_OFF) { /* zap beam */
1475 offset = glyph - GLYPH_ZAP_OFF;
1476 } else if (glyph >= GLYPH_EXPLODE_OFF) { /* explosion */
1478 offset = glyph - GLYPH_EXPLODE_OFF;
1479 } else if (glyph >= GLYPH_CMAP_OFF) { /* cmap */
1480 text = "cmap_index";
1481 offset = glyph - GLYPH_CMAP_OFF;
1482 } else if (glyph >= GLYPH_OBJ_OFF) { /* object */
1484 offset = glyph - GLYPH_OBJ_OFF;
1485 } else if (glyph >= GLYPH_RIDDEN_OFF) { /* ridden mon */
1486 text = "ridden mon";
1487 offset = glyph - GLYPH_RIDDEN_OFF;
1488 } else if (glyph >= GLYPH_BODY_OFF) { /* a corpse */
1490 offset = glyph - GLYPH_BODY_OFF;
1491 } else if (glyph >= GLYPH_DETECT_OFF) { /* detected mon */
1492 text = "detected mon";
1493 offset = glyph - GLYPH_DETECT_OFF;
1494 } else if (glyph >= GLYPH_INVIS_OFF) { /* invisible mon */
1495 text = "invisible mon";
1496 offset = glyph - GLYPH_INVIS_OFF;
1497 } else if (glyph >= GLYPH_PET_OFF) { /* a pet */
1499 offset = glyph - GLYPH_PET_OFF;
1500 } else { /* a monster */
1505 impossible("show_glyph: bad pos %d %d with glyph %d [%s %d].", x, y,
1506 glyph, text, offset);
1510 if (glyph >= MAX_GLYPH) {
1511 impossible("show_glyph: bad glyph %d [max %d] at (%d,%d).", glyph,
1516 if (gbuf[y][x].glyph != glyph || iflags.use_background_glyph) {
1517 gbuf[y][x].glyph = glyph;
1519 if (gbuf_start[y] > x)
1521 if (gbuf_stop[y] < x)
1527 * Reset the changed glyph borders so that none of the 3rd screen has
1530 #define reset_glyph_bbox() \
1534 for (i = 0; i < ROWNO; i++) { \
1535 gbuf_start[i] = COLNO - 1; \
1540 static gbuf_entry nul_gbuf = { 0, cmap_to_glyph(S_stone) };
1542 * Turn the 3rd screen into stone.
1545 clear_glyph_buffer()
1548 register gbuf_entry *gptr;
1550 for (y = 0; y < ROWNO; y++) {
1552 for (x = COLNO; x; x--) {
1560 * Assumes that the indicated positions are filled with S_stone glyphs.
1563 row_refresh(start, stop, y)
1568 for (x = start; x <= stop; x++)
1569 if (gbuf[y][x].glyph != cmap_to_glyph(S_stone))
1570 print_glyph(WIN_MAP, x, y, gbuf[y][x].glyph, get_bk_glyph(x, y));
1576 static boolean in_cls = 0;
1581 display_nhwindow(WIN_MESSAGE, FALSE); /* flush messages */
1582 context.botlx = 1; /* force update of botl window */
1583 clear_nhwindow(WIN_MAP); /* clear physical screen */
1585 clear_glyph_buffer(); /* this is sort of an extra effort, but OK */
1590 * Synch the third screen with the display.
1593 flush_screen(cursor_on_u)
1596 /* Prevent infinite loops on errors:
1597 * flush_screen->print_glyph->impossible->pline->flush_screen
1599 static int flushing = 0;
1600 static int delay_flushing = 0;
1603 if (cursor_on_u == -1)
1604 delay_flushing = !delay_flushing;
1608 return; /* if already flushing then return */
1610 #ifdef HANGUPHANDLING
1611 if (program_state.done_hup)
1615 for (y = 0; y < ROWNO; y++) {
1616 register gbuf_entry *gptr = &gbuf[y][x = gbuf_start[y]];
1618 for (; x <= gbuf_stop[y]; gptr++, x++)
1620 print_glyph(WIN_MAP, x, y, gptr->glyph, get_bk_glyph(x, y));
1626 curs(WIN_MAP, u.ux, u.uy); /* move cursor to the hero */
1627 display_nhwindow(WIN_MAP, FALSE);
1630 if (context.botl || context.botlx)
1632 else if (iflags.time_botl)
1636 /* ======================================================================== */
1641 * Use the information in the rm structure at the given position to create
1642 * a glyph of a background.
