freebsd-nq/games/larn/display.c
Jordan K. Hubbard 554eb505f8 Bring in the 4.4 Lite games directory, modulo man page changes and segregation
of the x11 based games.  I'm not going to tag the originals with bsd_44_lite
and do this in two stages since it's just not worth it for this collection,
and I've got directory renames to deal with that way.  Bleah.
Submitted by:	jkh
1994-09-04 04:03:31 +00:00

435 lines
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/* display.c Larn is copyrighted 1986 by Noah Morgan. */
#include "header.h"
#define makecode(_a,_b,_c) (((_a)<<16) + ((_b)<<8) + (_c))
static int minx,maxx,miny,maxy,k,m;
static char bot1f=0,bot2f=0,bot3f=0;
char always=0;
/*
bottomline()
now for the bottom line of the display
*/
bottomline()
{ recalc(); bot1f=1; }
bottomhp()
{ bot2f=1; }
bottomspell()
{ bot3f=1; }
bottomdo()
{
if (bot1f) { bot3f=bot1f=bot2f=0; bot_linex(); return; }
if (bot2f) { bot2f=0; bot_hpx(); }
if (bot3f) { bot3f=0; bot_spellx(); }
}
static void botsub();
bot_linex()
{
register int i;
if (cbak[SPELLS] <= -50 || (always))
{
cursor( 1,18);
if (c[SPELLMAX]>99) lprintf("Spells:%3d(%3d)",(long)c[SPELLS],(long)c[SPELLMAX]);
else lprintf("Spells:%3d(%2d) ",(long)c[SPELLS],(long)c[SPELLMAX]);
lprintf(" AC: %-3d WC: %-3d Level",(long)c[AC],(long)c[WCLASS]);
if (c[LEVEL]>99) lprintf("%3d",(long)c[LEVEL]);
else lprintf(" %-2d",(long)c[LEVEL]);
lprintf(" Exp: %-9d %s\n",(long)c[EXPERIENCE],class[c[LEVEL]-1]);
lprintf("HP: %3d(%3d) STR=%-2d INT=%-2d ",
(long)c[HP],(long)c[HPMAX],(long)(c[STRENGTH]+c[STREXTRA]),(long)c[INTELLIGENCE]);
lprintf("WIS=%-2d CON=%-2d DEX=%-2d CHA=%-2d LV:",
(long)c[WISDOM],(long)c[CONSTITUTION],(long)c[DEXTERITY],(long)c[CHARISMA]);
if ((level==0) || (wizard)) c[TELEFLAG]=0;
if (c[TELEFLAG]) lprcat(" ?"); else lprcat(levelname[level]);
lprintf(" Gold: %-6d",(long)c[GOLD]);
always=1; botside();
c[TMP] = c[STRENGTH]+c[STREXTRA];
for (i=0; i<100; i++) cbak[i]=c[i];
return;
}
botsub(makecode(SPELLS,8,18),"%3d");
if (c[SPELLMAX]>99) botsub(makecode(SPELLMAX,12,18),"%3d)");
else botsub(makecode(SPELLMAX,12,18),"%2d) ");
botsub(makecode(HP,5,19),"%3d");
botsub(makecode(HPMAX,9,19),"%3d");
botsub(makecode(AC,21,18),"%-3d");
botsub(makecode(WCLASS,30,18),"%-3d");
botsub(makecode(EXPERIENCE,49,18),"%-9d");
if (c[LEVEL] != cbak[LEVEL])
{ cursor(59,18); lprcat(class[c[LEVEL]-1]); }
if (c[LEVEL]>99) botsub(makecode(LEVEL,40,18),"%3d");
