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-rw-r--r--src/iso/world_view.c499
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diff --git a/src/iso/world_view.c b/src/iso/world_view.c
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--- a/src/iso/world_view.c
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-/* world_view.c
- *
- * Copyright (c) 2001, 2002 Hansjörg Malthaner
- * hansjoerg.malthaner@gmx.de
- *
- * This file is part of the Simugraph<->Angband adaption code.
- *
- *
- * This file may be copied and modified freely so long as the above credits,
- * this paragraph, and the below disclaimer of warranty are retained; no
- * financial profit is derived from said modification or copying; and all
- * licensing rights to any modifications are granted to the original author,
- * Hansjörg Malthaner.
- *
- *
- * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``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 AUTHOR 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 <stdio.h>
-#include "simgraph.h"
-#include "world_view.h"
-#include "world_adaptor.h"
-
-//#include "walls4.h"
-#include "walls9.h"
-
-#include "hackdef.h"
-
-
-#undef MIN
-#undef MAX
-
-
-#include "../angband.h"
-#include "../defines.h"
-
-
-/* from isov-x11.c */
-extern unsigned char **iso_ap;
-extern unsigned char **iso_cp;
-extern unsigned char **iso_atp;
-extern unsigned char **iso_ctp;
-# ifdef USE_EGO_GRAPHICS
-extern unsigned char **iso_aep;
-extern unsigned char **iso_cep;
-# endif /* USE_EGO_GRAPHICS */
-
-
-#ifdef USE_SMALL_ISO_HACK
-
-static bool is_valid_position(int x, int y) {
- return x >= 0 && y >= 0 && x<cur_wid && y<cur_hgt;
-}
-
-static bool is_valid_to_show(int x, int y) {
- return is_valid_position(x, y);
-}
-
-static int get_feat_nc(int x, int y)
-{
- /* this is for Angabdn 2.9.1
- return cave_feat[y][x];
- */
-
- /* Pernangband 4.1.5 */
- cave_type *c_ptr;
-
- /* Get the cave */
- c_ptr = &cave[y][x];
-
-
- /* Feature code */
- return c_ptr->feat;
-}
-
-
-static int get_feat_wc(int x, int y)
-{
- if(is_valid_position(x,y)) {
- return get_feat_nc(x,y);
- } else {
- return FEAT_PERM_SOLID;
- }
-}
-
-
-static int get_info_nc(int x, int y)
-{
- /* this is for Angabdn 2.9.1
- return cave_info[y][x];
- */
-
- /* Pernangband 4.1.5 */
- cave_type *c_ptr;
-
- /* Get the cave */
- c_ptr = &cave[y][x];
-
-
- /* Info code */
- return c_ptr->info;
-}
-
-
-static int get_info_wc(int x, int y)
-{
- if(is_valid_position(x,y)) {
- return get_info_nc(x,y);
- } else {
- return 0;
- }
-}
-
-
-static bool is_door(int feat)
-{
- return
- (feat == FEAT_OPEN) ||
- (feat == FEAT_BROKEN) ||
- (feat == FEAT_SECRET) ||
- (feat >= FEAT_DOOR_HEAD && feat <= FEAT_DOOR_TAIL) ||
- (feat == FEAT_SHOP);
-}
-
-
-static bool is_wall(int feat)
-{
- return
- (feat >= FEAT_MAGMA && feat <= FEAT_PERM_SOLID) ||
- (feat >= FEAT_TREES && feat <= FEAT_SANDWALL_K) ||
- (feat >= FEAT_QUEST1 && feat <= FEAT_QUEST4);
-}
-
-
-static int is_wall_or_door(int x, int y)
-{
- const int feat = get_feat_wc(x, y);
-
- return is_door(feat) || is_wall(feat);
-}
-
-
-static bool is_lit(int x, int y)
-{
- const int info = get_info_wc(x, y);
-
- return (info & CAVE_GLOW) && (info & CAVE_VIEW) && (info & CAVE_MARK);
-}
-
-
-static bool is_torch_lit(int x, int y)
-{
- const int info = get_info_wc(x, y);
-
- return (info & CAVE_PLIT) && (info & CAVE_VIEW) && (info & CAVE_MARK);
-}
-
-
-static bool is_only_torch_lit(int x, int y)
-{
- return is_torch_lit(x, y) & !is_lit(x, y);
-}
-
-
-static bool is_blind()
-{
- // PernAngband variant
- return p_ptr->blind;
-}
-
-
-/**
- * Calculates distance from player to point (x,y).