1644 * I had to add a field in the rm structure (horizontal) so that we knew
1645 * if open doors and secret doors were horizontal or vertical. Previously,
1646 * the screen symbol had the horizontal/vertical information set at
1647 * level generation time.
1649 * I used the 'ladder' field (really doormask) for deciding if stairwells
1650 * were up or down. I didn't want to check the upstairs and dnstairs
1658 struct rm *ptr = &(levl[x][y]);
1663 idx = level.flags.arboreal ? S_tree : S_stone;
1669 idx = (ptr->waslit || flags.lit_corridor) ? S_litcorr : S_corr;
1683 idx = ptr->seenv ? wall_angle(ptr) : S_stone;
1686 if (ptr->doormask) {
1687 if (ptr->doormask & D_BROKEN)
1689 else if (ptr->doormask & D_ISOPEN)
1690 idx = (ptr->horizontal) ? S_hodoor : S_vodoor;
1691 else /* else is closed */
1692 idx = (ptr->horizontal) ? S_hcdoor : S_vcdoor;
1707 idx = (ptr->ladder & LA_DOWN) ? S_dnstair : S_upstair;
1710 idx = (ptr->ladder & LA_DOWN) ? S_dnladder : S_upladder;
1743 idx = (ptr->horizontal) ? S_hcdbridge : S_vcdbridge;
1746 switch (ptr->drawbridgemask & DB_UNDER) {
1760 impossible("Strange db-under: %d",
1761 ptr->drawbridgemask & DB_UNDER);
1762 idx = S_room; /* something is better than nothing */
1766 case DRAWBRIDGE_DOWN:
1767 idx = (ptr->horizontal) ? S_hodbridge : S_vodbridge;
1770 impossible("back_to_glyph: unknown level type [ = %d ]", ptr->typ);
1775 return cmap_to_glyph(idx);
1779 * swallow_to_glyph()
1781 * Convert a monster number and a swallow location into the correct glyph.
1782 * If you don't want a patchwork monster while hallucinating, decide on
1783 * a random monster in swallowed() and don't use what_mon() here.
1786 swallow_to_glyph(mnum, loc)
1790 if (loc < S_sw_tl || S_sw_br < loc) {
1791 impossible("swallow_to_glyph: bad swallow location");
1794 return ((int) (what_mon(mnum, rn2_on_display_rng) << 3) |
1795 (loc - S_sw_tl)) + GLYPH_SWALLOW_OFF;
1801 * Change the given zap direction and beam type into a glyph. Each beam
1802 * type has four glyphs, one for each of the symbols below. The order of
1803 * the zap symbols [0-3] as defined in rm.h are:
1805 * | S_vbeam ( 0, 1) or ( 0,-1)
1806 * - S_hbeam ( 1, 0) or (-1, 0)
1807 * \ S_lslant ( 1, 1) or (-1,-1)
1808 * / S_rslant (-1, 1) or ( 1,-1)
1811 zapdir_to_glyph(dx, dy, beam_type)
1812 register int dx, dy;
1815 if (beam_type >= NUM_ZAP) {
1816 impossible("zapdir_to_glyph: illegal beam type");
1819 dx = (dx == dy) ? 2 : (dx && dy) ? 3 : dx ? 1 : 0;
1821 return ((int) ((beam_type << 2) | dx)) + GLYPH_ZAP_OFF;
1825 * Utility routine for dowhatis() used to find out the glyph displayed at
1826 * the location. This isn't necessarily the same as the glyph in the levl
1827 * structure, so we must check the "third screen".