else botsub(makecode(LEVEL,40,18)," %-2d");
c[TMP] = c[STRENGTH]+c[STREXTRA]; botsub(makecode(TMP,18,19),"%-2d");
botsub(makecode(INTELLIGENCE,25,19),"%-2d");
botsub(makecode(WISDOM,32,19),"%-2d");
botsub(makecode(CONSTITUTION,39,19),"%-2d");
botsub(makecode(DEXTERITY,46,19),"%-2d");
botsub(makecode(CHARISMA,53,19),"%-2d");
if ((level != cbak[CAVELEVEL]) || (c[TELEFLAG] != cbak[TELEFLAG]))
{
if ((level==0) || (wizard)) c[TELEFLAG]=0;
cbak[TELEFLAG] = c[TELEFLAG];
cbak[CAVELEVEL] = level; cursor(59,19);
if (c[TELEFLAG]) lprcat(" ?"); else lprcat(levelname[level]);
}
botsub(makecode(GOLD,69,19),"%-6d");
botside();
}
/*
special subroutine to update only the gold number on the bottomlines
called from ogold()
*/
bottomgold()
{
botsub(makecode(GOLD,69,19),"%-6d");
/* botsub(GOLD,"%-6d",69,19); */
}
/*
special routine to update hp and level fields on bottom lines
called in monster.c hitplayer() and spattack()
*/
bot_hpx()
{
if (c[EXPERIENCE] != cbak[EXPERIENCE])
{
recalc(); bot_linex();
}
else botsub(makecode(HP,5,19),"%3d");
}
/*
special routine to update number of spells called from regen()
*/
bot_spellx()
{
botsub(makecode(SPELLS,9,18),"%2d");
}
/*
common subroutine for a more economical bottomline()
*/
static struct bot_side_def
{
int typ;
char *string;
}
bot_data[] =
{
STEALTH,"stealth", UNDEADPRO,"undead pro", SPIRITPRO,"spirit pro",
CHARMCOUNT,"Charm", TIMESTOP,"Time Stop", HOLDMONST,"Hold Monst",
GIANTSTR,"Giant Str", FIRERESISTANCE,"Fire Resit", DEXCOUNT,"Dexterity",
STRCOUNT,"Strength", SCAREMONST,"Scare", HASTESELF,"Haste Self",
CANCELLATION,"Cancel", INVISIBILITY,"Invisible", ALTPRO,"Protect 3",
PROTECTIONTIME,"Protect 2", WTW,"Wall-Walk"
};
botside()
{
register int i,idx;
for (i=0; i<17; i++)
{
idx = bot_data[i].typ;
if ((always) || (c[idx] != cbak[idx]))
{
if ((always) || (cbak[idx] == 0))
{ if (c[idx]) { cursor(70,i+1); lprcat(bot_data[i].string); } } else
if (c[idx]==0) { cursor(70,i+1); lprcat(" "); }
cbak[idx]=c[idx];
}
}
always=0;
}
static void
botsub(idx,str)
register int idx;
char *str;
{
register int x,y;
y = idx & 0xff; x = (idx>>8) & 0xff; idx >>= 16;
if (c[idx] != cbak[idx])
{ cbak[idx]=c[idx]; cursor(x,y); lprintf(str,(long)c[idx]); }
}
/*
* subroutine to draw only a section of the screen
* only the top section of the screen is updated. If entire lines are being
* drawn, then they will be cleared first.
