root/games/hunt/huntd/draw.c
/*      $OpenBSD: draw.c,v 1.11 2017/01/21 08:22:57 krw Exp $   */
/*      $NetBSD: draw.c,v 1.2 1997/10/10 16:33:04 lukem 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/select.h>
#include <string.h>

#include "conf.h"
#include "hunt.h"
#include "server.h"

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

/*
 * drawmaze:
 *      Draw the entire maze on a player's screen.
 */
void
drawmaze(PLAYER *pp)
{
        int     x;
        char    *sp;
        int     y;
        char    *endp;

        /* Clear the client's screen: */
        clrscr(pp);
        /* Draw the top row of the maze: */
        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);
                                /* Draw the player as themselves */
                                if (pp->p_x == x && pp->p_y == y)
                                        outch(pp, translate(*sp));
                                /* Possibly draw other players as team nrs */
                                else if (is_player(*sp))
                                        outch(pp, player_sym(pp, y, x));
                                else
                                        outch(pp, *sp);
                        }
        }
        /* Draw the last row of the maze: */
        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;

        outyx(pp, STAT_AMMO_ROW, STAT_LABEL_COL, "Ammo:");
        ammo_update(pp);

        outyx(pp, STAT_GUN_ROW,  STAT_LABEL_COL, "Gun:");
        outyx(pp, STAT_GUN_ROW,  STAT_VALUE_COL, "%3s",
                (pp->p_ncshot < conf_maxncshot) ? "ok" : "");

        outyx(pp, STAT_DAM_ROW,  STAT_LABEL_COL, "Damage:");
        outyx(pp, STAT_DAM_ROW,  STAT_VALUE_COL, "%2d/%2d",
                pp->p_damage, pp->p_damcap);

        outyx(pp, STAT_KILL_ROW, STAT_LABEL_COL, "Kills:");
        outyx(pp, STAT_KILL_ROW, STAT_VALUE_COL, "%3d",
                (pp->p_damcap - conf_maxdam) / 2);

        outyx(pp, STAT_PLAY_ROW, STAT_LABEL_COL, "Player:");
        for (i = STAT_PLAY_ROW + 1, np = Player; np < End_player; np++, i++) {
                outyx(pp, i, STAT_NAME_COL, "%5.2f%c%-10.10s %c",
                        np->p_ident->i_score, stat_char(np),
                        np->p_ident->i_name, np->p_ident->i_team);
        }

        outyx(pp, STAT_MON_ROW, STAT_LABEL_COL, "Monitor:");
        for (i = STAT_MON_ROW + 1, np = Monitor; np < End_monitor; np++, i++) {
                outyx(pp, i++, STAT_NAME_COL, "%5.5s %-10.10s %c",
                        " ", np->p_ident->i_name, np->p_ident->i_team);
        }
}

/*
 * look
 *      check and update the visible area around the player
 */
void
look(PLAYER *pp)
{
        int     x, y;

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

        /*
         * The player is aware of all objects immediately adjacent to
         * their position:
         */
        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) {
          /* The player can see down corridors in directions except behind: */
          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;
          /* But they don't see too far when they are flying about: */
          case FLYER:
                break;
        }

        /* Move the cursor back over the player: */
        cgoto(pp, y, x);
}

/*
 * see
 *      Look down a corridor, or towards an open space. This
 *      is a simulation of visibility from the player's perspective.
 */
static void
see(PLAYER *pp, int face)
{
        char    *sp;
        int     y, x;

        /* Start from the player's position: */
        x = pp->p_x;
        y = pp->p_y;

        #define seewalk(dx, dy)                                         \
                x += (dx);                                              \
                y += (dy);                                              \
                sp = &Maze[y][x];                                       \
                while (See_over[(int)*sp]) {                            \
                        x += (dx);                                      \
                        y += (dy);                                      \
                        sp += ((dx) + (dy) * sizeof Maze[0]);           \
                        check(pp, y + dx, x + dy);                      \
                        check(pp, y, x);                                \
                        check(pp, y - dx, x - dy);                      \
                }

        switch (face) {
          case LEFTS:
                seewalk(-1, 0); break;
          case RIGHT:
                seewalk(1, 0); break;
          case ABOVE:
                seewalk(0, -1); break;
          case BELOW:
                seewalk(0, 1); break;
        }
}

/*
 * check
 *      The player is aware of a cell in the maze.
 *      Ensure it is shown properly on their screen.
 */
void
check(PLAYER *pp, int y, int x)
{
        int     index;
        int     ch;
        PLAYER  *rpp;

        if (pp == ALL_PLAYERS) {
                for (pp = Player; pp < End_player; pp++)
                        check(pp, y, x);
                for (pp = Monitor; pp < End_monitor; pp++)
                        check(pp, y, x);
                return;
        }

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

/*
 * showstat
 *      Update the status of a player on everyone's screen
 */
void
showstat(PLAYER *pp)
{

        outyx(ALL_PLAYERS,
                STAT_PLAY_ROW + 1 + (pp - Player), STAT_SCAN_COL,
                "%c", stat_char(pp));
}

/*
 * drawplayer:
 *      Draw the player on the screen and show him to everyone who's scanning
 *      unless he is cloaked.
 *      The 'draw' flag when false, causes the 'saved under' character to
 *      be drawn instead of the player; effectively un-drawing the player.
 */
void
drawplayer(PLAYER *pp, FLAG draw)
{
        PLAYER  *newp;
        int     x, y;

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

        /* Draw or un-draw the player into the master map: */
        Maze[y][x] = draw ? pp->p_face : pp->p_over;

        /* The monitors can always see this player: */
        for (newp = Monitor; newp < End_monitor; newp++)
                check(newp, y, x);

        /* Check if other players can see this player: */
        for (newp = Player; newp < End_player; newp++) {
                if (!draw) {
                        /* When un-drawing, show everyone what was under */
                        check(newp, y, x);
                        continue;
                }
                if (newp == pp) {
                        /* The player can always see themselves: */
                        check(newp, y, x);
                        continue;
                }
                /* Check if the other player just run out of scans */
                if (newp->p_scan == 0) {
                        /* The other player is no longer scanning: */
                        newp->p_scan--;
                        showstat(newp);
                /* Check if the other play is scannning */
                } else if (newp->p_scan > 0) {
                        /* If this player's not cloacked, draw him: */
                        if (pp->p_cloak < 0)
                                check(newp, y, x);
                        /* And this uses up a scan. */
                        newp->p_scan--;
                }
        }

        /* Use up one point of cloak time when drawing: */
        if (draw && pp->p_cloak >= 0) {
                pp->p_cloak--;
                /* Check if we ran out of cloak: */
                if (pp->p_cloak < 0)
                        showstat(pp);
        }
}

/*
 * message:
 *      Write a message at the bottom of the screen.
 */
void
message(PLAYER *pp, char *s)
{
        cgoto(pp, HEIGHT, 0);
        outstr(pp, s, strlen(s));
        ce(pp);
}

/*
 * translate:
 *      Turn a player character into a more personal player character.
 *      ie: {,},!,i becomes <,>,v,^
 */
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 symbol for the player at (y,x) when viewed by player 'pp'.
 *      ie: - unteamed players appear as {,},!,i
 *          - unteamed monitors see all players as team digits
 *          - teamed players see other players on their team, as a digit
 */
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];
        if (pp->p_ident->i_team == '*')
                return npp->p_ident->i_team;
        if (pp->p_ident->i_team != npp->p_ident->i_team)
                return Maze[y][x];
        return pp->p_ident->i_team;
}