1 /* SCCS Id: @(#)display.c 3.4 2003/02/19 */
2 /* Copyright (c) Dean Luick, with acknowledgements to Kevin Darcy */
3 /* and Dave Cohrs, 1990. */
4 /* NetHack may be freely redistributed. See license for details. */
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 (telepathy)
45 * Here is a list of the major routines in this file to be used externally:
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.
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.
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().
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.
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.
98 * Parts of the rm structure that are used:
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
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
113 * flags - Additional information for the typ field. Different for
115 * horizontal - Indicates whether the wall or door is horizontal or
121 STATIC_DCL void FDECL(display_monster,(XCHAR_P,XCHAR_P,struct monst *,int,XCHAR_P));
122 STATIC_DCL int FDECL(swallow_to_glyph, (int, int));
123 STATIC_DCL void FDECL(display_warning,(struct monst *));
125 STATIC_DCL int FDECL(check_pos, (int, int, int));
127 STATIC_DCL boolean FDECL(more_than_one, (int, int, int, int, int));
129 STATIC_DCL int FDECL(set_twall, (int,int, int,int, int,int, int,int));
130 STATIC_DCL int FDECL(set_wall, (int, int, int));
131 STATIC_DCL int FDECL(set_corn, (int,int, int,int, int,int, int,int));
132 STATIC_DCL int FDECL(set_crosswall, (int, int));
133 STATIC_DCL void FDECL(set_seenv, (struct rm *, int, int, int, int));
134 STATIC_DCL void FDECL(t_warn, (struct rm *));
135 STATIC_DCL int FDECL(wall_angle, (struct rm *));
137 #ifdef INVISIBLE_OBJECTS
141 * Returns a pointer to an object if the hero can see an object at the
142 * given location. This takes care of invisible objects. NOTE, this
143 * assumes that the hero is not blind and on top of the object pile.
144 * It does NOT take into account that the location is out of sight, or,
145 * say, one can see blessed, etc.
151 register struct obj *obj = level.objects[x][y];
154 if (!obj->oinvis || See_invisible) return obj;
157 return ((struct obj *) 0);
159 #endif /* else vobj_at() is defined in display.h */
162 * magic_map_background()
164 * This function is similar to map_background (see below) except we pay
165 * attention to and correct unexplored, lit ROOM and CORR spots.
168 magic_map_background(x, y, show)
172 int glyph = back_to_glyph(x,y); /* assumes hero can see x,y */
173 struct rm *lev = &levl[x][y];
176 * Correct for out of sight lit corridors and rooms that the hero
177 * doesn't remember as lit.
179 if (!cansee(x,y) && !lev->waslit) {
180 /* Floor spaces are dark if unlit. Corridors are dark if unlit. */
181 if (lev->typ == ROOM && glyph == cmap_to_glyph(S_room))
182 glyph = cmap_to_glyph(S_stone);
183 else if (lev->typ == CORR && glyph == cmap_to_glyph(S_litcorr))
184 glyph = cmap_to_glyph(S_corr);
186 if (level.flags.hero_memory)
188 if (show) show_glyph(x,y, glyph);
192 * The routines map_background(), map_object(), and map_trap() could just
195 * map_glyph(x,y,glyph,show)
197 * Which is called with the xx_to_glyph() in the call. Then I can get
198 * rid of 3 routines that don't do very much anyway. And then stop
199 * having to create fake objects and traps. However, I am reluctant to
202 /* FIXME: some of these use xchars for x and y, and some use ints. Make
209 * Make the real background part of our map. This routine assumes that
210 * the hero can physically see the location. Update the screen if directed.
213 map_background(x, y, show)
217 register int glyph = back_to_glyph(x,y);
219 if (level.flags.hero_memory)
220 levl[x][y].glyph = glyph;
221 if (show) show_glyph(x,y, glyph);
227 * Map the trap and print it out if directed. This routine assumes that the
228 * hero can physically see the location.
232 register struct trap *trap;
235 register int x = trap->tx, y = trap->ty;
236 register int glyph = trap_to_glyph(trap);
238 if (level.flags.hero_memory)
239 levl[x][y].glyph = glyph;
240 if (show) show_glyph(x, y, glyph);
246 * Map the given object. This routine assumes that the hero can physically
247 * see the location of the object. Update the screen if directed.
250 map_object(obj, show)
251 register struct obj *obj;
254 register int x = obj->ox, y = obj->oy;
255 register int glyph = obj_to_glyph(obj);
257 if (level.flags.hero_memory)
258 levl[x][y].glyph = glyph;
259 if (show) show_glyph(x, y, glyph);
265 * Make the hero remember that a square contains an invisible monster.
266 * This is a special case in that the square will continue to be displayed
267 * this way even when the hero is close enough to see it. To get rid of
268 * this and display the square's actual contents, use unmap_object() followed
269 * by newsym() if necessary.
275 if (x != u.ux || y != u.uy) { /* don't display I at hero's location */
276 if (level.flags.hero_memory)
277 levl[x][y].glyph = GLYPH_INVISIBLE;
278 show_glyph(x, y, GLYPH_INVISIBLE);
285 * Remove something from the map when the hero realizes it's not there any
286 * more. Replace it with background or known trap, but not with any other
287 * If this is used for detection, a full screen update is imminent anyway;
288 * if this is used to get rid of an invisible monster notation, we might have
295 register struct trap *trap;
297 if (!level.flags.hero_memory) return;
299 if ((trap = t_at(x,y)) != 0 && trap->tseen && !covers_traps(x,y))
301 else if (levl[x][y].seenv) {
302 struct rm *lev = &levl[x][y];
304 map_background(x, y, 0);
306 /* turn remembered dark room squares dark */
307 if (!lev->waslit && lev->glyph == cmap_to_glyph(S_room) &&
309 lev->glyph = cmap_to_glyph(S_stone);
311 levl[x][y].glyph = cmap_to_glyph(S_stone); /* default val */
318 * Make whatever at this location show up. This is only for non-living
319 * things. This will not handle feeling invisible objects correctly.
321 * Internal to display.c, this is a #define for speed.
323 #define _map_location(x,y,show) \
325 register struct obj *obj; \
326 register struct trap *trap; \
328 if ((obj = vobj_at(x,y)) && !covers_objects(x,y)) \
329 map_object(obj,show); \
330 else if ((trap = t_at(x,y)) && trap->tseen && !covers_traps(x,y)) \
331 map_trap(trap,show); \
333 map_background(x,y,show); \
337 map_location(x,y,show)
340 _map_location(x,y,show);
344 #define PHYSICALLY_SEEN 1
345 #define is_worm_tail(mon) ((mon) && ((x != (mon)->mx) || (y != (mon)->my)))
350 * Note that this is *not* a map_XXXX() function! Monsters sort of float
353 * Yuck. Display body parts by recognizing that the display position is
354 * not the same as the monster position. Currently the only body part is
359 display_monster(x, y, mon, sightflags, worm_tail)
360 register xchar x, y; /* display position */
361 register struct monst *mon; /* monster to display */
362 int sightflags; /* 1 if the monster is physically seen */
363 /* 2 if detected using Detect_monsters */
364 register xchar worm_tail; /* mon is actually a worm tail */
366 register boolean mon_mimic = (mon->m_ap_type != M_AP_NOTHING);
367 register int sensed = mon_mimic &&
368 (Protection_from_shape_changers || sensemon(mon));
370 * We must do the mimic check first. If the mimic is mimicing something,
371 * and the location is in sight, we have to change the hero's memory
372 * so that when the position is out of sight, the hero remembers what
373 * the mimic was mimicing.