*/
int d_xmin=0,d_xmax=MAXX,d_ymin=0,d_ymax=MAXY; /* for limited screen drawing */
draws(xmin,xmax,ymin,ymax)
int xmin,xmax,ymin,ymax;
{
register int i,idx;
if (xmin==0 && xmax==MAXX) /* clear section of screen as needed */
{
if (ymin==0) cl_up(79,ymax);
else for (i=ymin; i<ymin; i++) cl_line(1,i+1);
xmin = -1;
}
d_xmin=xmin; d_xmax=xmax; d_ymin=ymin; d_ymax=ymax; /* for limited screen drawing */
drawscreen();
if (xmin<=0 && xmax==MAXX) /* draw stuff on right side of screen as needed*/
{
for (i=ymin; i<ymax; i++)
{
idx = bot_data[i].typ;
if (c[idx])
{
cursor(70,i+1); lprcat(bot_data[i].string);
}
cbak[idx]=c[idx];
}
}
}
/*
drawscreen()
subroutine to redraw the whole screen as the player knows it
*/
char screen[MAXX][MAXY],d_flag; /* template for the screen */
drawscreen()
{
register int i,j,k;
int lastx,lasty; /* variables used to optimize the object printing */
if (d_xmin==0 && d_xmax==MAXX && d_ymin==0 && d_ymax==MAXY)
{
d_flag=1; clear(); /* clear the screen */
}
else
{
d_flag=0; cursor(1,1);
}
if (d_xmin<0)
d_xmin=0; /* d_xmin=-1 means display all without bottomline */
for (i=d_ymin; i<d_ymax; i++)
for (j=d_xmin; j<d_xmax; j++)
if (know[j][i]==0) screen[j][i] = ' '; else
if (k=mitem[j][i]) screen[j][i] = monstnamelist[k]; else
if ((k=item[j][i])==OWALL) screen[j][i] = '#';
else screen[j][i] = ' ';
for (i=d_ymin; i<d_ymax; i++)
{
j=d_xmin; while ((screen[j][i]==' ') && (j<d_xmax)) j++;
/* was m=0 */
if (j >= d_xmax) m=d_xmin; /* don't search backwards if blank line */
else
{ /* search backwards for end of line */
m=d_xmax-1; while ((screen[m][i]==' ') && (m>d_xmin)) --m;
if (j<=m) cursor(j+1,i+1); else continue;
}
while (j <= m)
{
if (j <= m-3)
{
for (k=j; k<=j+3; k++) if (screen[k][i] != ' ') k=1000;
if (k < 1000)
{ while(screen[j][i]==' ' && j<=m) j++; cursor(j+1,i+1); }
}
lprc(screen[j++][i]);
}
}
setbold(); /* print out only bold objects now */
for (lastx=lasty=127, i=d_ymin; i<d_ymax; i++)
for (j=d_xmin; j<d_xmax; j++)
{
if (k=item[j][i])
if (k != OWALL)
if ((know[j][i]) && (mitem[j][i]==0))
if (objnamelist[k]!=' ')
{
if (lasty!=i+1 || lastx!=j)
cursor(lastx=j+1,lasty=i+1); else lastx++;
lprc(objnamelist[k]);
}
}
resetbold(); if (d_flag) { always=1; botside(); always=1; bot_linex(); }
oldx=99;
d_xmin = 0 , d_xmax = MAXX , d_ymin = 0 , d_ymax = MAXY; /* for limited screen drawing */
}
/*
showcell(x,y)
subroutine to display a cell location on the screen
*/
showcell(x,y)
int x,y;
{
register int i,j,k,m;
if (c[BLINDCOUNT]) return; /* see nothing if blind */
if (c[AWARENESS]) { minx = x-3; maxx = x+3; miny = y-3; maxy = y+3; }
else { minx = x-1; maxx = x+1; miny = y-1; maxy = y+1; }
if (minx < 0) minx=0; if (maxx > MAXX-1) maxx = MAXX-1;
if (miny < 0) miny=0; if (maxy > MAXY-1) maxy = MAXY-1;
for (j=miny; j<=maxy; j++)
for (m=minx; m<=maxx; m++)
if (know[m][j]==0)
{
cursor(m+1,j+1);
x=maxx; while (know[x][j]) --x;
for (i=m; i<=x; i++)
{
if ((k=mitem[i][j]) != 0) lprc(monstnamelist[k]);
else switch(k=item[i][j])
{
case OWALL: case 0: case OIVTELETRAP: case OTRAPARROWIV:
case OIVDARTRAP: case OIVTRAPDOOR:
lprc(objnamelist[k]); break;
default: setbold(); lprc(objnamelist[k]); resetbold();
};
know[i][j]=1;
}
m = maxx;
}
}
/*
this routine shows only the spot that is given it. the spaces around
these coordinated are not shown
used in godirect() in monster.c for missile weapons display
*/
show1cell(x,y)
int x,y;
{
if (c[BLINDCOUNT]) return; /* see nothing if blind */
