057afceb86
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
435 lines
12 KiB
C
435 lines
12 KiB
C
/* display.c Larn is copyrighted 1986 by Noah Morgan. */
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#include "header.h"
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#define makecode(_a,_b,_c) (((_a)<<16) + ((_b)<<8) + (_c))
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static int minx,maxx,miny,maxy,k,m;
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static char bot1f=0,bot2f=0,bot3f=0;
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char always=0;
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/*
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bottomline()
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now for the bottom line of the display
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*/
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bottomline()
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{ recalc(); bot1f=1; }
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bottomhp()
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{ bot2f=1; }
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bottomspell()
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{ bot3f=1; }
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bottomdo()
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{
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if (bot1f) { bot3f=bot1f=bot2f=0; bot_linex(); return; }
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if (bot2f) { bot2f=0; bot_hpx(); }
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if (bot3f) { bot3f=0; bot_spellx(); }
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}
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static void botsub();
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bot_linex()
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{
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register int i;
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if (cbak[SPELLS] <= -50 || (always))
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{
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cursor( 1,18);
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if (c[SPELLMAX]>99) lprintf("Spells:%3d(%3d)",(long)c[SPELLS],(long)c[SPELLMAX]);
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else lprintf("Spells:%3d(%2d) ",(long)c[SPELLS],(long)c[SPELLMAX]);
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lprintf(" AC: %-3d WC: %-3d Level",(long)c[AC],(long)c[WCLASS]);
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if (c[LEVEL]>99) lprintf("%3d",(long)c[LEVEL]);
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else lprintf(" %-2d",(long)c[LEVEL]);
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lprintf(" Exp: %-9d %s\n",(long)c[EXPERIENCE],class[c[LEVEL]-1]);
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lprintf("HP: %3d(%3d) STR=%-2d INT=%-2d ",
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(long)c[HP],(long)c[HPMAX],(long)(c[STRENGTH]+c[STREXTRA]),(long)c[INTELLIGENCE]);
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lprintf("WIS=%-2d CON=%-2d DEX=%-2d CHA=%-2d LV:",
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(long)c[WISDOM],(long)c[CONSTITUTION],(long)c[DEXTERITY],(long)c[CHARISMA]);
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if ((level==0) || (wizard)) c[TELEFLAG]=0;
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if (c[TELEFLAG]) lprcat(" ?"); else lprcat(levelname[level]);
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lprintf(" Gold: %-6d",(long)c[GOLD]);
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always=1; botside();
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c[TMP] = c[STRENGTH]+c[STREXTRA];
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for (i=0; i<100; i++) cbak[i]=c[i];
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return;
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}
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botsub(makecode(SPELLS,8,18),"%3d");
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if (c[SPELLMAX]>99) botsub(makecode(SPELLMAX,12,18),"%3d)");
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else botsub(makecode(SPELLMAX,12,18),"%2d) ");
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botsub(makecode(HP,5,19),"%3d");
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botsub(makecode(HPMAX,9,19),"%3d");
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botsub(makecode(AC,21,18),"%-3d");
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botsub(makecode(WCLASS,30,18),"%-3d");
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botsub(makecode(EXPERIENCE,49,18),"%-9d");
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if (c[LEVEL] != cbak[LEVEL])
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{ cursor(59,18); lprcat(class[c[LEVEL]-1]); }
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if (c[LEVEL]>99) botsub(makecode(LEVEL,40,18),"%3d");
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else botsub(makecode(LEVEL,40,18)," %-2d");
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c[TMP] = c[STRENGTH]+c[STREXTRA]; botsub(makecode(TMP,18,19),"%-2d");
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botsub(makecode(INTELLIGENCE,25,19),"%-2d");
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botsub(makecode(WISDOM,32,19),"%-2d");
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botsub(makecode(CONSTITUTION,39,19),"%-2d");
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botsub(makecode(DEXTERITY,46,19),"%-2d");
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botsub(makecode(CHARISMA,53,19),"%-2d");
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if ((level != cbak[CAVELEVEL]) || (c[TELEFLAG] != cbak[TELEFLAG]))
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{
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if ((level==0) || (wizard)) c[TELEFLAG]=0;
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cbak[TELEFLAG] = c[TELEFLAG];
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cbak[CAVELEVEL] = level; cursor(59,19);
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if (c[TELEFLAG]) lprcat(" ?"); else lprcat(levelname[level]);
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}
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botsub(makecode(GOLD,69,19),"%-6d");
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botside();
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}
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/*
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special subroutine to update only the gold number on the bottomlines
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called from ogold()
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*/
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bottomgold()
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{
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botsub(makecode(GOLD,69,19),"%-6d");
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/* botsub(GOLD,"%-6d",69,19); */
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}
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/*
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special routine to update hp and level fields on bottom lines
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called in monster.c hitplayer() and spattack()
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*/
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bot_hpx()
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{
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if (c[EXPERIENCE] != cbak[EXPERIENCE])
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{
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recalc(); bot_linex();
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}
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else botsub(makecode(HP,5,19),"%3d");