376 if (mon_mimic && (sightflags == PHYSICALLY_SEEN)) {
377 switch (mon->m_ap_type) {
379 impossible("display_monster: bad m_ap_type value [ = %d ]",
380 (int) mon->m_ap_type);
382 show_glyph(x, y, mon_to_glyph(mon));
385 case M_AP_FURNITURE: {
387 * This is a poor man's version of map_background(). I can't
388 * use map_background() because we are overriding what is in
389 * the 'typ' field. Maybe have map_background()'s parameters
390 * be (x,y,glyph) instead of just (x,y).
392 * mappearance is currently set to an S_ index value in
395 register int glyph = cmap_to_glyph(mon->mappearance);
396 levl[x][y].glyph = glyph;
397 if (!sensed) show_glyph(x,y, glyph);
402 struct obj obj; /* Make a fake object to send */
403 /* to map_object(). */
406 obj.otyp = mon->mappearance;
407 obj.corpsenm = PM_TENGU; /* if mimicing a corpse */
408 map_object(&obj,!sensed);
413 show_glyph(x,y, monnum_to_glyph(what_mon((int)mon->mappearance)));
419 /* If the mimic is unsucessfully mimicing something, display the monster */
420 if (!mon_mimic || sensed) {
423 /* [ALI] Only use detected glyphs when monster wouldn't be
424 * visible by any other means.
426 if (sightflags == DETECTED) {
428 num = detected_monnum_to_glyph(what_mon(PM_LONG_WORM_TAIL));
430 num = detected_mon_to_glyph(mon);
431 } else if (mon->mtame && !Hallucination) {
433 num = petnum_to_glyph(PM_LONG_WORM_TAIL);
435 num = pet_to_glyph(mon);
438 num = monnum_to_glyph(what_mon(PM_LONG_WORM_TAIL));
440 num = mon_to_glyph(mon);
449 * This is also *not* a map_XXXX() function! Monster warnings float
450 * above everything just like monsters do, but only if the monster
453 * Do not call for worm tails.
457 register struct monst *mon;
459 int x = mon->mx, y = mon->my;
460 int wl = (int) (mon->m_lev / 4);
463 if (mon_warning(mon)) {
464 if (wl > WARNCOUNT - 1) wl = WARNCOUNT - 1;
465 /* 3.4.1: this really ought to be rn2(WARNCOUNT), but value "0"
466 isn't handled correctly by the what_is routine so avoid it */
467 if (Hallucination) wl = rn1(WARNCOUNT-1,1);
468 glyph = warning_to_glyph(wl);
469 } else if (MATCH_WARN_OF_MON(mon)) {
470 glyph = mon_to_glyph(mon);
472 impossible("display_warning did not match warning type?");
475 show_glyph(x, y, glyph);
481 * Feel the given location. This assumes that the hero is blind and that
482 * the given position is either the hero's or one of the eight squares
483 * adjacent to the hero (except for a boulder push).
484 * If an invisible monster has gone away, that will be discovered. If an
485 * invisible monster has appeared, this will _not_ be discovered since
486 * searching only finds one monster per turn so we must check that separately.
492 struct rm *lev = &(levl[x][y]);
494 register struct monst *mon;
496 /* If the hero's memory of an invisible monster is accurate, we want to keep
497 * him from detecting the same monster over and over again on each turn.
498 * We must return (so we don't erase the monster). (We must also, in the
499 * search function, be sure to skip over previously detected 'I's.)
501 if (glyph_is_invisible(levl[x][y].glyph) && m_at(x,y)) return;
503 /* The hero can't feel non pool locations while under water. */
504 if (Underwater && !Is_waterlevel(&u.uz) && ! is_pool(x,y))
507 /* Set the seen vector as if the hero had seen it. It doesn't matter */
508 /* if the hero is levitating or not. */
509 set_seenv(lev, u.ux, u.uy, x, y);
511 if (Levitation && !Is_airlevel(&u.uz) && !Is_waterlevel(&u.uz)) {
513 * Levitation Rules. It is assumed that the hero can feel the state
514 * of the walls around herself and can tell if she is in a corridor,
515 * room, or doorway. Boulders are felt because they are large enough.
516 * Anything else is unknown because the hero can't reach the ground.
517 * This makes things difficult.
519 * Check (and display) in order:
521 * + Stone, walls, and closed doors.
522 * + Boulders. [see a boulder before a doorway]
524 * + Room/water positions
525 * + Everything else (hallways!)
527 if (IS_ROCK(lev->typ) || (IS_DOOR(lev->typ) &&
528 (lev->doormask & (D_LOCKED | D_CLOSED)))) {
529 map_background(x, y, 1);
530 } else if ((boulder = sobj_at(BOULDER,x,y)) != 0) {
531 map_object(boulder, 1);
532 } else if (IS_DOOR(lev->typ)) {
533 map_background(x, y, 1);
534 } else if (IS_ROOM(lev->typ) || IS_POOL(lev->typ)) {
536 * An open room or water location. Normally we wouldn't touch
537 * this, but we have to get rid of remembered boulder symbols.
538 * This will only occur in rare occations when the hero goes
539 * blind and doesn't find a boulder where expected (something
540 * came along and picked it up). We know that there is not a
541 * boulder at this location. Show fountains, pools, etc.
542 * underneath if already seen. Otherwise, show the appropriate
545 * Similarly, if the hero digs a hole in a wall or feels a location
546 * that used to contain an unseen monster. In these cases,
547 * there's no reason to assume anything was underneath, so
548 * just show the appropriate floor symbol. If something was
549 * embedded in the wall, the glyph will probably already
550 * reflect that. Don't change the symbol in this case.
552 * This isn't quite correct. If the boulder was on top of some
553 * other objects they should be seen once the boulder is removed.
554 * However, we have no way of knowing that what is there now
555 * was there then. So we let the hero have a lapse of memory.
556 * We could also just display what is currently on the top of the
557 * object stack (if anything).
