/*- * 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: * * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. 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. * 3. 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. * * $OpenBSD: draw.c,v 1.7 2003/06/11 08:45:33 pjanzen Exp $ * $NetBSD: draw.c,v 1.2 1997/10/10 16:33:04 lukem Exp $ * $DragonFly: src/games/hunt/huntd/draw.c,v 1.2 2008/09/04 16:12:51 swildner Exp $ */ #include #include "hunt.h" #include "server.h" #include "conf.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 i; 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; } i = y * sizeof Maze[0] + x; ch = ((char *) Maze)[i]; if (ch != ((char *) pp->p_maze)[i]) { 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)[i] = 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, const 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; }