1833 if (x < 0 || y < 0 || x >= COLNO || y >= ROWNO)
1834 return cmap_to_glyph(S_room); /* XXX */
1835 return gbuf[y][x].glyph;
1839 * This will be used to get the glyph for the background so that
1840 * it can potentially be merged into graphical window ports to
1841 * improve the appearance of stuff on dark room squares and the
1844 * Until that is working correctly in the branch, however, for now
1845 * we just return NO_GLYPH as an indicator to ignore it.
1847 * [This should be using background as recorded for #overview rather
1848 * than current data from the map.]
1855 int idx, bkglyph = NO_GLYPH;
1856 struct rm *lev = &levl[x][y];
1858 if (iflags.use_background_glyph && lev->seenv != 0
1859 && gbuf[y][x].glyph != cmap_to_glyph(S_stone)) {
1863 idx = level.flags.arboreal ? S_tree : S_stone;
1869 idx = (lev->waslit || flags.lit_corridor) ? S_litcorr : S_corr;
1895 if (!cansee(x, y) && (!lev->waslit || flags.dark_room)) {
1896 /* Floor spaces are dark if unlit. Corridors are dark if unlit. */
1897 if (lev->typ == CORR && idx == S_litcorr)
1899 else if (idx == S_room)
1900 idx = (flags.dark_room && iflags.use_color)
1901 ? DARKROOMSYM : S_stone;
1905 bkglyph = cmap_to_glyph(idx);
1910 /* ------------------------------------------------------------------------ */
1911 /* Wall Angle ------------------------------------------------------------- */
1915 static const char *FDECL(type_to_name, (int));
1916 static void FDECL(error4, (int, int, int, int, int, int));
1918 static int bad_count[MAX_TYPE]; /* count of positions flagged as bad */
1919 static const char *type_names[MAX_TYPE] = {
1920 "STONE", "VWALL", "HWALL", "TLCORNER", "TRCORNER", "BLCORNER", "BRCORNER",
1921 "CROSSWALL", "TUWALL", "TDWALL", "TLWALL", "TRWALL", "DBWALL", "TREE",
1922 "SDOOR", "SCORR", "POOL", "MOAT", "WATER", "DRAWBRIDGE_UP", "LAVAPOOL",
1923 "IRON_BARS", "DOOR", "CORR", "ROOM", "STAIRS", "LADDER", "FOUNTAIN",
1924 "THRONE", "SINK", "GRAVE", "ALTAR", "ICE", "DRAWBRIDGE_DOWN", "AIR",
1932 return (type < 0 || type >= MAX_TYPE) ? "unknown" : type_names[type];
1936 error4(x, y, a, b, c, dd)
1937 int x, y, a, b, c, dd;
1939 pline("set_wall_state: %s @ (%d,%d) %s%s%s%s",
1940 type_to_name(levl[x][y].typ), x, y,
1941 a ? "1" : "", b ? "2" : "", c ? "3" : "", dd ? "4" : "");
1942 bad_count[levl[x][y].typ]++;
1944 #endif /* WA_VERBOSE */
1947 * Return 'which' if position is implies an unfinished exterior. Return
1948 * zero otherwise. Unfinished implies outer area is rock or a corridor.