559 if (lev->glyph == objnum_to_glyph(BOULDER)) {
560 if (lev->typ != ROOM && lev->seenv) {
561 map_background(x, y, 1);
563 lev->glyph = lev->waslit ? cmap_to_glyph(S_room) :
564 cmap_to_glyph(S_stone);
565 show_glyph(x,y,lev->glyph);
567 } else if ((lev->glyph >= cmap_to_glyph(S_stone) &&
568 lev->glyph < cmap_to_glyph(S_room)) ||
569 glyph_is_invisible(levl[x][y].glyph)) {
570 lev->glyph = lev->waslit ? cmap_to_glyph(S_room) :
571 cmap_to_glyph(S_stone);
572 show_glyph(x,y,lev->glyph);
575 /* We feel it (I think hallways are the only things left). */
576 map_background(x, y, 1);
577 /* Corridors are never felt as lit (unless remembered that way) */
578 /* (lit_corridor only). */
579 if (lev->typ == CORR &&
580 lev->glyph == cmap_to_glyph(S_litcorr) && !lev->waslit)
581 show_glyph(x, y, lev->glyph = cmap_to_glyph(S_corr));
584 _map_location(x, y, 1);
588 * A ball or chain is only felt if it is first on the object
589 * location list. Otherwise, we need to clear the felt bit ---
590 * something has been dropped on the ball/chain. If the bit is
591 * not cleared, then when the ball/chain is moved it will drop
594 if (uchain->ox == x && uchain->oy == y) {
595 if (level.objects[x][y] == uchain)
596 u.bc_felt |= BC_CHAIN;
598 u.bc_felt &= ~BC_CHAIN; /* do not feel the chain */
600 if (!carried(uball) && uball->ox == x && uball->oy == y) {
601 if (level.objects[x][y] == uball)
602 u.bc_felt |= BC_BALL;
604 u.bc_felt &= ~BC_BALL; /* do not feel the ball */
608 /* Floor spaces are dark if unlit. Corridors are dark if unlit. */
609 if (lev->typ == ROOM &&
610 lev->glyph == cmap_to_glyph(S_room) && !lev->waslit)
611 show_glyph(x,y, lev->glyph = cmap_to_glyph(S_stone));
612 else if (lev->typ == CORR &&
613 lev->glyph == cmap_to_glyph(S_litcorr) && !lev->waslit)
614 show_glyph(x,y, lev->glyph = cmap_to_glyph(S_corr));
616 /* draw monster on top if we can sense it */
617 if ((x != u.ux || y != u.uy) && (mon = m_at(x,y)) && sensemon(mon))
618 display_monster(x, y, mon,
619 (tp_sensemon(mon) || MATCH_WARN_OF_MON(mon)) ? PHYSICALLY_SEEN : DETECTED,
626 * Possibly put a new glyph at the given location.
632 register struct monst *mon;
633 register struct rm *lev = &(levl[x][y]);
635 register xchar worm_tail;
637 if (in_mklev) return;
639 /* only permit updating the hero when swallowed */
641 if (x == u.ux && y == u.uy) display_self();
644 if (Underwater && !Is_waterlevel(&u.uz)) {
645 /* don't do anything unless (x,y) is an adjacent underwater position */
647 if (!is_pool(x,y)) return;
648 dx = x - u.ux; if (dx < 0) dx = -dx;
649 dy = y - u.uy; if (dy < 0) dy = -dy;
650 if (dx > 1 || dy > 1) return;
653 /* Can physically see the location. */
655 NhRegion* reg = visible_region_at(x,y);
657 * Don't use templit here: E.g.
659 * lev->waslit = !!(lev->lit || templit(x,y));
661 * Otherwise we have the "light pool" problem, where non-permanently
662 * lit areas just out of sight stay remembered as lit. They should
665 * Perhaps ALL areas should revert to their "unlit" look when
668 lev->waslit = (lev->lit!=0); /* remember lit condition */
670 if (reg != NULL && ACCESSIBLE(lev->typ)) {
671 show_region(reg,x,y);
674 if (x == u.ux && y == u.uy) {
676 _map_location(x,y,0); /* map *under* self */
679 /* we can see what is there */
680 _map_location(x,y,1);
684 worm_tail = is_worm_tail(mon);
685 see_it = mon && (worm_tail
686 ? (!mon->minvis || See_invisible)
687 : (mon_visible(mon)) || tp_sensemon(mon) || MATCH_WARN_OF_MON(mon));
688 if (mon && (see_it || (!worm_tail && Detect_monsters))) {
690 struct trap *trap = t_at(x, y);
691 int tt = trap ? trap->ttyp : NO_TRAP;
693 /* if monster is in a physical trap, you see the trap too */
694 if (tt == BEAR_TRAP || tt == PIT ||
695 tt == SPIKED_PIT ||tt == WEB) {
699 _map_location(x,y,0); /* map under the monster */
700 /* also gets rid of any invisibility glyph */
701 display_monster(x, y, mon, see_it ? PHYSICALLY_SEEN : DETECTED, worm_tail);
703 else if (mon && mon_warning(mon) && !is_worm_tail(mon))
704 display_warning(mon);
705 else if (glyph_is_invisible(levl[x][y].glyph))
708 _map_location(x,y,1); /* map the location */
712 /* Can't see the location. */
714 if (x == u.ux && y == u.uy) {
715 feel_location(u.ux, u.uy); /* forces an update */
717 if (senseself()) display_self();
719 else if ((mon = m_at(x,y))
720 && ((see_it = (tp_sensemon(mon) || MATCH_WARN_OF_MON(mon)
721 || (see_with_infrared(mon) && mon_visible(mon))))
723 && !is_worm_tail(mon)) {
724 /* Monsters are printed every time. */
725 /* This also gets rid of any invisibility glyph */
726 display_monster(x, y, mon, see_it ? 0 : DETECTED, 0);
728 else if ((mon = m_at(x,y)) && mon_warning(mon) &&
729 !is_worm_tail(mon)) {
730 display_warning(mon);
734 * If the location is remembered as being both dark (waslit is false)
735 * and lit (glyph is a lit room or lit corridor) then it was either:
737 * (1) A dark location that the hero could see through night
740 * (2) Darkened while out of the hero's sight. This can happen
741 * when cursed scroll of light is read.
743 * In either case, we have to manually correct the hero's memory to
744 * match waslit. Deciding when to change waslit is non-trivial.
746 * Note: If flags.lit_corridor is set, then corridors act like room
747 * squares. That is, they light up if in night vision range.
748 * If flags.lit_corridor is not set, then corridors will
749 * remain dark unless lit by a light spell and may darken
750 * again, as discussed above.
752 * These checks and changes must be here and not in back_to_glyph().
753 * They are dependent on the position being out of sight.
755 else if (!lev->waslit) {
756 if (lev->glyph == cmap_to_glyph(S_litcorr) && lev->typ == CORR)
757 show_glyph(x, y, lev->glyph = cmap_to_glyph(S_corr));
758 else if (lev->glyph == cmap_to_glyph(S_room) && lev->typ == ROOM)
759 show_glyph(x, y, lev->glyph = cmap_to_glyph(S_stone));
764 show_glyph(x, y, lev->glyph);
774 * Put magic shield pyrotechnics at the given location. This *could* be
775 * pulled into a platform dependent routine for fancier graphics if desired.
783 if (!flags.sparkle) return;
784 if (cansee(x,y)) { /* Don't see anything if can't see the location */
785 for (i = 0; i < SHIELD_COUNT; i++) {
786 show_glyph(x, y, cmap_to_glyph(shield_static[i]));
787 flush_screen(1); /* make sure the glyph shows up */
790 newsym(x,y); /* restore the old information */
798 * Temporarily place glyphs on the screen. Do not call delay_output(). It
799 * is up to the caller to decide if it wants to wait [presently, everyone
800 * but explode() wants to delay].
803 * (DISP_BEAM, glyph) open, initialize glyph
804 * (DISP_FLASH, glyph) open, initialize glyph
805 * (DISP_ALWAYS, glyph) open, initialize glyph
806 * (DISP_CHANGE, glyph) change glyph
807 * (DISP_END, 0) close & clean up (second argument doesn't
809 * (DISP_FREEMEM, 0) only used to prevent memory leak during
811 * (x, y) display the glyph at the location
813 * DISP_BEAM - Display the given glyph at each location, but do not erase
814 * any until the close call.
