1 /*        $NetBSD: draw.c,v 1.10 2021/05/02 12:50:45 rillig Exp $     */
2 /*
3  * Copyright (c) 1983-2003, Regents of the University of California.
4  * All rights reserved.
5  *
6  * Redistribution and use in source and binary forms, with or without
7  * modification, are permitted provided that the following conditions are
8  * met:
9  *
10  * + Redistributions of source code must retain the above copyright
11  *   notice, this list of conditions and the following disclaimer.
12  * + Redistributions in binary form must reproduce the above copyright
13  *   notice, this list of conditions and the following disclaimer in the
14  *   documentation and/or other materials provided with the distribution.
15  * + Neither the name of the University of California, San Francisco nor
16  *   the names of its contributors may be used to endorse or promote
17  *   products derived from this software without specific prior written
18  *   permission.
19  *
20  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
21  * IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
22  * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
23  * PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
24  * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
25  * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
26  * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
27  * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
28  * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
29  * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
30  * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
31  */
32 
33 #include <sys/cdefs.h>
34 #ifndef lint
35 __RCSID("$NetBSD: draw.c,v 1.10 2021/05/02 12:50:45 rillig Exp $");
36 #endif /* not lint */
37 
38 #include "hunt.h"
39 
40 static void drawstatus(PLAYER *);
41 static void see(PLAYER *, int);
42 static char translate(char);
43 static int player_sym(PLAYER *, int, int);
44 
45 void
drawmaze(PLAYER * pp)46 drawmaze(PLAYER *pp)
47 {
48           int x;
49           char *sp;
50           int y;
51           char *endp;
52 
53           clrscr(pp);
54           outstr(pp, pp->p_maze[0], WIDTH);
55           for (y = 1; y < HEIGHT - 1; y++) {
56                     endp = &pp->p_maze[y][WIDTH];
57                     for (x = 0, sp = pp->p_maze[y]; sp < endp; x++, sp++)
58                               if (*sp != SPACE) {
59                                         cgoto(pp, y, x);
60                                         if (pp->p_x == x && pp->p_y == y)
61                                                   outch(pp, translate(*sp));
62                                         else if (isplayer(*sp))
63                                                   outch(pp, player_sym(pp, y, x));
64                                         else
65                                                   outch(pp, *sp);
66                               }
67           }
68           cgoto(pp, HEIGHT - 1, 0);
69           outstr(pp, pp->p_maze[HEIGHT - 1], WIDTH);
70           drawstatus(pp);
71 }
72 
73 /*
74  * drawstatus - put up the status lines (this assumes the screen
75  *                  size is 80x24 with the maze being 64x24)
76  */
77 static void
drawstatus(PLAYER * pp)78 drawstatus(PLAYER *pp)
79 {
80           int i;
81           PLAYER *np;
82 
83           cgoto(pp, STAT_AMMO_ROW, STAT_LABEL_COL);
84           outstr(pp, "Ammo:", 5);
85           (void) snprintf(Buf, sizeof(Buf), "%3d", pp->p_ammo);
86           cgoto(pp, STAT_AMMO_ROW, STAT_VALUE_COL);
87           outstr(pp, Buf, 3);
88 
89           cgoto(pp, STAT_GUN_ROW, STAT_LABEL_COL);
90           outstr(pp, "Gun:", 4);
91           cgoto(pp, STAT_GUN_ROW, STAT_VALUE_COL);
92           outstr(pp, (pp->p_ncshot < MAXNCSHOT) ? " ok" : "   ", 3);
93 
94           cgoto(pp, STAT_DAM_ROW, STAT_LABEL_COL);
95           outstr(pp, "Damage:", 7);
96           (void) snprintf(Buf, sizeof(Buf), "%2d/%2d", pp->p_damage,
97                     pp->p_damcap);
98           cgoto(pp, STAT_DAM_ROW, STAT_VALUE_COL);
99           outstr(pp, Buf, 5);
100 
101           cgoto(pp, STAT_KILL_ROW, STAT_LABEL_COL);
102           outstr(pp, "Kills:", 6);
103           (void) snprintf(Buf, sizeof(Buf), "%3d", (pp->p_damcap - MAXDAM) / 2);
104           cgoto(pp, STAT_KILL_ROW, STAT_VALUE_COL);
105           outstr(pp, Buf, 3);
106 
107           cgoto(pp, STAT_PLAY_ROW, STAT_LABEL_COL);
108           outstr(pp, "Player:", 7);
109           for (i = STAT_PLAY_ROW + 1, np = Player; np < End_player; np++) {
110                     (void) snprintf(Buf, sizeof(Buf), "%5.2f%c%-10.10s %c",
111                               np->p_ident->i_score,
