xref: /netbsd-src/games/hunt/huntd/draw.c (revision d710132b4b8ce7f7cccaaf660cb16aa16b4077a0)
1 /*	$NetBSD: draw.c,v 1.3 2003/06/11 12:00:22 wiz 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 1.3 2003/06/11 12:00:22 wiz Exp $");
36 #endif /* not lint */
37 
38 # include	"hunt.h"
39 
40 void
41 drawmaze(pp)
42 	PLAYER	*pp;
43 {
44 	int	x;
45 	char	*sp;
46 	int	y;
47 	char	*endp;
48 
49 	clrscr(pp);
50 	outstr(pp, pp->p_maze[0], WIDTH);
51 	for (y = 1; y < HEIGHT - 1; y++) {
52 		endp = &pp->p_maze[y][WIDTH];
53 		for (x = 0, sp = pp->p_maze[y]; sp < endp; x++, sp++)
54 			if (*sp != SPACE) {
55 				cgoto(pp, y, x);
56 				if (pp->p_x == x && pp->p_y == y)
57 					outch(pp, translate(*sp));
58 				else if (isplayer(*sp))
59 					outch(pp, player_sym(pp, y, x));
60 				else
61 					outch(pp, *sp);
62 			}
63 	}
64 	cgoto(pp, HEIGHT - 1, 0);
65 	outstr(pp, pp->p_maze[HEIGHT - 1], WIDTH);
66 	drawstatus(pp);
67 }
68 
69 /*
70  * drawstatus - put up the status lines (this assumes the screen
71  *		size is 80x24 with the maze being 64x24)
72  */
73 void
74 drawstatus(pp)
75 	PLAYER	*pp;
76 {
77 	int	i;
78 	PLAYER	*np;
79 
80 	cgoto(pp, STAT_AMMO_ROW, STAT_LABEL_COL);
81 	outstr(pp, "Ammo:", 5);
82 	(void) sprintf(Buf, "%3d", pp->p_ammo);
83 	cgoto(pp, STAT_AMMO_ROW, STAT_VALUE_COL);
84 	outstr(pp, Buf, 3);
85 
86 	cgoto(pp, STAT_GUN_ROW, STAT_LABEL_COL);
87 	outstr(pp, "Gun:", 4);
88 	cgoto(pp, STAT_GUN_ROW, STAT_VALUE_COL);
89 	outstr(pp, (pp->p_ncshot < MAXNCSHOT) ? " ok" : "   ", 3);
90 
91 	cgoto(pp, STAT_DAM_ROW, STAT_LABEL_COL);
92 	outstr(pp, "Damage:", 7);
93 	(void) sprintf(Buf, "%2d/%2d", pp->p_damage, pp->p_damcap);
94 	cgoto(pp, STAT_DAM_ROW, STAT_VALUE_COL);
95 	outstr(pp, Buf, 5);
96 
97 	cgoto(pp, STAT_KILL_ROW, STAT_LABEL_COL);
98 	outstr(pp, "Kills:", 6);
99 	(void) sprintf(Buf, "%3d", (pp->p_damcap - MAXDAM) / 2);
100 	cgoto(pp, STAT_KILL_ROW, STAT_VALUE_COL);
101 	outstr(pp, Buf, 3);
102 
103 	cgoto(pp, STAT_PLAY_ROW, STAT_LABEL_COL);
104 	outstr(pp, "Player:", 7);
105 	for (i = STAT_PLAY_ROW + 1, np = Player; np < End_player; np++) {
106 		(void) sprintf(Buf, "%5.2f%c%-10.10s %c", np->p_ident->i_score,
107 			stat_char(np), np->p_ident->i_name,
108 			np->p_ident->i_team);
109 		cgoto(pp, i++, STAT_NAME_COL);
110 		outstr(pp, Buf, STAT_NAME_LEN);
111 	}
112 
113 # ifdef MONITOR
114 	cgoto(pp, STAT_MON_ROW, STAT_LABEL_COL);
115 	outstr(pp, "Monitor:", 8);
116 	for (i = STAT_MON_ROW + 1, np = Monitor; np < End_monitor; np++) {
117 		(void) sprintf(Buf, "%5.5s %-10.10s %c", " ",
118 			np->p_ident->i_name, np->p_ident->i_team);
119 		cgoto(pp, i++, STAT_NAME_COL);
120 		outstr(pp, Buf, STAT_NAME_LEN);