815 * DISP_FLASH - Display the given glyph at each location, but erase the
816 * previous location's glyph.
817 * DISP_ALWAYS- Like DISP_FLASH, but vision is not taken into account.
820 static struct tmp_glyph {
821 coord saved[COLNO]; /* previously updated positions */
822 int sidx; /* index of next unused slot in saved[] */
823 int style; /* either DISP_BEAM or DISP_FLASH or DISP_ALWAYS */
824 int glyph; /* glyph to use when printing */
825 struct tmp_glyph *prev;
832 static struct tmp_glyph *tglyph = (struct tmp_glyph *)0;
833 struct tmp_glyph *tmp;
841 else /* nested effect; we need dynamic memory */
842 tmp = (struct tmp_glyph *)alloc(sizeof (struct tmp_glyph));
848 flush_screen(0); /* flush buffered glyphs */
851 case DISP_FREEMEM: /* in case game ends with tmp_at() in progress */
854 if (tglyph != &tgfirst) free((genericptr_t)tglyph);
863 if (!tglyph) panic("tmp_at: tglyph not initialized");
871 if (tglyph->style == DISP_BEAM) {
874 /* Erase (reset) from source to end */
875 for (i = 0; i < tglyph->sidx; i++)
876 newsym(tglyph->saved[i].x, tglyph->saved[i].y);
877 } else { /* DISP_FLASH or DISP_ALWAYS */
878 if (tglyph->sidx) /* been called at least once */
879 newsym(tglyph->saved[0].x, tglyph->saved[0].y);
881 /* tglyph->sidx = 0; -- about to be freed, so not necessary */
883 if (tglyph != &tgfirst) free((genericptr_t)tglyph);
888 if (tglyph->style == DISP_BEAM) {
889 if (!cansee(x,y)) break;
890 /* save pos for later erasing */
891 tglyph->saved[tglyph->sidx].x = x;
892 tglyph->saved[tglyph->sidx].y = y;
894 } else { /* DISP_FLASH/ALWAYS */
895 if (tglyph->sidx) { /* not first call, so reset previous pos */
896 newsym(tglyph->saved[0].x, tglyph->saved[0].y);
897 tglyph->sidx = 0; /* display is presently up to date */
899 if (!cansee(x,y) && tglyph->style != DISP_ALWAYS) break;
900 tglyph->saved[0].x = x;
901 tglyph->saved[0].y = y;
905 show_glyph(x, y, tglyph->glyph); /* show it */
906 flush_screen(0); /* make sure it shows up */
915 * The hero is swallowed. Show a special graphics sequence for this. This
916 * bypasses all of the display routines and messes with buffered screen
917 * directly. This method works because both vision and display check for
924 static xchar lastx, lasty; /* last swallowed position */
925 int swallower, left_ok, rght_ok;
932 /* Clear old location */
933 for (y = lasty-1; y <= lasty+1; y++)
934 for (x = lastx-1; x <= lastx+1; x++)
935 if (isok(x,y)) show_glyph(x,y,cmap_to_glyph(S_stone));
938 swallower = monsndx(u.ustuck->data);
939 /* assume isok(u.ux,u.uy) */
940 left_ok = isok(u.ux-1,u.uy);
941 rght_ok = isok(u.ux+1,u.uy);
943 * Display the hero surrounded by the monster's stomach.
945 if(isok(u.ux, u.uy-1)) {
947 show_glyph(u.ux-1, u.uy-1, swallow_to_glyph(swallower, S_sw_tl));
948 show_glyph(u.ux , u.uy-1, swallow_to_glyph(swallower, S_sw_tc));
950 show_glyph(u.ux+1, u.uy-1, swallow_to_glyph(swallower, S_sw_tr));
954 show_glyph(u.ux-1, u.uy , swallow_to_glyph(swallower, S_sw_ml));
957 show_glyph(u.ux+1, u.uy , swallow_to_glyph(swallower, S_sw_mr));
959 if(isok(u.ux, u.uy+1)) {
961 show_glyph(u.ux-1, u.uy+1, swallow_to_glyph(swallower, S_sw_bl));
962 show_glyph(u.ux , u.uy+1, swallow_to_glyph(swallower, S_sw_bc));
964 show_glyph(u.ux+1, u.uy+1, swallow_to_glyph(swallower, S_sw_br));
967 /* Update the swallowed position. */
975 * Similar to swallowed() in operation. Shows hero when underwater
976 * except when in water level. Special routines exist for that.
982 static xchar lastx, lasty;
986 /* swallowing has a higher precedence than under water */
987 if (Is_waterlevel(&u.uz) || u.uswallow) return;
990 if (mode == 1 || dela) {
994 /* delayed full update */
995 else if (mode == 2) {
1001 for (y = lasty-1; y <= lasty+1; y++)
1002 for (x = lastx-1; x <= lastx+1; x++)
1004 show_glyph(x,y,cmap_to_glyph(S_stone));
1006 for (x = u.ux-1; x <= u.ux+1; x++)
1007 for (y = u.uy-1; y <= u.uy+1; y++)
1008 if (isok(x,y) && is_pool(x,y)) {
1009 if (Blind && !(x == u.ux && y == u.uy))
1010 show_glyph(x,y,cmap_to_glyph(S_stone));
1021 * Very restricted display. You can only see yourself.
1027 static boolean dela;
1029 /* swallowing has a higher precedence than under ground */
1030 if (u.uswallow) return;
1033 if (mode == 1 || dela) {
1037 /* delayed full update */
1038 else if (mode == 2) {
1042 /* limited update */
1048 /* ========================================================================= */
1051 * Loop through all of the monsters and update them. Called when:
1052 * + going blind & telepathic
1053 * + regaining sight & telepathic
1054 * + getting and losing infravision
1056 * + doing a full screen redraw
1057 * + see invisible times out or a ring of see invisible is taken off
1058 * + when a potion of see invisible is quaffed or a ring of see
1059 * invisible is put on
1060 * + gaining telepathy when blind [givit() in eat.c, pleased() in pray.c]
1061 * + losing telepathy while blind [xkilled() in mon.c, attrcurse() in
1067 register struct monst *mon;
1069 for (mon = fmon; mon; mon = mon->nmon) {
1070 if (DEADMONSTER(mon)) continue;
1071 newsym(mon->mx,mon->my);
1072 if (mon->wormno) see_wsegs(mon);
1075 /* when mounted, hero's location gets caught by monster loop */
1082 * Block/unblock light depending on what a mimic is mimicing and if it's
1083 * invisible or not. Should be called only when the state of See_invisible
1087 set_mimic_blocking()
1089 register struct monst *mon;
1091 for (mon = fmon; mon; mon = mon->nmon) {
1092 if (DEADMONSTER(mon)) continue;
1094 ((mon->m_ap_type == M_AP_FURNITURE &&
1095 (mon->mappearance == S_vcdoor || mon->mappearance == S_hcdoor)) ||
1096 (mon->m_ap_type == M_AP_OBJECT && mon->mappearance == BOULDER))) {
1098 block_point(mon->mx, mon->my);
1100 unblock_point(mon->mx, mon->my);
1106 * Loop through all of the object *locations* and update them. Called when
1112 register struct obj *obj;
1113 for(obj = fobj; obj; obj = obj->nobj)
1114 if (vobj_at(obj->ox,obj->oy) == obj) newsym(obj->ox, obj->oy);
1118 * Update hallucinated traps.
