544a5e3331
- WARNSify - getopt returns -1 not EOF - select() uses an fd_set, not int/long; modify code to use FD_* et al instead of direct bitwise operations - in otto.c::look (renamed to ottolook() to prevent name clash), the case WEST section had a 'goto cont_east', instead of 'goto cont_west'. (picked up by WARNS=1, because cont_west was an unused label because of this typo). probably meant that otto got lost in the maze :-/ - deprecate register, convert bcmp() -> memcmp()
382 lines
6.6 KiB
C
382 lines
6.6 KiB
C
/* $NetBSD: draw.c,v 1.2 1997/10/10 16:33:04 lukem Exp $ */
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/*
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* Hunt
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* Copyright (c) 1985 Conrad C. Huang, Gregory S. Couch, Kenneth C.R.C. Arnold
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* San Francisco, California
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*/
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#include <sys/cdefs.h>
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#ifndef lint
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__RCSID("$NetBSD: draw.c,v 1.2 1997/10/10 16:33:04 lukem Exp $");
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#endif /* not lint */
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# include "hunt.h"
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void
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drawmaze(pp)
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PLAYER *pp;
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{
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int x;
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char *sp;
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int y;
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char *endp;
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clrscr(pp);
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outstr(pp, pp->p_maze[0], WIDTH);
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for (y = 1; y < HEIGHT - 1; y++) {
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endp = &pp->p_maze[y][WIDTH];
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for (x = 0, sp = pp->p_maze[y]; sp < endp; x++, sp++)
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if (*sp != SPACE) {
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cgoto(pp, y, x);
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if (pp->p_x == x && pp->p_y == y)
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outch(pp, translate(*sp));
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else if (isplayer(*sp))
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outch(pp, player_sym(pp, y, x));
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else
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outch(pp, *sp);
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}
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}
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cgoto(pp, HEIGHT - 1, 0);
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outstr(pp, pp->p_maze[HEIGHT - 1], WIDTH);
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drawstatus(pp);
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}
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/*
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* drawstatus - put up the status lines (this assumes the screen
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* size is 80x24 with the maze being 64x24)
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*/
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void
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drawstatus(pp)
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PLAYER *pp;
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{
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int i;
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PLAYER *np;
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cgoto(pp, STAT_AMMO_ROW, STAT_LABEL_COL);
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outstr(pp, "Ammo:", 5);
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(void) sprintf(Buf, "%3d", pp->p_ammo);
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cgoto(pp, STAT_AMMO_ROW, STAT_VALUE_COL);
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outstr(pp, Buf, 3);
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cgoto(pp, STAT_GUN_ROW, STAT_LABEL_COL);
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outstr(pp, "Gun:", 4);
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cgoto(pp, STAT_GUN_ROW, STAT_VALUE_COL);
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outstr(pp, (pp->p_ncshot < MAXNCSHOT) ? " ok" : " ", 3);
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cgoto(pp, STAT_DAM_ROW, STAT_LABEL_COL);
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outstr(pp, "Damage:", 7);
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(void) sprintf(Buf, "%2d/%2d", pp->p_damage, pp->p_damcap);
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cgoto(pp, STAT_DAM_ROW, STAT_VALUE_COL);
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outstr(pp, Buf, 5);
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cgoto(pp, STAT_KILL_ROW, STAT_LABEL_COL);
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outstr(pp, "Kills:", 6);
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(void) sprintf(Buf, "%3d", (pp->p_damcap - MAXDAM) / 2);
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cgoto(pp, STAT_KILL_ROW, STAT_VALUE_COL);
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outstr(pp, Buf, 3);
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cgoto(pp, STAT_PLAY_ROW, STAT_LABEL_COL);
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outstr(pp, "Player:", 7);
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for (i = STAT_PLAY_ROW + 1, np = Player; np < End_player; np++) {
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(void) sprintf(Buf, "%5.2f%c%-10.10s %c", np->p_ident->i_score,
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stat_char(np), np->p_ident->i_name,
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np->p_ident->i_team);
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cgoto(pp, i++, STAT_NAME_COL);
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outstr(pp, Buf, STAT_NAME_LEN);
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}
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# ifdef MONITOR
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cgoto(pp, STAT_MON_ROW, STAT_LABEL_COL);
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outstr(pp, "Monitor:", 8);
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for (i = STAT_MON_ROW + 1, np = Monitor; np < End_monitor; np++) {
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(void) sprintf(Buf, "%5.5s %-10.10s %c", " ",
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np->p_ident->i_name, np->p_ident->i_team);
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cgoto(pp, i++, STAT_NAME_COL);
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outstr(pp, Buf, STAT_NAME_LEN);
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}
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# endif
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}
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void
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look(pp)
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PLAYER *pp;
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{
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int x, y;
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x = pp->p_x;
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y = pp->p_y;
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check(pp, y - 1, x - 1);
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check(pp, y - 1, x );
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check(pp, y - 1, x + 1);
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check(pp, y , x - 1);
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check(pp, y , x );
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check(pp, y , x + 1);
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check(pp, y + 1, x - 1);
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check(pp, y + 1, x );
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check(pp, y + 1, x + 1);
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switch (pp->p_face) {
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case LEFTS:
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see(pp, LEFTS);
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see(pp, ABOVE);
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see(pp, BELOW);
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break;
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case RIGHT:
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see(pp, RIGHT);
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see(pp, ABOVE);
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see(pp, BELOW);
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break;
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case ABOVE:
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see(pp, ABOVE);
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see(pp, LEFTS);
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see(pp, RIGHT);
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break;
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case BELOW:
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see(pp, BELOW);
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see(pp, LEFTS);
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see(pp, RIGHT);
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break;
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# ifdef FLY
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case FLYER:
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break;
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# endif
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}
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cgoto(pp, y, x);
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}
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void
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see(pp, face)
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PLAYER *pp;
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int face;
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{
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char *sp;
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int y, x, i, cnt;
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x = pp->p_x;
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y = pp->p_y;
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switch (face) {
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case LEFTS:
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sp = &Maze[y][x];
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for (i = 0; See_over[(int)*--sp]; i++)
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continue;
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if (i == 0)
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break;
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cnt = i;
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x = pp->p_x - 1;
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--y;
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while (i--)
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check(pp, y, --x);
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i = cnt;
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x = pp->p_x - 1;
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++y;
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while (i--)
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check(pp, y, --x);
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i = cnt;
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x = pp->p_x - 1;
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++y;
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while (i--)
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check(pp, y, --x);
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break;
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case RIGHT:
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sp = &Maze[y][++x];
