root/games/hunt/huntd/draw.c
/*      $NetBSD: draw.c,v 1.10 2021/05/02 12:50:45 rillig Exp $ */
/*
 * Copyright (c) 1983-2003, Regents of the University of California.
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are
 * met:
 *
 * + Redistributions of source code must retain the above copyright
 *   notice, this list of conditions and the following disclaimer.
 * + Redistributions in binary form must reproduce the above copyright
 *   notice, this list of conditions and the following disclaimer in the
 *   documentation and/or other materials provided with the distribution.
 * + Neither the name of the University of California, San Francisco nor
 *   the names of its contributors may be used to endorse or promote
 *   products derived from this software without specific prior written
 *   permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
 * IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
 * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
 * PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
 * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
 * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

#include <sys/cdefs.h>
#ifndef lint
__RCSID("$NetBSD: draw.c,v 1.10 2021/05/02 12:50:45 rillig Exp $");
#endif /* not lint */

#include "hunt.h"

static void drawstatus(PLAYER *);
static void see(PLAYER *, int);
static char translate(char);
static int player_sym(PLAYER *, int, int);

void
drawmaze(PLAYER *pp)
{
        int x;
        char *sp;
        int y;
        char *endp;

        clrscr(pp);
        outstr(pp, pp->p_maze[0], WIDTH);
        for (y = 1; y < HEIGHT - 1; y++) {
                endp = &pp->p_maze[y][WIDTH];
                for (x = 0, sp = pp->p_maze[y]; sp < endp; x++, sp++)
                        if (*sp != SPACE) {
                                cgoto(pp, y, x);
                                if (pp->p_x == x && pp->p_y == y)
                                        outch(pp, translate(*sp));
                                else if (isplayer(*sp))
                                        outch(pp, player_sym(pp, y, x));
                                else
                                        outch(pp, *sp);
                        }
        }
        cgoto(pp, HEIGHT - 1, 0);
        outstr(pp, pp->p_maze[HEIGHT - 1], WIDTH);
        drawstatus(pp);
}

/*
 * drawstatus - put up the status lines (this assumes the screen
 *              size is 80x24 with the maze being 64x24)
 */
static void
drawstatus(PLAYER *pp)
{
        int i;
        PLAYER *np;

        cgoto(pp, STAT_AMMO_ROW, STAT_LABEL_COL);
        outstr(pp, "Ammo:", 5);
        (void) snprintf(Buf, sizeof(Buf), "%3d", pp->p_ammo);
        cgoto(pp, STAT_AMMO_ROW, STAT_VALUE_COL);
        outstr(pp, Buf, 3);

        cgoto(pp, STAT_GUN_ROW, STAT_LABEL_COL);
        outstr(pp, "Gun:", 4);
        cgoto(pp, STAT_GUN_ROW, STAT_VALUE_COL);
        outstr(pp, (pp->p_ncshot < MAXNCSHOT) ? " ok" : "   ", 3);

        cgoto(pp, STAT_DAM_ROW, STAT_LABEL_COL);
        outstr(pp, "Damage:", 7);
        (void) snprintf(Buf, sizeof(Buf), "%2d/%2d", pp->p_damage,
                pp->p_damcap);
        cgoto(pp, STAT_DAM_ROW, STAT_VALUE_COL);
        outstr(pp, Buf, 5);

        cgoto(pp, STAT_KILL_ROW, STAT_LABEL_COL);
        outstr(pp, "Kills:", 6);
        (void) snprintf(Buf, sizeof(Buf), "%3d", (pp->p_damcap - MAXDAM) / 2);
        cgoto(pp, STAT_KILL_ROW, STAT_VALUE_COL);
        outstr(pp, Buf, 3);

        cgoto(pp, STAT_PLAY_ROW, STAT_LABEL_COL);
        outstr(pp, "Player:", 7);
        for (i = STAT_PLAY_ROW + 1, np = Player; np < End_player; np++) {
                (void) snprintf(Buf, sizeof(Buf), "%5.2f%c%-10.10s %c",
                        np->p_ident->i_score,
                        stat_char(np), np->p_ident->i_name,
                        np->p_ident->i_team);
                cgoto(pp, i++, STAT_NAME_COL);
                outstr(pp, Buf, STAT_NAME_LEN);
        }

#ifdef MONITOR
        cgoto(pp, STAT_MON_ROW, STAT_LABEL_COL);
        outstr(pp, "Monitor:", 8);
        for (i = STAT_MON_ROW + 1, np = Monitor; np < End_monitor; np++) {
                (void) snprintf(Buf, sizeof(Buf), "%5.5s %-10.10s %c", " ",
                        np->p_ident->i_name, np->p_ident->i_team);
                cgoto(pp, i++, STAT_NAME_COL);
                outstr(pp, Buf, STAT_NAME_LEN);
        }
#endif
}

void
look(PLAYER *pp)
{
        int x, y;

        x = pp->p_x;
        y = pp->p_y;

        check(pp, y - 1, x - 1);
        check(pp, y - 1, x    );
        check(pp, y - 1, x + 1);
        check(pp, y    , x - 1);
        check(pp, y    , x    );
        check(pp, y    , x + 1);
        check(pp, y + 1, x - 1);
        check(pp, y + 1, x    );
        check(pp, y + 1, x + 1);