1126 for (trap = ftrap; trap; trap = trap->ntrap) {
1127 glyph = glyph_at(trap->tx, trap->ty);
1128 if (glyph_is_trap(glyph))
1129 newsym(trap->tx, trap->ty);
1134 * Put the cursor on the hero. Flush all accumulated glyphs before doing it.
1139 flush_screen(1); /* Flush waiting glyphs & put cursor on hero */
1153 register struct rm *lev;
1155 if (!u.ux) return; /* display isn't ready yet */
1161 if (Underwater && !Is_waterlevel(&u.uz)) {
1170 /* shut down vision */
1174 * This routine assumes that cls() does the following:
1175 * + fills the physical screen with the symbol for rock
1176 * + clears the glyph buffer
1180 /* display memory */
1181 for (x = 1; x < COLNO; x++) {
1183 for (y = 0; y < ROWNO; y++, lev++)
1184 if (lev->glyph != cmap_to_glyph(S_stone))
1185 show_glyph(x,y,lev->glyph);
1188 /* see what is to be seen */
1191 /* overlay with monsters */
1194 flags.botlx = 1; /* force a redraw of the bottom line */
1198 /* ========================================================================= */
1199 /* Glyph Buffering (3rd screen) ============================================ */
1202 xchar new; /* perhaps move this bit into the rm strucure. */
1206 static gbuf_entry gbuf[ROWNO][COLNO];
1207 static char gbuf_start[ROWNO];
1208 static char gbuf_stop[ROWNO];
1211 * Store the glyph in the 3rd screen for later flushing.
1214 show_glyph(x,y,glyph)
1218 * Check for bad positions and glyphs.
1224 /* column 0 is invalid, but it's often used as a flag, so ignore it */
1228 * This assumes an ordering of the offsets. See display.h for
1232 if (glyph >= GLYPH_WARNING_OFF) { /* a warning */
1233 text = "warning"; offset = glyph - GLYPH_WARNING_OFF;
1234 } else if (glyph >= GLYPH_SWALLOW_OFF) { /* swallow border */
1235 text = "swallow border"; offset = glyph - GLYPH_SWALLOW_OFF;
1236 } else if (glyph >= GLYPH_ZAP_OFF) { /* zap beam */
1237 text = "zap beam"; offset = glyph - GLYPH_ZAP_OFF;
1238 } else if (glyph >= GLYPH_EXPLODE_OFF) { /* explosion */
1239 text = "explosion"; offset = glyph - GLYPH_EXPLODE_OFF;
1240 } else if (glyph >= GLYPH_CMAP_OFF) { /* cmap */
1241 text = "cmap_index"; offset = glyph - GLYPH_CMAP_OFF;
1242 } else if (glyph >= GLYPH_OBJ_OFF) { /* object */
1243 text = "object"; offset = glyph - GLYPH_OBJ_OFF;
1244 } else if (glyph >= GLYPH_RIDDEN_OFF) { /* ridden mon */
1245 text = "ridden mon"; offset = glyph - GLYPH_RIDDEN_OFF;
1246 } else if (glyph >= GLYPH_BODY_OFF) { /* a corpse */
1247 text = "corpse"; offset = glyph - GLYPH_BODY_OFF;
1248 } else if (glyph >= GLYPH_DETECT_OFF) { /* detected mon */
1249 text = "detected mon"; offset = glyph - GLYPH_DETECT_OFF;
1250 } else if (glyph >= GLYPH_INVIS_OFF) { /* invisible mon */
1251 text = "invisible mon"; offset = glyph - GLYPH_INVIS_OFF;
1252 } else if (glyph >= GLYPH_PET_OFF) { /* a pet */
1253 text = "pet"; offset = glyph - GLYPH_PET_OFF;
1254 } else { /* a monster */
1255 text = "monster"; offset = glyph;
1258 impossible("show_glyph: bad pos %d %d with glyph %d [%s %d].",
1259 x, y, glyph, text, offset);
1263 if (glyph >= MAX_GLYPH) {
1264 impossible("show_glyph: bad glyph %d [max %d] at (%d,%d).",
1265 glyph, MAX_GLYPH, x, y);
1269 if (gbuf[y][x].glyph != glyph) {
1270 gbuf[y][x].glyph = glyph;
1272 if (gbuf_start[y] > x) gbuf_start[y] = x;
1273 if (gbuf_stop[y] < x) gbuf_stop[y] = x;
1279 * Reset the changed glyph borders so that none of the 3rd screen has
1282 #define reset_glyph_bbox() \
1286 for (i = 0; i < ROWNO; i++) { \
1287 gbuf_start[i] = COLNO-1; \
1293 static gbuf_entry nul_gbuf = { 0, cmap_to_glyph(S_stone) };
1295 * Turn the 3rd screen into stone.
1298 clear_glyph_buffer()
1301 register gbuf_entry *gptr;
1303 for (y = 0; y < ROWNO; y++) {
1305 for (x = COLNO; x; x--) {
1313 * Assumes that the indicated positions are filled with S_stone glyphs.
1316 row_refresh(start,stop,y)
1321 for (x = start; x <= stop; x++)
1322 if (gbuf[y][x].glyph != cmap_to_glyph(S_stone))
1323 print_glyph(WIN_MAP,x,y,gbuf[y][x].glyph);
1329 display_nhwindow(WIN_MESSAGE, FALSE); /* flush messages */
1330 flags.botlx = 1; /* force update of botl window */
1331 clear_nhwindow(WIN_MAP); /* clear physical screen */
1333 clear_glyph_buffer(); /* this is sort of an extra effort, but OK */
1337 * Synch the third screen with the display.
1340 flush_screen(cursor_on_u)
1343 /* Prevent infinite loops on errors:
1344 * flush_screen->print_glyph->impossible->pline->flush_screen
1346 static boolean flushing = 0;
1347 static boolean delay_flushing = 0;
1350 if (cursor_on_u == -1) delay_flushing = !delay_flushing;
1351 if (delay_flushing) return;
1352 if (flushing) return; /* if already flushing then return */
1355 for (y = 0; y < ROWNO; y++) {
1356 register gbuf_entry *gptr = &gbuf[y][x = gbuf_start[y]];
1357 for (; x <= gbuf_stop[y]; gptr++, x++)
1359 print_glyph(WIN_MAP,x,y,gptr->glyph);
1364 if (cursor_on_u) curs(WIN_MAP, u.ux,u.uy); /* move cursor to the hero */
1365 display_nhwindow(WIN_MAP, FALSE);
1368 if(flags.botl || flags.botlx) bot();
1371 /* ========================================================================= */
1376 * Use the information in the rm structure at the given position to create
1377 * a glyph of a background.
1379 * I had to add a field in the rm structure (horizontal) so that we knew
1380 * if open doors and secret doors were horizontal or vertical. Previously,
1381 * the screen symbol had the horizontal/vertical information set at
1382 * level generation time.