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for (i = 0; See_over[(int)*sp++]; i++)
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continue;
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if (i == 0)
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break;
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cnt = i;
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x = pp->p_x + 1;
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--y;
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while (i--)
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check(pp, y, ++x);
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i = cnt;
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x = pp->p_x + 1;
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++y;
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while (i--)
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check(pp, y, ++x);
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i = cnt;
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x = pp->p_x + 1;
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++y;
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while (i--)
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check(pp, y, ++x);
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break;
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case ABOVE:
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sp = &Maze[--y][x];
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if (!See_over[(int)*sp])
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break;
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do {
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--y;
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sp -= sizeof Maze[0];
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check(pp, y, x - 1);
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check(pp, y, x );
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check(pp, y, x + 1);
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} while (See_over[(int)*sp]);
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break;
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case BELOW:
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sp = &Maze[++y][x];
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if (!See_over[(int)*sp])
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break;
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do {
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y++;
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sp += sizeof Maze[0];
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check(pp, y, x - 1);
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check(pp, y, x );
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check(pp, y, x + 1);
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} while (See_over[(int)*sp]);
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break;
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}
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}
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void
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check(pp, y, x)
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PLAYER *pp;
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int y, x;
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{
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int index;
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int ch;
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PLAYER *rpp;
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index = y * sizeof Maze[0] + x;
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ch = ((char *) Maze)[index];
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if (ch != ((char *) pp->p_maze)[index]) {
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rpp = pp;
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cgoto(rpp, y, x);
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if (x == rpp->p_x && y == rpp->p_y)
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outch(rpp, translate(ch));
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else if (isplayer(ch))
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outch(rpp, player_sym(rpp, y, x));
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else
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outch(rpp, ch);
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((char *) rpp->p_maze)[index] = ch;
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}
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}
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/*
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* showstat
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* Update the status of players
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*/
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void
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showstat(pp)
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PLAYER *pp;
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{
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PLAYER *np;
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int y;
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char c;
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y = STAT_PLAY_ROW + 1 + (pp - Player);
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c = stat_char(pp);
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# ifdef MONITOR
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for (np = Monitor; np < End_monitor; np++) {
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cgoto(np, y, STAT_SCAN_COL);
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outch(np, c);
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}
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# endif
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for (np = Player; np < End_player; np++) {
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cgoto(np, y, STAT_SCAN_COL);
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outch(np, c);
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}
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}
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/*
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* drawplayer:
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* Draw the player on the screen and show him to everyone who's scanning
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* unless he is cloaked.
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*/
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void
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drawplayer(pp, draw)
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PLAYER *pp;
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FLAG draw;
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{
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PLAYER *newp;
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int x, y;
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x = pp->p_x;
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y = pp->p_y;
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Maze[y][x] = draw ? pp->p_face : pp->p_over;
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# ifdef MONITOR
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for (newp = Monitor; newp < End_monitor; newp++)
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check(newp, y, x);
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# endif
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for (newp = Player; newp < End_player; newp++) {
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if (!draw || newp == pp) {
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check(newp, y, x);
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continue;
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}
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if (newp->p_scan == 0) {
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newp->p_scan--;
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showstat(newp);
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}
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else if (newp->p_scan > 0) {
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if (pp->p_cloak < 0)
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check(newp, y, x);
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newp->p_scan--;
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}
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}
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if (!draw || pp->p_cloak < 0)
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return;
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if (pp->p_cloak-- == 0)
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showstat(pp);
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}
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void
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message(pp, s)
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PLAYER *pp;
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char *s;
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{
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cgoto(pp, HEIGHT, 0);
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outstr(pp, s, strlen(s));
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ce(pp);
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}
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/*
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* translate:
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* Turn a character into the right direction character if we are
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* looking at the current player.
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*/
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char
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translate(ch)
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char ch;
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{
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switch (ch) {
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case LEFTS:
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return '<';
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case RIGHT:
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return '>';
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case ABOVE:
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return '^';
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case BELOW:
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return 'v';
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}
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return ch;
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}
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/*
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* player_sym:
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* Return the player symbol
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*/
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int
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player_sym(pp, y, x)
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PLAYER *pp;
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int y, x;
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{
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PLAYER *npp;
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npp = play_at(y, x);
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if (npp->p_ident->i_team == ' ')
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return Maze[y][x];
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#ifdef MONITOR
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if (pp->p_ident->i_team == '*')
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return npp->p_ident->i_team;
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#endif
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if (pp->p_ident->i_team != npp->p_ident->i_team)
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return Maze[y][x];
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return pp->p_ident->i_team;
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}
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