112                               stat_char(np), np->p_ident->i_name,
113                               np->p_ident->i_team);
114                     cgoto(pp, i++, STAT_NAME_COL);
115                     outstr(pp, Buf, STAT_NAME_LEN);
116           }
117 
118 #ifdef MONITOR
119           cgoto(pp, STAT_MON_ROW, STAT_LABEL_COL);
120           outstr(pp, "Monitor:", 8);
121           for (i = STAT_MON_ROW + 1, np = Monitor; np < End_monitor; np++) {
122                     (void) snprintf(Buf, sizeof(Buf), "%5.5s %-10.10s %c", " ",
123                               np->p_ident->i_name, np->p_ident->i_team);
124                     cgoto(pp, i++, STAT_NAME_COL);
125                     outstr(pp, Buf, STAT_NAME_LEN);
126           }
127 #endif
128 }
129 
130 void
look(PLAYER * pp)131 look(PLAYER *pp)
132 {
133           int x, y;
134 
135           x = pp->p_x;
136           y = pp->p_y;
137 
138           check(pp, y - 1, x - 1);
139           check(pp, y - 1, x    );
140           check(pp, y - 1, x + 1);
141           check(pp, y    , x - 1);
142           check(pp, y    , x    );
143           check(pp, y    , x + 1);
144           check(pp, y + 1, x - 1);
145           check(pp, y + 1, x    );
146           check(pp, y + 1, x + 1);
147 
148           switch (pp->p_face) {
149             case LEFTS:
150                     see(pp, LEFTS);
151                     see(pp, ABOVE);
152                     see(pp, BELOW);
153                     break;
154             case RIGHT:
155                     see(pp, RIGHT);
156                     see(pp, ABOVE);
157                     see(pp, BELOW);
158                     break;
159             case ABOVE:
160                     see(pp, ABOVE);
161                     see(pp, LEFTS);
162                     see(pp, RIGHT);
163                     break;
164             case BELOW:
165                     see(pp, BELOW);
166                     see(pp, LEFTS);
167                     see(pp, RIGHT);
168                     break;
169 #ifdef FLY
170             case FLYER:
171                     break;
172 #endif
173           }
174           cgoto(pp, y, x);
175 }
176 
177 static void
see(PLAYER * pp,int face)178 see(PLAYER *pp, int face)
179 {
180           char *sp;
181           int y, x, i, cnt;
182 
183           x = pp->p_x;
184           y = pp->p_y;
185 
186           switch (face) {
187             case LEFTS:
188                     sp = &Maze[y][x];
189                     for (i = 0; See_over[(int)*--sp]; i++)
190                               continue;
191 
192                     if (i == 0)
193                               break;
194 
195                     cnt = i;
196                     x = pp->p_x - 1;
197                     --y;
198                     while (i--)
199                               check(pp, y, --x);
200                     i = cnt;
201                     x = pp->p_x - 1;
202                     ++y;
203                     while (i--)
204                               check(pp, y, --x);
205                     i = cnt;
206                     x = pp->p_x - 1;
207                     ++y;
208                     while (i--)
209                               check(pp, y, --x);
210                     break;
211             case RIGHT:
212                     sp = &Maze[y][++x];
213                     for (i = 0; See_over[(int)*sp++]; i++)
214                               continue;
215 
216                     if (i == 0)
217                               break;
218 
219                     cnt = i;
220                     x = pp->p_x + 1;
221                     --y;
222                     while (i--)
223                               check(pp, y, ++x);
224                     i = cnt;
225                     x = pp->p_x + 1;
226                     ++y;
227                     while (i--)
228                               check(pp, y, ++x);
229                     i = cnt;
230                     x = pp->p_x + 1;
231                     ++y;
232                     while (i--)
233                               check(pp, y, ++x);
234                     break;
235             case ABOVE:
236                     sp = &Maze[--y][x];
237                     if (!See_over[(int)*sp])
238                               break;
239                     do {
240                               --y;
241                               sp -= sizeof Maze[0];
242                               check(pp, y, x - 1);
243                               check(pp, y, x    );
244                               check(pp, y, x + 1);
245                     } while (See_over[(int)*sp]);
246                     break;
247             case BELOW:
248                     sp = &Maze[++y][x];