        switch (pp->p_face) {
          case LEFTS:
                see(pp, LEFTS);
                see(pp, ABOVE);
                see(pp, BELOW);
                break;
          case RIGHT:
                see(pp, RIGHT);
                see(pp, ABOVE);
                see(pp, BELOW);
                break;
          case ABOVE:
                see(pp, ABOVE);
                see(pp, LEFTS);
                see(pp, RIGHT);
                break;
          case BELOW:
                see(pp, BELOW);
                see(pp, LEFTS);
                see(pp, RIGHT);
                break;
#ifdef FLY
          case FLYER:
                break;
#endif
        }
        cgoto(pp, y, x);
}

static void
see(PLAYER *pp, int face)
{
        char *sp;
        int y, x, i, cnt;

        x = pp->p_x;
        y = pp->p_y;

        switch (face) {
          case LEFTS:
                sp = &Maze[y][x];
                for (i = 0; See_over[(int)*--sp]; i++)
                        continue;

                if (i == 0)
                        break;

                cnt = i;
                x = pp->p_x - 1;
                --y;
                while (i--)
                        check(pp, y, --x);
                i = cnt;
                x = pp->p_x - 1;
                ++y;
                while (i--)
                        check(pp, y, --x);
                i = cnt;
                x = pp->p_x - 1;
                ++y;
                while (i--)
                        check(pp, y, --x);
                break;
          case RIGHT:
                sp = &Maze[y][++x];
                for (i = 0; See_over[(int)*sp++]; i++)
                        continue;

                if (i == 0)
                        break;

                cnt = i;
                x = pp->p_x + 1;
                --y;
                while (i--)
                        check(pp, y, ++x);
                i = cnt;
                x = pp->p_x + 1;
                ++y;
                while (i--)
                        check(pp, y, ++x);
                i = cnt;
                x = pp->p_x + 1;
                ++y;
                while (i--)
                        check(pp, y, ++x);
                break;
          case ABOVE:
                sp = &Maze[--y][x];
                if (!See_over[(int)*sp])
                        break;
                do {
                        --y;
                        sp -= sizeof Maze[0];
                        check(pp, y, x - 1);
                        check(pp, y, x    );
                        check(pp, y, x + 1);
                } while (See_over[(int)*sp]);
                break;
          case BELOW:
                sp = &Maze[++y][x];
                if (!See_over[(int)*sp])
                        break;
                do {
                        y++;
                        sp += sizeof Maze[0];
                        check(pp, y, x - 1);
                        check(pp, y, x    );
                        check(pp, y, x + 1);
                } while (See_over[(int)*sp]);
                break;
        }
}

void
check(PLAYER *pp, int y, int x)
{
        int indx;
        int ch;
        PLAYER *rpp;

        indx = y * sizeof Maze[0] + x;
        ch = ((char *) Maze)[indx];
        if (ch != ((char *) pp->p_maze)[indx]) {
                rpp = pp;
                cgoto(rpp, y, x);
                if (x == rpp->p_x && y == rpp->p_y)
                        outch(rpp, translate(ch));
                else if (isplayer(ch))
                        outch(rpp, player_sym(rpp, y, x));
                else
                        outch(rpp, ch);
                ((char *) rpp->p_maze)[indx] = ch;
        }
}

/*
 * showstat
 *      Update the status of players
 */
void
showstat(PLAYER *pp)
{
        PLAYER *np;
        int y;
        char c;

        y = STAT_PLAY_ROW + 1 + (pp - Player);
        c = stat_char(pp);
#ifdef MONITOR
        for (np = Monitor; np < End_monitor; np++) {
                cgoto(np, y, STAT_SCAN_COL);
                outch(np, c);
        }
#endif
        for (np = Player; np < End_player; np++) {
                cgoto(np, y, STAT_SCAN_COL);
                outch(np, c);
        }
}

/*
 * drawplayer:
 *      Draw the player on the screen and show him to everyone who's scanning
 *      unless he is cloaked.
 */
void
drawplayer(PLAYER *pp, bool draw)
{
        PLAYER *newp;
        int x, y;

        x = pp->p_x;
        y = pp->p_y;
        Maze[y][x] = draw ? pp->p_face : pp->p_over;

#ifdef MONITOR
        for (newp = Monitor; newp < End_monitor; newp++)
                check(newp, y, x);
#endif

        for (newp = Player; newp < End_player; newp++) {
                if (!draw || newp == pp) {
                        check(newp, y, x);
                        continue;
                }
                if (newp->p_scan == 0) {
                        newp->p_scan--;
                        showstat(newp);
                }
                else if (newp->p_scan > 0) {
                        if (pp->p_cloak < 0)
                                check(newp, y, x);
                        newp->p_scan--;
                }
        }
        if (!draw || pp->p_cloak < 0)
                return;
        if (pp->p_cloak-- == 0)
                showstat(pp);
}

void
message(PLAYER *pp, const char *s)
{
        cgoto(pp, HEIGHT, 0);
        outstr(pp, s, strlen(s));
        ce(pp);
}

/*
 * translate:
 *      Turn a character into the right direction character if we are
 *      looking at the current player.
 */
static char
translate(char ch)
{
        switch (ch) {
          case LEFTS:
                return '<';
          case RIGHT:
                return '>';
          case ABOVE:
                return '^';
          case BELOW:
                return 'v';
        }
        return ch;
}

/*
 * player_sym:
 *      Return the player symbol
 */
static int
player_sym(PLAYER *pp, int y, int x)
{
        PLAYER *npp;

        npp = play_at(y, x);
        if (npp->p_ident->i_team == ' ')
                return Maze[y][x];
#ifdef MONITOR
        if (pp->p_ident->i_team == '*')
                return npp->p_ident->i_team;
#endif
        if (pp->p_ident->i_team != npp->p_ident->i_team)
                return Maze[y][x];
        return pp->p_ident->i_team;
}