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}
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/*
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special routine to update number of spells called from regen()
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*/
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bot_spellx()
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{
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botsub(makecode(SPELLS,9,18),"%2d");
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}
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/*
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common subroutine for a more economical bottomline()
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*/
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static struct bot_side_def
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{
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int typ;
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char *string;
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}
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bot_data[] =
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{
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STEALTH,"stealth", UNDEADPRO,"undead pro", SPIRITPRO,"spirit pro",
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CHARMCOUNT,"Charm", TIMESTOP,"Time Stop", HOLDMONST,"Hold Monst",
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GIANTSTR,"Giant Str", FIRERESISTANCE,"Fire Resit", DEXCOUNT,"Dexterity",
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STRCOUNT,"Strength", SCAREMONST,"Scare", HASTESELF,"Haste Self",
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CANCELLATION,"Cancel", INVISIBILITY,"Invisible", ALTPRO,"Protect 3",
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PROTECTIONTIME,"Protect 2", WTW,"Wall-Walk"
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};
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botside()
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{
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register int i,idx;
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for (i=0; i<17; i++)
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{
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idx = bot_data[i].typ;
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if ((always) || (c[idx] != cbak[idx]))
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{
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if ((always) || (cbak[idx] == 0))
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{ if (c[idx]) { cursor(70,i+1); lprcat(bot_data[i].string); } } else
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if (c[idx]==0) { cursor(70,i+1); lprcat(" "); }
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cbak[idx]=c[idx];
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}
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}
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always=0;
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}
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static void
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botsub(idx,str)
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register int idx;
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char *str;
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{
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register int x,y;
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y = idx & 0xff; x = (idx>>8) & 0xff; idx >>= 16;
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if (c[idx] != cbak[idx])
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{ cbak[idx]=c[idx]; cursor(x,y); lprintf(str,(long)c[idx]); }
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}
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/*
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* subroutine to draw only a section of the screen
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* only the top section of the screen is updated. If entire lines are being
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* drawn, then they will be cleared first.
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*/
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int d_xmin=0,d_xmax=MAXX,d_ymin=0,d_ymax=MAXY; /* for limited screen drawing */
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draws(xmin,xmax,ymin,ymax)
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int xmin,xmax,ymin,ymax;
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{
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register int i,idx;
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if (xmin==0 && xmax==MAXX) /* clear section of screen as needed */
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{
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if (ymin==0) cl_up(79,ymax);
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else for (i=ymin; i<ymin; i++) cl_line(1,i+1);
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xmin = -1;
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}
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d_xmin=xmin; d_xmax=xmax; d_ymin=ymin; d_ymax=ymax; /* for limited screen drawing */
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drawscreen();
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if (xmin<=0 && xmax==MAXX) /* draw stuff on right side of screen as needed*/
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{
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for (i=ymin; i<ymax; i++)
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{
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idx = bot_data[i].typ;
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if (c[idx])
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{
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cursor(70,i+1); lprcat(bot_data[i].string);
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}
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cbak[idx]=c[idx];
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}
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}
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}
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/*
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drawscreen()
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subroutine to redraw the whole screen as the player knows it
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*/
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char screen[MAXX][MAXY],d_flag; /* template for the screen */
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drawscreen()
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{
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register int i,j,k;
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int lastx,lasty; /* variables used to optimize the object printing */
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if (d_xmin==0 && d_xmax==MAXX && d_ymin==0 && d_ymax==MAXY)
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{
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d_flag=1; clear(); /* clear the screen */
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}
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else
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{
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d_flag=0; cursor(1,1);
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}
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if (d_xmin<0)
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d_xmin=0; /* d_xmin=-1 means display all without bottomline */
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for (i=d_ymin; i<d_ymax; i++)
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for (j=d_xmin; j<d_xmax; j++)
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if (know[j][i]==0) screen[j][i] = ' '; else