121 	}
122 # endif
123 }
124 
125 void
126 look(pp)
127 	PLAYER	*pp;
128 {
129 	int	x, y;
130 
131 	x = pp->p_x;
132 	y = pp->p_y;
133 
134 	check(pp, y - 1, x - 1);
135 	check(pp, y - 1, x    );
136 	check(pp, y - 1, x + 1);
137 	check(pp, y    , x - 1);
138 	check(pp, y    , x    );
139 	check(pp, y    , x + 1);
140 	check(pp, y + 1, x - 1);
141 	check(pp, y + 1, x    );
142 	check(pp, y + 1, x + 1);
143 
144 	switch (pp->p_face) {
145 	  case LEFTS:
146 		see(pp, LEFTS);
147 		see(pp, ABOVE);
148 		see(pp, BELOW);
149 		break;
150 	  case RIGHT:
151 		see(pp, RIGHT);
152 		see(pp, ABOVE);
153 		see(pp, BELOW);
154 		break;
155 	  case ABOVE:
156 		see(pp, ABOVE);
157 		see(pp, LEFTS);
158 		see(pp, RIGHT);
159 		break;
160 	  case BELOW:
161 		see(pp, BELOW);
162 		see(pp, LEFTS);
163 		see(pp, RIGHT);
164 		break;
165 # ifdef FLY
166 	  case FLYER:
167 		break;
168 # endif
169 	}
170 	cgoto(pp, y, x);
171 }
172 
173 void
174 see(pp, face)
175 	PLAYER	*pp;
176 	int	face;
177 {
178 	char	*sp;
179 	int	y, x, i, cnt;
180 
181 	x = pp->p_x;
182 	y = pp->p_y;
183 
184 	switch (face) {
185 	  case LEFTS:
186 		sp = &Maze[y][x];
187 		for (i = 0; See_over[(int)*--sp]; i++)
188 			continue;
189 
190 		if (i == 0)
191 			break;
192 
193 		cnt = i;
194 		x = pp->p_x - 1;
195 		--y;
196 		while (i--)
197 			check(pp, y, --x);
198 		i = cnt;
199 		x = pp->p_x - 1;
200 		++y;
201 		while (i--)
202 			check(pp, y, --x);
203 		i = cnt;
204 		x = pp->p_x - 1;
205 		++y;
206 		while (i--)
207 			check(pp, y, --x);
208 		break;
209 	  case RIGHT:
210 		sp = &Maze[y][++x];
211 		for (i = 0; See_over[(int)*sp++]; i++)
212 			continue;
213 
214 		if (i == 0)
215 			break;
216 
217 		cnt = i;
218 		x = pp->p_x + 1;
219 		--y;
220 		while (i--)
221 			check(pp, y, ++x);
222 		i = cnt;
223 		x = pp->p_x + 1;
224 		++y;
225 		while (i--)
226 			check(pp, y, ++x);
227 		i = cnt;
228 		x = pp->p_x + 1;
229 		++y;
230 		while (i--)
231 			check(pp, y, ++x);
232 		break;
233 	  case ABOVE:
234 		sp = &Maze[--y][x];
235 		if (!See_over[(int)*sp])
236 			break;
237 		do {
238 			--y;
239 			sp -= sizeof Maze[0];
240 			check(pp, y, x - 1);
241 			check(pp, y, x    );
242 			check(pp, y, x + 1);
243 		} while (See_over[(int)*sp]);
244 		break;
245 	  case BELOW:
246 		sp = &Maze[++y][x];
247 		if (!See_over[(int)*sp])
248 			break;
249 		do {
250 			y++;
251 			sp += sizeof Maze[0];
252 			check(pp, y, x - 1);
253 			check(pp, y, x    );
254 			check(pp, y, x + 1);
255 		} while (See_over[(int)*sp]);
256 		break;
257 	}
258 }
259 
260 void
261 check(pp, y, x)
262 	PLAYER	*pp;
263 	int	y, x;
264 {
265 	int	index;
266 	int	ch;