1384 * I used the 'ladder' field (really doormask) for deciding if stairwells
1385 * were up or down. I didn't want to check the upstairs and dnstairs
1393 struct rm *ptr = &(levl[x][y]);
1398 idx = level.flags.arboreal ? S_tree : S_stone;
1400 case ROOM: idx = S_room; break;
1402 idx = (ptr->waslit || flags.lit_corridor) ? S_litcorr : S_corr;
1416 idx = ptr->seenv ? wall_angle(ptr) : S_stone;
1419 if (ptr->doormask) {
1420 if (ptr->doormask & D_BROKEN)
1422 else if (ptr->doormask & D_ISOPEN)
1423 idx = (ptr->horizontal) ? S_hodoor : S_vodoor;
1424 else /* else is closed */
1425 idx = (ptr->horizontal) ? S_hcdoor : S_vcdoor;
1429 case IRONBARS: idx = S_bars; break;
1430 case TREE: idx = S_tree; break;
1432 case MOAT: idx = S_pool; break;
1434 idx = (ptr->ladder & LA_DOWN) ? S_dnstair : S_upstair;
1437 idx = (ptr->ladder & LA_DOWN) ? S_dnladder : S_upladder;
1439 case FOUNTAIN: idx = S_fountain; break;
1440 case SINK: idx = S_sink; break;
1441 case ALTAR: idx = S_altar; break;
1442 case GRAVE: idx = S_grave; break;
1443 case THRONE: idx = S_throne; break;
1444 case LAVAPOOL: idx = S_lava; break;
1445 case ICE: idx = S_ice; break;
1446 case AIR: idx = S_air; break;
1447 case CLOUD: idx = S_cloud; break;
1448 case WATER: idx = S_water; break;
1450 idx = (ptr->horizontal) ? S_hcdbridge : S_vcdbridge;
1453 switch(ptr->drawbridgemask & DB_UNDER) {
1454 case DB_MOAT: idx = S_pool; break;
1455 case DB_LAVA: idx = S_lava; break;
1456 case DB_ICE: idx = S_ice; break;
1457 case DB_FLOOR: idx = S_room; break;
1459 impossible("Strange db-under: %d",
1460 ptr->drawbridgemask & DB_UNDER);
1461 idx = S_room; /* something is better than nothing */
1465 case DRAWBRIDGE_DOWN:
1466 idx = (ptr->horizontal) ? S_hodbridge : S_vodbridge;
1469 impossible("back_to_glyph: unknown level type [ = %d ]",ptr->typ);
1474 return cmap_to_glyph(idx);
1479 * swallow_to_glyph()
1481 * Convert a monster number and a swallow location into the correct glyph.
1482 * If you don't want a patchwork monster while hallucinating, decide on
1483 * a random monster in swallowed() and don't use what_mon() here.
1486 swallow_to_glyph(mnum, loc)
1490 if (loc < S_sw_tl || S_sw_br < loc) {
1491 impossible("swallow_to_glyph: bad swallow location");
1494 return ((int) (what_mon(mnum)<<3) | (loc - S_sw_tl)) + GLYPH_SWALLOW_OFF;
1502 * Change the given zap direction and beam type into a glyph. Each beam
1503 * type has four glyphs, one for each of the symbols below. The order of
1504 * the zap symbols [0-3] as defined in rm.h are:
1506 * | S_vbeam ( 0, 1) or ( 0,-1)
1507 * - S_hbeam ( 1, 0) or (-1, 0)
1508 * \ S_lslant ( 1, 1) or (-1,-1)
1509 * / S_rslant (-1, 1) or ( 1,-1)
1512 zapdir_to_glyph(dx, dy, beam_type)
1513 register int dx, dy;
1516 if (beam_type >= NUM_ZAP) {
1517 impossible("zapdir_to_glyph: illegal beam type");
1520 dx = (dx == dy) ? 2 : (dx && dy) ? 3 : dx ? 1 : 0;
1522 return ((int) ((beam_type << 2) | dx)) + GLYPH_ZAP_OFF;
1527 * Utility routine for dowhatis() used to find out the glyph displayed at
1528 * the location. This isn't necessarily the same as the glyph in the levl
1529 * structure, so we must check the "third screen".
1535 if(x < 0 || y < 0 || x >= COLNO || y >= ROWNO)
1536 return cmap_to_glyph(S_room); /* XXX */
1537 return gbuf[y][x].glyph;
1541 /* ------------------------------------------------------------------------- */
1542 /* Wall Angle -------------------------------------------------------------- */
1544 /*#define WA_VERBOSE*/ /* give (x,y) locations for all "bad" spots */
1548 static const char *FDECL(type_to_name, (int));
1549 static void FDECL(error4, (int,int,int,int,int,int));
1551 static int bad_count[MAX_TYPE]; /* count of positions flagged as bad */
1552 static const char *type_names[MAX_TYPE] = {
1553 "STONE", "VWALL", "HWALL", "TLCORNER",
1554 "TRCORNER", "BLCORNER", "BRCORNER", "CROSSWALL",
1555 "TUWALL", "TDWALL", "TLWALL", "TRWALL",
1556 "DBWALL", "SDOOR", "SCORR", "POOL",
1557 "MOAT", "WATER", "DRAWBRIDGE_UP","LAVAPOOL",
1558 "DOOR", "CORR", "ROOM", "STAIRS",
1559 "LADDER", "FOUNTAIN", "THRONE", "SINK",
1560 "ALTAR", "ICE", "DRAWBRIDGE_DOWN","AIR",
1569 return (type < 0 || type > MAX_TYPE) ? "unknown" : type_names[type];
1573 error4(x, y, a, b, c, dd)
1574 int x, y, a, b, c, dd;
1576 pline("set_wall_state: %s @ (%d,%d) %s%s%s%s",
1577 type_to_name(levl[x][y].typ), x, y,
1578 a ? "1":"", b ? "2":"", c ? "3":"", dd ? "4":"");
1579 bad_count[levl[x][y].typ]++;
1581 #endif /* WA_VERBOSE */
1584 * Return 'which' if position is implies an unfinshed exterior. Return
1585 * zero otherwise. Unfinished implies outer area is rock or a corridor.