1950 * Things that are ambiguous: lava
1953 check_pos(x, y, which)
1960 type = levl[x][y].typ;
1961 if (IS_ROCK(type) || type == CORR || type == SCORR)
1966 /* Return TRUE if more than one is non-zero. */
1970 more_than_one(x, y, a, b, c)
1973 if ((a && (b | c)) || (b && (a | c)) || (c && (a | b))) {
1974 error4(x, y, a, b, c, 0);
1980 #define more_than_one(x, y, a, b, c) \
1981 (((a) && ((b) | (c))) || ((b) && ((a) | (c))) || ((c) && ((a) | (b))))
1984 /* Return the wall mode for a T wall. */
1986 set_twall(x0, y0, x1, y1, x2, y2, x3, y3)
1987 int x0, y0; /* used #if WA_VERBOSE */
1988 int x1, y1, x2, y2, x3, y3;
1990 int wmode, is_1, is_2, is_3;
1993 /* non-verbose more_than_one() doesn't use these */
1998 is_1 = check_pos(x1, y1, WM_T_LONG);
1999 is_2 = check_pos(x2, y2, WM_T_BL);
2000 is_3 = check_pos(x3, y3, WM_T_BR);
2001 if (more_than_one(x0, y0, is_1, is_2, is_3)) {
2004 wmode = is_1 + is_2 + is_3;
2009 /* Return wall mode for a horizontal or vertical wall. */
2011 set_wall(x, y, horiz)
2014 int wmode, is_1, is_2;
2017 is_1 = check_pos(x, y - 1, WM_W_TOP);
2018 is_2 = check_pos(x, y + 1, WM_W_BOTTOM);
2020 is_1 = check_pos(x - 1, y, WM_W_LEFT);
2021 is_2 = check_pos(x + 1, y, WM_W_RIGHT);
2023 if (more_than_one(x, y, is_1, is_2, 0)) {
2026 wmode = is_1 + is_2;
2031 /* Return a wall mode for a corner wall. (x4,y4) is the "inner" position. */
2033 set_corn(x1, y1, x2, y2, x3, y3, x4, y4)
2034 int x1, y1, x2, y2, x3, y3, x4, y4;
2036 int wmode, is_1, is_2, is_3, is_4;
2038 is_1 = check_pos(x1, y1, 1);
2039 is_2 = check_pos(x2, y2, 1);
2040 is_3 = check_pos(x3, y3, 1);
2041 is_4 = check_pos(x4, y4, 1); /* inner location */
2044 * All 4 should not be true. So if the inner location is rock,
2045 * use it. If all of the outer 3 are true, use outer. We currently
2046 * can't cover the case where only part of the outer is rock, so
2047 * we just say that all the walls are finished (if not overridden
2048 * by the inner section).
2052 } else if (is_1 && is_2 && is_3)
2055 wmode = 0; /* finished walls on all sides */
2060 /* Return mode for a crosswall. */
2065 int wmode, is_1, is_2, is_3, is_4;
2067 is_1 = check_pos(x - 1, y - 1, 1);
2068 is_2 = check_pos(x + 1, y - 1, 1);
2069 is_3 = check_pos(x + 1, y + 1, 1);
2070 is_4 = check_pos(x - 1, y + 1, 1);
2072 wmode = is_1 + is_2 + is_3 + is_4;
2074 if (is_1 && is_3 && (is_2 + is_4 == 0)) {
2076 } else if (is_2 && is_4 && (is_1 + is_3 == 0)) {
2080 error4(x, y, is_1, is_2, is_3, is_4);
2096 /* Called from mklev. Scan the level and set the wall modes. */
2105 for (x = 0; x < MAX_TYPE; x++)
2109 for (x = 0; x < COLNO; x++)
2110 for (lev = &levl[x][0], y = 0; y < ROWNO; y++, lev++) {
2113 wmode = set_wall(x, y, (int) lev->horizontal);
2116 wmode = set_wall(x, y, 0);
2119 wmode = set_wall(x, y, 1);
2122 wmode = set_twall(x, y, x, y - 1, x - 1, y + 1, x + 1, y + 1);
2125 wmode = set_twall(x, y, x, y + 1, x + 1, y - 1, x - 1, y - 1);
2128 wmode = set_twall(x, y, x + 1, y, x - 1, y - 1, x - 1, y + 1);
2131 wmode = set_twall(x, y, x - 1, y, x + 1, y + 1, x + 1, y - 1);
2135 set_corn(x - 1, y - 1, x, y - 1, x - 1, y, x + 1, y + 1);
2139 set_corn(x, y - 1, x + 1, y - 1, x + 1, y, x - 1, y + 1);
2143 set_corn(x, y + 1, x - 1, y + 1, x - 1, y, x + 1, y - 1);
2147 set_corn(x + 1, y, x + 1, y + 1, x, y + 1, x - 1, y - 1);
2150 wmode = set_crosswall(x, y);
