freebsd-skq/games/larn/display.c
jkh 057afceb86 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(); }
}
}