1587 * Things that are ambigious: lava
1590 check_pos(x, y, which)
1594 if (!isok(x,y)) return which;
1595 type = levl[x][y].typ;
1596 if (IS_ROCK(type) || type == CORR || type == SCORR) return which;
1600 /* Return TRUE if more than one is non-zero. */
1604 more_than_one(x, y, a, b, c)
1607 if ((a && (b|c)) || (b && (a|c)) || (c && (a|b))) {
1608 error4(x,y,a,b,c,0);
1614 #define more_than_one(x, y, a, b, c) (((a) && ((b)|(c))) || ((b) && ((a)|(c))) || ((c) && ((a)|(b))))
1617 /* Return the wall mode for a T wall. */
1619 set_twall(x0,y0, x1,y1, x2,y2, x3,y3)
1620 int x0,y0, x1,y1, x2,y2, x3,y3;
1622 int wmode, is_1, is_2, is_3;
1624 is_1 = check_pos(x1, y1, WM_T_LONG);
1625 is_2 = check_pos(x2, y2, WM_T_BL);
1626 is_3 = check_pos(x3, y3, WM_T_BR);
1627 if (more_than_one(x0, y0, is_1, is_2, is_3)) {
1630 wmode = is_1 + is_2 + is_3;
1635 /* Return wall mode for a horizontal or vertical wall. */
1637 set_wall(x, y, horiz)
1640 int wmode, is_1, is_2;
1643 is_1 = check_pos(x,y-1, WM_W_TOP);
1644 is_2 = check_pos(x,y+1, WM_W_BOTTOM);
1646 is_1 = check_pos(x-1,y, WM_W_LEFT);
1647 is_2 = check_pos(x+1,y, WM_W_RIGHT);
1649 if (more_than_one(x, y, is_1, is_2, 0)) {
1652 wmode = is_1 + is_2;
1658 /* Return a wall mode for a corner wall. (x4,y4) is the "inner" position. */
1660 set_corn(x1,y1, x2,y2, x3,y3, x4,y4)
1661 int x1, y1, x2, y2, x3, y3, x4, y4;
1663 int wmode, is_1, is_2, is_3, is_4;
1665 is_1 = check_pos(x1, y1, 1);
1666 is_2 = check_pos(x2, y2, 1);
1667 is_3 = check_pos(x3, y3, 1);
1668 is_4 = check_pos(x4, y4, 1); /* inner location */
1671 * All 4 should not be true. So if the inner location is rock,
1672 * use it. If all of the outer 3 are true, use outer. We currently
1673 * can't cover the case where only part of the outer is rock, so
1674 * we just say that all the walls are finished (if not overridden
1675 * by the inner section).
1679 } else if (is_1 && is_2 && is_3)
1682 wmode = 0; /* finished walls on all sides */
1687 /* Return mode for a crosswall. */
1692 int wmode, is_1, is_2, is_3, is_4;
1694 is_1 = check_pos(x-1, y-1, 1);
1695 is_2 = check_pos(x+1, y-1, 1);
1696 is_3 = check_pos(x+1, y+1, 1);
1697 is_4 = check_pos(x-1, y+1, 1);
1699 wmode = is_1+is_2+is_3+is_4;
1701 if (is_1 && is_3 && (is_2+is_4 == 0)) {
1703 } else if (is_2 && is_4 && (is_1+is_3 == 0)) {
1707 error4(x,y,is_1,is_2,is_3,is_4);
1723 /* Called from mklev. Scan the level and set the wall modes. */
1732 for (x = 0; x < MAX_TYPE; x++) bad_count[x] = 0;
1735 for (x = 0; x < COLNO; x++)
1736 for (lev = &levl[x][0], y = 0; y < ROWNO; y++, lev++) {
1739 wmode = set_wall(x, y, (int) lev->horizontal);
1742 wmode = set_wall(x, y, 0);
1745 wmode = set_wall(x, y, 1);
1748 wmode = set_twall(x,y, x,y-1, x-1,y+1, x+1,y+1);
1751 wmode = set_twall(x,y, x,y+1, x+1,y-1, x-1,y-1);
1754 wmode = set_twall(x,y, x+1,y, x-1,y-1, x-1,y+1);
1757 wmode = set_twall(x,y, x-1,y, x+1,y+1, x+1,y-1);
1760 wmode = set_corn(x-1,y-1, x,y-1, x-1,y, x+1,y+1);
1763 wmode = set_corn(x,y-1, x+1,y-1, x+1,y, x-1,y+1);
1766 wmode = set_corn(x,y+1, x-1,y+1, x-1,y, x+1,y-1);
1769 wmode = set_corn(x+1,y, x+1,y+1, x,y+1, x-1,y-1);
1772 wmode = set_crosswall(x, y);
1776 wmode = -1; /* don't set wall info */
1781 lev->wall_info = (lev->wall_info & ~WM_MASK) | wmode;
1785 /* check if any bad positions found */
1786 for (x = y = 0; x < MAX_TYPE; x++)
1789 y = 1; /* only print once */
1790 pline("set_wall_type: wall mode problems with: ");
1792 pline("%s %d;", type_names[x], bad_count[x]);
1794 #endif /* WA_VERBOSE */
1797 /* ------------------------------------------------------------------------- */
1798 /* This matrix is used here and in vision.c. */
1799 unsigned char seenv_matrix[3][3] = { {SV2, SV1, SV0},
1803 #define sign(z) ((z) < 0 ? -1 : ((z) > 0 ? 1 : 0))
1805 /* Set the seen vector of lev as if seen from (x0,y0) to (x,y). */
1807 set_seenv(lev, x0, y0, x, y)
1809 int x0, y0, x, y; /* from, to */
1811 int dx = x-x0, dy = y0-y;
1812 lev->seenv |= seenv_matrix[sign(dy)+1][sign(dx)+1];
1815 /* ------------------------------------------------------------------------- */
1817 /* T wall types, one for each row in wall_matrix[][]. */
1824 * These are the column names of wall_matrix[][]. They are the "results"
1825 * of a tdwall pattern match. All T walls are rotated so they become
1826 * a tdwall. Then we do a single pattern match, but return the
1827 * correct result for the original wall by using different rows for
1828 * each of the wall types.
1836 static const int wall_matrix[4][5] = {
1837 { S_stone, S_tlcorn, S_trcorn, S_hwall, S_tdwall }, /* tdwall */
1838 { S_stone, S_trcorn, S_brcorn, S_vwall, S_tlwall }, /* tlwall */
1839 { S_stone, S_brcorn, S_blcorn, S_hwall, S_tuwall }, /* tuwall */
1840 { S_stone, S_blcorn, S_tlcorn, S_vwall, S_trwall }, /* trwall */
1844 /* Cross wall types, one for each "solid" quarter. Rows of cross_matrix[][]. */
1851 * These are the column names for cross_matrix[][]. They express results
1852 * in C_br (bottom right) terms. All crosswalls with a single solid
1853 * quarter are rotated so the solid section is at the bottom right.
1854 * We pattern match on that, but return the correct result depending
1855 * on which row we'ere looking at.
1864 static const int cross_matrix[4][6] = {
1865 { S_brcorn, S_blcorn, S_tlcorn, S_tuwall, S_trwall, S_crwall },
1866 { S_blcorn, S_tlcorn, S_trcorn, S_trwall, S_tdwall, S_crwall },
1867 { S_tlcorn, S_trcorn, S_brcorn, S_tdwall, S_tlwall, S_crwall },
1868 { S_trcorn, S_brcorn, S_blcorn, S_tlwall, S_tuwall, S_crwall },
1872 /* Print out a T wall warning and all interesting info. */
1877 static const char warn_str[] = "wall_angle: %s: case %d: seenv = 0x%x";
1880 if (lev->typ == TUWALL) wname = "tuwall";
1881 else if (lev->typ == TLWALL) wname = "tlwall";
1882 else if (lev->typ == TRWALL) wname = "trwall";
1883 else if (lev->typ == TDWALL) wname = "tdwall";
1884 else wname = "unknown";
1885 impossible(warn_str, wname, lev->wall_info & WM_MASK,
1886 (unsigned int) lev->seenv);
1891 * Return the correct graphics character index using wall type, wall mode,
1892 * and the seen vector. It is expected that seenv is non zero.
1894 * All T-wall vectors are rotated to be TDWALL. All single crosswall
1895 * blocks are rotated to bottom right. All double crosswall are rotated
1896 * to W_X_BLTR. All results are converted back.