2154 wmode = -1; /* don't set wall info */
2159 lev->wall_info = (lev->wall_info & ~WM_MASK) | wmode;
2163 /* check if any bad positions found */
2164 for (x = y = 0; x < MAX_TYPE; x++)
2167 y = 1; /* only print once */
2168 pline("set_wall_type: wall mode problems with: ");
2170 pline("%s %d;", type_names[x], bad_count[x]);
2172 #endif /* WA_VERBOSE */
2175 /* ------------------------------------------------------------------------ */
2176 /* This matrix is used here and in vision.c. */
2177 unsigned char seenv_matrix[3][3] = { { SV2, SV1, SV0 },
2178 { SV3, SVALL, SV7 },
2179 { SV4, SV5, SV6 } };
2181 #define sign(z) ((z) < 0 ? -1 : ((z) > 0 ? 1 : 0))
2183 /* Set the seen vector of lev as if seen from (x0,y0) to (x,y). */
2185 set_seenv(lev, x0, y0, x, y)
2187 int x0, y0, x, y; /* from, to */
2189 int dx = x - x0, dy = y0 - y;
2191 lev->seenv |= seenv_matrix[sign(dy) + 1][sign(dx) + 1];
2194 /* Called by blackout(vault.c) when vault guard removes temporary corridor,
2195 turning spot <x0,y0> back into stone; <x1,y1> is an adjacent spot. */
2197 unset_seenv(lev, x0, y0, x1, y1)
2198 struct rm *lev; /* &levl[x1][y1] */
2199 int x0, y0, x1, y1; /* from, to; abs(x1-x0)==1 && abs(y0-y1)==1 */
2201 int dx = x1 - x0, dy = y0 - y1;
2203 lev->seenv &= ~seenv_matrix[dy + 1][dx + 1];
2206 /* ------------------------------------------------------------------------ */
2208 /* T wall types, one for each row in wall_matrix[][]. */
2215 * These are the column names of wall_matrix[][]. They are the "results"
2216 * of a tdwall pattern match. All T walls are rotated so they become
2217 * a tdwall. Then we do a single pattern match, but return the
2218 * correct result for the original wall by using different rows for
2219 * each of the wall types.
2227 static const int wall_matrix[4][5] = {
2228 { S_stone, S_tlcorn, S_trcorn, S_hwall, S_tdwall }, /* tdwall */
2229 { S_stone, S_trcorn, S_brcorn, S_vwall, S_tlwall }, /* tlwall */
2230 { S_stone, S_brcorn, S_blcorn, S_hwall, S_tuwall }, /* tuwall */
2231 { S_stone, S_blcorn, S_tlcorn, S_vwall, S_trwall }, /* trwall */
2234 /* Cross wall types, one for each "solid" quarter. Rows of cross_matrix[][].
2242 * These are the column names for cross_matrix[][]. They express results
2243 * in C_br (bottom right) terms. All crosswalls with a single solid
2244 * quarter are rotated so the solid section is at the bottom right.
2245 * We pattern match on that, but return the correct result depending
2246 * on which row we'ere looking at.
2255 static const int cross_matrix[4][6] = {
2256 { S_brcorn, S_blcorn, S_tlcorn, S_tuwall, S_trwall, S_crwall },
2257 { S_blcorn, S_tlcorn, S_trcorn, S_trwall, S_tdwall, S_crwall },
2258 { S_tlcorn, S_trcorn, S_brcorn, S_tdwall, S_tlwall, S_crwall },
2259 { S_trcorn, S_brcorn, S_blcorn, S_tlwall, S_tuwall, S_crwall },
2262 /* Print out a T wall warning and all interesting info. */
2267 static const char warn_str[] = "wall_angle: %s: case %d: seenv = 0x%x";
2270 if (lev->typ == TUWALL)
2272 else if (lev->typ == TLWALL)
2274 else if (lev->typ == TRWALL)
2276 else if (lev->typ == TDWALL)
2280 impossible(warn_str, wname, lev->wall_info & WM_MASK,
2281 (unsigned int) lev->seenv);
2285 * Return the correct graphics character index using wall type, wall mode,
2286 * and the seen vector. It is expected that seenv is non zero.