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if (k=mitem[j][i]) screen[j][i] = monstnamelist[k]; else
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if ((k=item[j][i])==OWALL) screen[j][i] = '#';
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else screen[j][i] = ' ';
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for (i=d_ymin; i<d_ymax; i++)
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{
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j=d_xmin; while ((screen[j][i]==' ') && (j<d_xmax)) j++;
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/* was m=0 */
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if (j >= d_xmax) m=d_xmin; /* don't search backwards if blank line */
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else
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{ /* search backwards for end of line */
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m=d_xmax-1; while ((screen[m][i]==' ') && (m>d_xmin)) --m;
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if (j<=m) cursor(j+1,i+1); else continue;
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}
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while (j <= m)
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{
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if (j <= m-3)
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{
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for (k=j; k<=j+3; k++) if (screen[k][i] != ' ') k=1000;
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if (k < 1000)
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{ while(screen[j][i]==' ' && j<=m) j++; cursor(j+1,i+1); }
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}
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lprc(screen[j++][i]);
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}
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}
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setbold(); /* print out only bold objects now */
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for (lastx=lasty=127, i=d_ymin; i<d_ymax; i++)
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for (j=d_xmin; j<d_xmax; j++)
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{
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if (k=item[j][i])
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if (k != OWALL)
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if ((know[j][i]) && (mitem[j][i]==0))
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if (objnamelist[k]!=' ')
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{
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if (lasty!=i+1 || lastx!=j)
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cursor(lastx=j+1,lasty=i+1); else lastx++;
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lprc(objnamelist[k]);
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}
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}
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resetbold(); if (d_flag) { always=1; botside(); always=1; bot_linex(); }
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oldx=99;
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d_xmin = 0 , d_xmax = MAXX , d_ymin = 0 , d_ymax = MAXY; /* for limited screen drawing */
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}
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/*
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showcell(x,y)
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subroutine to display a cell location on the screen
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*/
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showcell(x,y)
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int x,y;
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{
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register int i,j,k,m;
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if (c[BLINDCOUNT]) return; /* see nothing if blind */
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if (c[AWARENESS]) { minx = x-3; maxx = x+3; miny = y-3; maxy = y+3; }
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else { minx = x-1; maxx = x+1; miny = y-1; maxy = y+1; }
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if (minx < 0) minx=0; if (maxx > MAXX-1) maxx = MAXX-1;
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if (miny < 0) miny=0; if (maxy > MAXY-1) maxy = MAXY-1;
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for (j=miny; j<=maxy; j++)
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for (m=minx; m<=maxx; m++)
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if (know[m][j]==0)
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{
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cursor(m+1,j+1);
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x=maxx; while (know[x][j]) --x;
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for (i=m; i<=x; i++)
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{
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if ((k=mitem[i][j]) != 0) lprc(monstnamelist[k]);
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else switch(k=item[i][j])
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{
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case OWALL: case 0: case OIVTELETRAP: case OTRAPARROWIV:
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case OIVDARTRAP: case OIVTRAPDOOR:
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lprc(objnamelist[k]); break;
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default: setbold(); lprc(objnamelist[k]); resetbold();
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};
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know[i][j]=1;
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}
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m = maxx;
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}
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}
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/*
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this routine shows only the spot that is given it. the spaces around
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these coordinated are not shown
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used in godirect() in monster.c for missile weapons display
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*/
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show1cell(x,y)
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int x,y;
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{
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if (c[BLINDCOUNT]) return; /* see nothing if blind */
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cursor(x+1,y+1);
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if ((k=mitem[x][y]) != 0) lprc(monstnamelist[k]);
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else switch(k=item[x][y])
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{
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case OWALL: case 0: case OIVTELETRAP: case OTRAPARROWIV:
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case OIVDARTRAP: case OIVTRAPDOOR:
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lprc(objnamelist[k]); break;
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default: setbold(); lprc(objnamelist[k]); resetbold();
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};
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know[x][y]|=1; /* we end up knowing about it */
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}
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/*
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showplayer()
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subroutine to show where the player is on the screen
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cursor values start from 1 up
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*/