1898 * The only way to understand this is to take out pen and paper and
1899 * draw diagrams. See rm.h for more details on the wall modes and
1906 register unsigned int seenv = lev->seenv & 0xff;
1910 #define only(sv, bits) (((sv) & (bits)) && ! ((sv) & ~(bits)))
1913 row = wall_matrix[T_u];
1914 seenv = (seenv >> 4 | seenv << 4) & 0xff;/* rotate to tdwall */
1917 row = wall_matrix[T_l];
1918 seenv = (seenv >> 2 | seenv << 6) & 0xff;/* rotate to tdwall */
1921 row = wall_matrix[T_r];
1922 seenv = (seenv >> 6 | seenv << 2) & 0xff;/* rotate to tdwall */
1925 row = wall_matrix[T_d];
1927 switch (lev->wall_info & WM_MASK) {
1931 } else if (seenv == SV6) {
1933 } else if (seenv & (SV3|SV5|SV7) ||
1934 ((seenv & SV4) && (seenv & SV6))) {
1936 } else if (seenv & (SV0|SV1|SV2)) {
1937 col = (seenv & (SV4|SV6) ? T_tdwall : T_hwall);
1944 if (seenv & (SV3|SV4) && !(seenv & (SV5|SV6|SV7))) {
1946 } else if (seenv&(SV6|SV7) && !(seenv&(SV3|SV4|SV5))) {
1948 } else if ((seenv & SV5) ||
1949 ((seenv & (SV3|SV4)) && (seenv & (SV6|SV7)))) {
1952 /* only SV0|SV1|SV2 */
1953 if (! only(seenv, SV0|SV1|SV2) )
1959 #if 0 /* older method, fixed */
1960 if (only(seenv, SV4|SV5)) {
1962 } else if ((seenv & (SV0|SV1|SV2)) &&
1963 only(seenv, SV0|SV1|SV2|SV6|SV7)) {
1965 } else if (seenv & SV3 ||
1966 ((seenv & (SV0|SV1|SV2)) && (seenv & (SV4|SV5)))) {
1974 if (only(seenv, SV4|SV5))
1976 else if ((seenv & (SV0|SV1|SV2|SV7)) &&
1977 !(seenv & (SV3|SV4|SV5)))
1979 else if (only(seenv, SV6))
1985 #if 0 /* older method, fixed */
1986 if (only(seenv, SV5|SV6)) {
1988 } else if ((seenv & (SV0|SV1|SV2)) &&
1989 only(seenv, SV0|SV1|SV2|SV3|SV4)) {
1991 } else if (seenv & SV7 ||
1992 ((seenv & (SV0|SV1|SV2)) && (seenv & (SV5|SV6)))) {
2000 if (only(seenv, SV5|SV6))
2002 else if ((seenv & (SV0|SV1|SV2|SV3)) &&
2003 !(seenv & (SV5|SV6|SV7)))
2005 else if (only(seenv, SV4))
2012 impossible("wall_angle: unknown T wall mode %d",
2013 lev->wall_info & WM_MASK);
2021 if (lev->horizontal) goto horiz;
2024 switch (lev->wall_info & WM_MASK) {
2025 case 0: idx = seenv ? S_vwall : S_stone; break;
2026 case 1: idx = seenv & (SV1|SV2|SV3|SV4|SV5) ? S_vwall :
2029 case 2: idx = seenv & (SV0|SV1|SV5|SV6|SV7) ? S_vwall :
2033 impossible("wall_angle: unknown vwall mode %d",
2034 lev->wall_info & WM_MASK);
2042 switch (lev->wall_info & WM_MASK) {
2043 case 0: idx = seenv ? S_hwall : S_stone; break;
2044 case 1: idx = seenv & (SV3|SV4|SV5|SV6|SV7) ? S_hwall :
2047 case 2: idx = seenv & (SV0|SV1|SV2|SV3|SV7) ? S_hwall :
2051 impossible("wall_angle: unknown hwall mode %d",
2052 lev->wall_info & WM_MASK);
2058 #define set_corner(idx, lev, which, outer, inner, name) \
2059 switch ((lev)->wall_info & WM_MASK) { \
2060 case 0: idx = which; break; \
2061 case WM_C_OUTER: idx = seenv & (outer) ? which : S_stone; break; \
2062 case WM_C_INNER: idx = seenv & ~(inner) ? which : S_stone; break; \
2064 impossible("wall_angle: unknown %s mode %d", name, \
2065 (lev)->wall_info & WM_MASK); \
2071 set_corner(idx, lev, S_tlcorn, (SV3|SV4|SV5), SV4, "tlcorn");
2074 set_corner(idx, lev, S_trcorn, (SV5|SV6|SV7), SV6, "trcorn");
2077 set_corner(idx, lev, S_blcorn, (SV1|SV2|SV3), SV2, "blcorn");
2080 set_corner(idx, lev, S_brcorn, (SV7|SV0|SV1), SV0, "brcorn");
2085 switch (lev->wall_info & WM_MASK) {
2089 else if (seenv == SV2)
2091 else if (seenv == SV4)
2093 else if (seenv == SV6)
2095 else if (!(seenv & ~(SV0|SV1|SV2)) &&
2096 (seenv & SV1 || seenv == (SV0|SV2)))
2098 else if (!(seenv & ~(SV2|SV3|SV4)) &&
2099 (seenv & SV3 || seenv == (SV2|SV4)))
2101 else if (!(seenv & ~(SV4|SV5|SV6)) &&
2102 (seenv & SV5 || seenv == (SV4|SV6)))
2104 else if (!(seenv & ~(SV0|SV6|SV7)) &&
2105 (seenv & SV7 || seenv == (SV0|SV6)))
2112 row = cross_matrix[C_tl];
2113 seenv = (seenv >> 4 | seenv << 4) & 0xff;
2116 row = cross_matrix[C_tr];
2117 seenv = (seenv >> 6 | seenv << 2) & 0xff;
2120 row = cross_matrix[C_bl];
2121 seenv = (seenv >> 2 | seenv << 6) & 0xff;
2124 row = cross_matrix[C_br];
2129 seenv = seenv & ~SV4; /* strip SV4 */
2132 } else if (seenv & (SV2|SV3)) {
2133 if (seenv & (SV5|SV6|SV7))
2135 else if (seenv & (SV0|SV1))
2139 } else if (seenv & (SV5|SV6)) {
2140 if (seenv & (SV1|SV2|SV3))
2142 else if (seenv & (SV0|SV7))
2146 } else if (seenv & SV1) {
2147 col = seenv & SV7 ? C_crwall : C_tuwall;
2148 } else if (seenv & SV7) {
2149 col = seenv & SV1 ? C_crwall : C_tlwall;
2152 "wall_angle: bottom of crwall check");
2161 if ( only(seenv, SV1|SV2|SV3) )
2163 else if ( only(seenv, SV5|SV6|SV7) )
2165 else if ( only(seenv, SV0|SV4) )
2172 if ( only(seenv, SV0|SV1|SV7) )
2174 else if ( only(seenv, SV3|SV4|SV5) )
2176 else if ( only(seenv, SV2|SV6) )
2183 impossible("wall_angle: unknown crosswall mode");
2190 impossible("wall_angle: unexpected wall type %d", lev->typ);