2288 * All T-wall vectors are rotated to be TDWALL. All single crosswall
2289 * blocks are rotated to bottom right. All double crosswall are rotated
2290 * to W_X_BLTR. All results are converted back.
2292 * The only way to understand this is to take out pen and paper and
2293 * draw diagrams. See rm.h for more details on the wall modes and
2300 register unsigned int seenv = lev->seenv & 0xff;
2304 #define only(sv, bits) (((sv) & (bits)) && !((sv) & ~(bits)))
2307 row = wall_matrix[T_u];
2308 seenv = (seenv >> 4 | seenv << 4) & 0xff; /* rotate to tdwall */
2311 row = wall_matrix[T_l];
2312 seenv = (seenv >> 2 | seenv << 6) & 0xff; /* rotate to tdwall */
2315 row = wall_matrix[T_r];
2316 seenv = (seenv >> 6 | seenv << 2) & 0xff; /* rotate to tdwall */
2319 row = wall_matrix[T_d];
2321 switch (lev->wall_info & WM_MASK) {
2325 } else if (seenv == SV6) {
2327 } else if (seenv & (SV3 | SV5 | SV7)
2328 || ((seenv & SV4) && (seenv & SV6))) {
2330 } else if (seenv & (SV0 | SV1 | SV2)) {
2331 col = (seenv & (SV4 | SV6) ? T_tdwall : T_hwall);
2338 if (seenv & (SV3 | SV4) && !(seenv & (SV5 | SV6 | SV7))) {
2340 } else if (seenv & (SV6 | SV7) && !(seenv & (SV3 | SV4 | SV5))) {
2342 } else if ((seenv & SV5)
2343 || ((seenv & (SV3 | SV4)) && (seenv & (SV6 | SV7)))) {
2346 /* only SV0|SV1|SV2 */
2347 if (!only(seenv, SV0 | SV1 | SV2))
2353 #if 0 /* older method, fixed */
2354 if (only(seenv, SV4 | SV5)) {
2356 } else if ((seenv & (SV0 | SV1 | SV2))
2357 && only(seenv, SV0 | SV1 | SV2 | SV6 | SV7)) {
2359 } else if ((seenv & SV3)
2360 || ((seenv & (SV0 | SV1 | SV2))
2361 && (seenv & (SV4 | SV5)))) {
2369 if (only(seenv, SV4 | SV5))
2371 else if ((seenv & (SV0 | SV1 | SV2 | SV7))
2372 && !(seenv & (SV3 | SV4 | SV5)))
2374 else if (only(seenv, SV6))
2380 #if 0 /* older method, fixed */
2381 if (only(seenv, SV5 | SV6)) {
2383 } else if ((seenv & (SV0 | SV1 | SV2))
2384 && only(seenv, SV0 | SV1 | SV2 | SV3 | SV4)) {
2386 } else if ((seenv & SV7)
2387 || ((seenv & (SV0 | SV1 | SV2))
2388 && (seenv & (SV5 | SV6)))) {
2396 if (only(seenv, SV5 | SV6))
2398 else if ((seenv & (SV0 | SV1 | SV2 | SV3))
2399 && !(seenv & (SV5 | SV6 | SV7)))
2401 else if (only(seenv, SV4))
2408 impossible("wall_angle: unknown T wall mode %d",
2409 lev->wall_info & WM_MASK);
2417 if (lev->horizontal)
2421 switch (lev->wall_info & WM_MASK) {
2423 idx = seenv ? S_vwall : S_stone;
2426 idx = seenv & (SV1 | SV2 | SV3 | SV4 | SV5) ? S_vwall : S_stone;
2429 idx = seenv & (SV0 | SV1 | SV5 | SV6 | SV7) ? S_vwall : S_stone;