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showplayer()
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{
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cursor(playerx+1,playery+1);
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oldx=playerx; oldy=playery;
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}
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/*
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moveplayer(dir)
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subroutine to move the player from one room to another
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returns 0 if can't move in that direction or hit a monster or on an object
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else returns 1
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nomove is set to 1 to stop the next move (inadvertent monsters hitting
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players when walking into walls) if player walks off screen or into wall
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*/
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short diroffx[] = { 0, 0, 1, 0, -1, 1, -1, 1, -1 };
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short diroffy[] = { 0, 1, 0, -1, 0, -1, -1, 1, 1 };
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moveplayer(dir)
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int dir; /* from = present room # direction = [1-north]
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[2-east] [3-south] [4-west] [5-northeast]
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[6-northwest] [7-southeast] [8-southwest]
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if direction=0, don't move--just show where he is */
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{
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register int k,m,i,j;
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if (c[CONFUSE]) if (c[LEVEL]<rnd(30)) dir=rund(9); /*if confused any dir*/
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k = playerx + diroffx[dir]; m = playery + diroffy[dir];
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if (k<0 || k>=MAXX || m<0 || m>=MAXY) { nomove=1; return(yrepcount = 0); }
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i = item[k][m]; j = mitem[k][m];
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if (i==OWALL && c[WTW]==0) { nomove=1; return(yrepcount = 0); } /* hit a wall */
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if (k==33 && m==MAXY-1 && level==1)
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{
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newcavelevel(0); for (k=0; k<MAXX; k++) for (m=0; m<MAXY; m++)
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if (item[k][m]==OENTRANCE)
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{ playerx=k; playery=m; positionplayer(); drawscreen(); return(0); }
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}
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if (j>0) { hitmonster(k,m); return(yrepcount = 0); } /* hit a monster*/
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lastpx = playerx; lastpy = playery;
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playerx = k; playery = m;
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if (i && i!=OTRAPARROWIV && i!=OIVTELETRAP && i!=OIVDARTRAP && i!=OIVTRAPDOOR) return(yrepcount = 0); else return(1);
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}
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/*
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* function to show what magic items have been discovered thus far
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* enter with -1 for just spells, anything else will give scrolls & potions
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*/
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static int lincount,count;
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seemagic(arg)
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int arg;
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{
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register int i,number;
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count = lincount = 0; nosignal=1;
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if (arg== -1) /* if display spells while casting one */
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{
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for (number=i=0; i<SPNUM; i++) if (spelknow[i]) number++;
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number = (number+2)/3 + 4; /* # lines needed to display */
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cl_up(79,number); cursor(1,1);
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}
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else
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{
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resetscroll(); clear();
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}
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lprcat("The magic spells you have discovered thus far:\n\n");
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for (i=0; i<SPNUM; i++)
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if (spelknow[i])
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{ lprintf("%s %-20s ",spelcode[i],spelname[i]); seepage(); }
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if (arg== -1)
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{
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seepage(); more(); nosignal=0;
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draws(0,MAXX,0,number); return;
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}
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lincount += 3; if (count!=0) { count=2; seepage(); }
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lprcat("\nThe magic scrolls you have found to date are:\n\n");
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count=0;
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for (i=0; i<MAXSCROLL; i++)
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if (scrollname[i][0])
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if (scrollname[i][1]!=' ')
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{ lprintf("%-26s",&scrollname[i][1]); seepage(); }
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lincount += 3; if (count!=0) { count=2; seepage(); }
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lprcat("\nThe magic potions you have found to date are:\n\n");
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count=0;
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for (i=0; i<MAXPOTION; i++)
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if (potionname[i][0])
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if (potionname[i][1]!=' ')
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{ lprintf("%-26s",&potionname[i][1]); seepage(); }
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if (lincount!=0) more(); nosignal=0; setscroll(); drawscreen();
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}
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/*
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* subroutine to paginate the seemagic function
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*/
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seepage()
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{
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if (++count==3)
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{
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lincount++; count=0; lprc('\n');
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if (lincount>17) { lincount=0; more(); clear(); }
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}
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}
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