cursor(x+1,y+1);
if ((k=mitem[x][y]) != 0) lprc(monstnamelist[k]);
else switch(k=item[x][y])
{
case OWALL: case 0: case OIVTELETRAP: case OTRAPARROWIV:
case OIVDARTRAP: case OIVTRAPDOOR:
lprc(objnamelist[k]); break;
default: setbold(); lprc(objnamelist[k]); resetbold();
};
know[x][y]|=1; /* we end up knowing about it */
}
/*
showplayer()
subroutine to show where the player is on the screen
cursor values start from 1 up
*/
showplayer()
{
cursor(playerx+1,playery+1);
oldx=playerx; oldy=playery;
}
/*
moveplayer(dir)
subroutine to move the player from one room to another
returns 0 if can't move in that direction or hit a monster or on an object
else returns 1
nomove is set to 1 to stop the next move (inadvertent monsters hitting
players when walking into walls) if player walks off screen or into wall
*/
short diroffx[] = { 0, 0, 1, 0, -1, 1, -1, 1, -1 };
short diroffy[] = { 0, 1, 0, -1, 0, -1, -1, 1, 1 };
moveplayer(dir)
int dir; /* from = present room # direction = [1-north]
[2-east] [3-south] [4-west] [5-northeast]
[6-northwest] [7-southeast] [8-southwest]
if direction=0, don't move--just show where he is */
{
register int k,m,i,j;
if (c[CONFUSE]) if (c[LEVEL]<rnd(30)) dir=rund(9); /*if confused any dir*/
k = playerx + diroffx[dir]; m = playery + diroffy[dir];
if (k<0 || k>=MAXX || m<0 || m>=MAXY) { nomove=1; return(yrepcount = 0); }
i = item[k][m]; j = mitem[k][m];
if (i==OWALL && c[WTW]==0) { nomove=1; return(yrepcount = 0); } /* hit a wall */
if (k==33 && m==MAXY-1 && level==1)
{
newcavelevel(0); for (k=0; k<MAXX; k++) for (m=0; m<MAXY; m++)
if (item[k][m]==OENTRANCE)
{ playerx=k; playery=m; positionplayer(); drawscreen(); return(0); }
}
if (j>0) { hitmonster(k,m); return(yrepcount = 0); } /* hit a monster*/
lastpx = playerx; lastpy = playery;
playerx = k; playery = m;
if (i && i!=OTRAPARROWIV && i!=OIVTELETRAP && i!=OIVDARTRAP && i!=OIVTRAPDOOR) return(yrepcount = 0); else return(1);
}
/*
* function to show what magic items have been discovered thus far
* enter with -1 for just spells, anything else will give scrolls & potions
*/
static int lincount,count;
seemagic(arg)
int arg;
{
register int i,number;
count = lincount = 0; nosignal=1;
if (arg== -1) /* if display spells while casting one */
{
for (number=i=0; i<SPNUM; i++) if (spelknow[i]) number++;
number = (number+2)/3 + 4; /* # lines needed to display */
cl_up(79,number); cursor(1,1);
}
else
{
resetscroll(); clear();
}
lprcat("The magic spells you have discovered thus far:\n\n");
for (i=0; i<SPNUM; i++)
if (spelknow[i])
{ lprintf("%s %-20s ",spelcode[i],spelname[i]); seepage(); }
if (arg== -1)
{
seepage(); more(); nosignal=0;
draws(0,MAXX,0,number); return;
}
lincount += 3; if (count!=0) { count=2; seepage(); }
lprcat("\nThe magic scrolls you have found to date are:\n\n");
count=0;
for (i=0; i<MAXSCROLL; i++)
if (scrollname[i][0])
if (scrollname[i][1]!=' ')
{ lprintf("%-26s",&scrollname[i][1]); seepage(); }
lincount += 3; if (count!=0) { count=2; seepage(); }
lprcat("\nThe magic potions you have found to date are:\n\n");
count=0;
for (i=0; i<MAXPOTION; i++)
if (potionname[i][0])
if (potionname[i][1]!=' ')
{ lprintf("%-26s",&potionname[i][1]); seepage(); }
if (lincount!=0) more(); nosignal=0; setscroll(); drawscreen();
}
/*
* subroutine to paginate the seemagic function
*/
seepage()
{
if (++count==3)
{
lincount++; count=0; lprc('\n');
if (lincount>17) { lincount=0; more(); clear(); }
}
}