2432 impossible("wall_angle: unknown vwall mode %d",
2433 lev->wall_info & WM_MASK);
2441 switch (lev->wall_info & WM_MASK) {
2443 idx = seenv ? S_hwall : S_stone;
2446 idx = seenv & (SV3 | SV4 | SV5 | SV6 | SV7) ? S_hwall : S_stone;
2449 idx = seenv & (SV0 | SV1 | SV2 | SV3 | SV7) ? S_hwall : S_stone;
2452 impossible("wall_angle: unknown hwall mode %d",
2453 lev->wall_info & WM_MASK);
2459 #define set_corner(idx, lev, which, outer, inner, name) \
2460 switch ((lev)->wall_info & WM_MASK) { \
2465 idx = seenv & (outer) ? which : S_stone; \
2468 idx = seenv & ~(inner) ? which : S_stone; \
2471 impossible("wall_angle: unknown %s mode %d", name, \
2472 (lev)->wall_info &WM_MASK); \
2478 set_corner(idx, lev, S_tlcorn, (SV3 | SV4 | SV5), SV4, "tlcorn");
2481 set_corner(idx, lev, S_trcorn, (SV5 | SV6 | SV7), SV6, "trcorn");
2484 set_corner(idx, lev, S_blcorn, (SV1 | SV2 | SV3), SV2, "blcorn");
2487 set_corner(idx, lev, S_brcorn, (SV7 | SV0 | SV1), SV0, "brcorn");
2491 switch (lev->wall_info & WM_MASK) {
2495 else if (seenv == SV2)
2497 else if (seenv == SV4)
2499 else if (seenv == SV6)
2501 else if (!(seenv & ~(SV0 | SV1 | SV2))
2502 && (seenv & SV1 || seenv == (SV0 | SV2)))
2504 else if (!(seenv & ~(SV2 | SV3 | SV4))
2505 && (seenv & SV3 || seenv == (SV2 | SV4)))
2507 else if (!(seenv & ~(SV4 | SV5 | SV6))
2508 && (seenv & SV5 || seenv == (SV4 | SV6)))
2510 else if (!(seenv & ~(SV0 | SV6 | SV7))
2511 && (seenv & SV7 || seenv == (SV0 | SV6)))
2518 row = cross_matrix[C_tl];
2519 seenv = (seenv >> 4 | seenv << 4) & 0xff;
2522 row = cross_matrix[C_tr];
2523 seenv = (seenv >> 6 | seenv << 2) & 0xff;
2526 row = cross_matrix[C_bl];
2527 seenv = (seenv >> 2 | seenv << 6) & 0xff;
2530 row = cross_matrix[C_br];
2535 seenv = seenv & ~SV4; /* strip SV4 */
2538 } else if (seenv & (SV2 | SV3)) {
2539 if (seenv & (SV5 | SV6 | SV7))
2541 else if (seenv & (SV0 | SV1))
2545 } else if (seenv & (SV5 | SV6)) {
2546 if (seenv & (SV1 | SV2 | SV3))
2548 else if (seenv & (SV0 | SV7))
2552 } else if (seenv & SV1) {
2553 col = seenv & SV7 ? C_crwall : C_tuwall;
2554 } else if (seenv & SV7) {
2555 col = seenv & SV1 ? C_crwall : C_tlwall;
2557 impossible("wall_angle: bottom of crwall check");
2566 if (only(seenv, SV1 | SV2 | SV3))
2568 else if (only(seenv, SV5 | SV6 | SV7))
2570 else if (only(seenv, SV0 | SV4))
2577 if (only(seenv, SV0 | SV1 | SV7))
2579 else if (only(seenv, SV3 | SV4 | SV5))
2581 else if (only(seenv, SV2 | SV6))
2588 impossible("wall_angle: unknown crosswall mode");
2595 impossible("wall_angle: unexpected wall type %d", lev->typ);