267 	PLAYER	*rpp;
268 
269 	index = y * sizeof Maze[0] + x;
270 	ch = ((char *) Maze)[index];
271 	if (ch != ((char *) pp->p_maze)[index]) {
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)[index] = ch;
281 	}
282 }
283 
284 /*
285  * showstat
286  *	Update the status of players
287  */
288 void
289 showstat(pp)
290 	PLAYER	*pp;
291 {
292 	PLAYER	*np;
293 	int	y;
294 	char	c;
295 
296 	y = STAT_PLAY_ROW + 1 + (pp - Player);
297 	c = stat_char(pp);
298 # ifdef MONITOR
299 	for (np = Monitor; np < End_monitor; np++) {
300 		cgoto(np, y, STAT_SCAN_COL);
301 		outch(np, c);
302 	}
303 # endif
304 	for (np = Player; np < End_player; np++) {
305 		cgoto(np, y, STAT_SCAN_COL);
306 		outch(np, c);
307 	}
308 }
309 
310 /*
311  * drawplayer:
312  *	Draw the player on the screen and show him to everyone who's scanning
313  *	unless he is cloaked.
314  */
315 void
316 drawplayer(pp, draw)
317 	PLAYER	*pp;
318 	FLAG	draw;
319 {
320 	PLAYER	*newp;
321 	int	x, y;
322 
323 	x = pp->p_x;
324 	y = pp->p_y;
325 	Maze[y][x] = draw ? pp->p_face : pp->p_over;
326 
327 # ifdef MONITOR
328 	for (newp = Monitor; newp < End_monitor; newp++)
329 		check(newp, y, x);
330 # endif
331 
332 	for (newp = Player; newp < End_player; newp++) {
333 		if (!draw || newp == pp) {
334 			check(newp, y, x);
335 			continue;
336 		}
337 		if (newp->p_scan == 0) {
338 			newp->p_scan--;
339 			showstat(newp);
340 		}
341 		else if (newp->p_scan > 0) {
342 			if (pp->p_cloak < 0)
343 				check(newp, y, x);
344 			newp->p_scan--;
345 		}
346 	}
347 	if (!draw || pp->p_cloak < 0)
348 		return;
349 	if (pp->p_cloak-- == 0)
350 		showstat(pp);
351 }
352 
353 void
354 message(pp, s)
355 	PLAYER	*pp;
356 	char	*s;
357 {
358 	cgoto(pp, HEIGHT, 0);
359 	outstr(pp, s, strlen(s));
360 	ce(pp);
361 }
362 
363 /*
364  * translate:
365  *	Turn a character into the right direction character if we are
366  *	looking at the current player.
367  */
368 char
369 translate(ch)
370 	char	ch;
371 {
372 	switch (ch) {
373 	  case LEFTS:
374 		return '<';
375 	  case RIGHT:
376 		return '>';
377 	  case ABOVE:
378 		return '^';
379 	  case BELOW:
380 		return 'v';
381 	}
382 	return ch;
383 }
384 
385 /*
386  * player_sym:
387  *	Return the player symbol
388  */
389 int
390 player_sym(pp, y, x)
391 	PLAYER	*pp;
392 	int	y, x;
393 {
394 	PLAYER	*npp;
395 
396 	npp = play_at(y, x);
397 	if (npp->p_ident->i_team == ' ')
398 		return Maze[y][x];
399 #ifdef MONITOR
400 	if (pp->p_ident->i_team == '*')
401 		return npp->p_ident->i_team;
402 #endif
403 	if (pp->p_ident->i_team != npp->p_ident->i_team)
404 		return Maze[y][x];
405 	return pp->p_ident->i_team;
406 }
407