249                     if (!See_over[(int)*sp])
250                               break;
251                     do {
252                               y++;
253                               sp += sizeof Maze[0];
254                               check(pp, y, x - 1);
255                               check(pp, y, x    );
256                               check(pp, y, x + 1);
257                     } while (See_over[(int)*sp]);
258                     break;
259           }
260 }
261 
262 void
check(PLAYER * pp,int y,int x)263 check(PLAYER *pp, int y, int x)
264 {
265           int indx;
266           int ch;
267           PLAYER *rpp;
268 
269           indx = y * sizeof Maze[0] + x;
270           ch = ((char *) Maze)[indx];
271           if (ch != ((char *) pp->p_maze)[indx]) {
272                     rpp = pp;
273                     cgoto(rpp, y, x);
274                     if (x == rpp->p_x && y == rpp->p_y)
275                               outch(rpp, translate(ch));
276                     else if (isplayer(ch))
277                               outch(rpp, player_sym(rpp, y, x));
278                     else
279                               outch(rpp, ch);
280                     ((char *) rpp->p_maze)[indx] = ch;
281           }
282 }
283 
284 /*
285  * showstat
286  *        Update the status of players
287  */
288 void
showstat(PLAYER * pp)289 showstat(PLAYER *pp)
290 {
291           PLAYER *np;
292           int y;
293           char c;
294 
295           y = STAT_PLAY_ROW + 1 + (pp - Player);
296           c = stat_char(pp);
297 #ifdef MONITOR
298           for (np = Monitor; np < End_monitor; np++) {
299                     cgoto(np, y, STAT_SCAN_COL);
300                     outch(np, c);
301           }
302 #endif
303           for (np = Player; np < End_player; np++) {
304                     cgoto(np, y, STAT_SCAN_COL);
305                     outch(np, c);
306           }
307 }
308 
309 /*
310  * drawplayer:
311  *        Draw the player on the screen and show him to everyone who's scanning
312  *        unless he is cloaked.
313  */
314 void
drawplayer(PLAYER * pp,bool draw)315 drawplayer(PLAYER *pp, bool draw)
316 {
317           PLAYER *newp;
318           int x, y;
319 
320           x = pp->p_x;
321           y = pp->p_y;
322           Maze[y][x] = draw ? pp->p_face : pp->p_over;
323 
324 #ifdef MONITOR
325           for (newp = Monitor; newp < End_monitor; newp++)
326                     check(newp, y, x);
327 #endif
328 
329           for (newp = Player; newp < End_player; newp++) {
330                     if (!draw || newp == pp) {
331                               check(newp, y, x);
332                               continue;
333                     }
334                     if (newp->p_scan == 0) {
335                               newp->p_scan--;
336                               showstat(newp);
337                     }
338                     else if (newp->p_scan > 0) {
339                               if (pp->p_cloak < 0)
340                                         check(newp, y, x);
341                               newp->p_scan--;
342                     }
343           }
344           if (!draw || pp->p_cloak < 0)
345                     return;
346           if (pp->p_cloak-- == 0)
347                     showstat(pp);
348 }
349 
350 void
message(PLAYER * pp,const char * s)351 message(PLAYER *pp, const char *s)
352 {
353           cgoto(pp, HEIGHT, 0);
354           outstr(pp, s, strlen(s));
355           ce(pp);
356 }
357 
358 /*
359  * translate:
360  *        Turn a character into the right direction character if we are
361  *        looking at the current player.
362  */
363 static char
translate(char ch)364 translate(char ch)
365 {
366           switch (ch) {
367             case LEFTS:
368                     return '<';
369             case RIGHT:
370                     return '>';
371             case ABOVE:
372                     return '^';
373             case BELOW:
374                     return 'v';
375           }
376           return ch;
377 }
378 
379 /*
380  * player_sym:
381  *        Return the player symbol
382  */
383 static int
player_sym(PLAYER * pp,int y,int x)384 player_sym(PLAYER *pp, int y, int x)
385 {
386           PLAYER *npp;
387 
388           npp = play_at(y, x);
389           if (npp->p_ident->i_team == ' ')
390                     return Maze[y][x];
391 #ifdef MONITOR
392           if (pp->p_ident->i_team == '*')
393                     return npp->p_ident->i_team;
394 #endif
395           if (pp->p_ident->i_team != npp->p_ident->i_team)
396                     return Maze[y][x];
397           return pp->p_ident->i_team;
398 }
399