- * Uses the distance guess from cave.c
- * @author Hj. Malthaner
- */
-static int get_distance_to_player(int x, int y)
-{
- return distance(y, x, p_ptr->py, p_ptr->px);
-}
-
-#else
-
-
-static int iso_access(unsigned char **field, int x, int y)
-{
- if(x >= 0 && y >= 0 && x<80 && y<24) {
- return field[y][x] & 0x7f;
- } else {
- return 0;
- }
-}
-
-static int is_wall_or_door(int x, int y)
-{
- const int atp = iso_access(iso_atp, x, y);
- const int ctp = iso_access(iso_ctp, x, y);
-
- return (atp == 0x01 && (ctp >= 0x70 && ctp <= 0x75)) ||
- (atp == 0x00 && (ctp =='+' || ctp == '\'')) ;
-}
-
-#endif
-
-
-/**
- * Draw ground of location i,j onto screen position xpos,ypos
- * @author Hj. Malthaner
- */
-void display_boden(int x, int y, int xpos, int ypos)
-{
- // unused in Iso-Angband
-}
-
-
-static int check_wall(int x, int y)
-{
-
- int o = 0;
-
-#if 0
- o |= (is_wall_or_door(x-1, y-1)) << 0;
- o |= (is_wall_or_door(x , y-1)) << 1;
- o |= (is_wall_or_door(x+1, y-1)) << 2;
- o |= (is_wall_or_door(x-1, y )) << 3;
- o |= (is_wall_or_door(x+1, y )) << 4;
- o |= (is_wall_or_door(x-1, y+1)) << 5;
- o |= (is_wall_or_door(x , y+1)) << 6;
- o |= (is_wall_or_door(x+1, y+1)) << 7;
-
-
- return wall_table[o];
-#endif
- // jue: new algorithm as suggested by James Andrewartha
- //
- o |= (is_wall_or_door(x-1, y-1)
- && is_wall_or_door(x, y-1)
- && is_wall_or_door(x-1,y)) << 0;
-
- o |= (is_wall_or_door(x , y-1)) << 1;
-
- o |= (is_wall_or_door(x+1, y-1)
- && is_wall_or_door(x, y-1)
- && is_wall_or_door(x+1, y)) << 2;
-
- o |= (is_wall_or_door(x-1, y )) << 3;
-
- o |= (is_wall_or_door(x+1, y )) << 4;
-
- o |= (is_wall_or_door(x-1, y+1)
- && is_wall_or_door(x-1, y)
- && is_wall_or_door(x, y+1)) << 5;
-
- o |= (is_wall_or_door(x , y+1)) << 6;
-
- o |= (is_wall_or_door(x+1, y+1)
- && is_wall_or_door(x+1, y)
- && is_wall_or_door(x, y+1)) << 7;
-
- return o;
-}
-
-
-static int door_direction(int x, int y)
-{
- if(is_wall_or_door(x-1, y) && is_wall_or_door(x+1, y)) {
- return 1;
- } else {
- return 0;
- }
-}
-
-static int calc_nc(int c, int a)
-{
- return ((a & 0x7F) << 7) + (c & 0x7F);
-}
-
-
-/**
- * Draw objects of location i,j onto screen position xpos,ypos
- * @author Hj. Malthaner
- */
-void display_dinge(int x, int y, int xpos, int ypos)
-{
- const int grid = get_grid();
-
- int feat_nc = -1;
- int obj_nc = -1;
-#ifdef USE_EGO_GRAPHICS
- int ego_nc = -1;
-#endif
-
- int shade;
- int i;
-
- // relative to view position
-// int xoff = x - p_ptr->px + (SCREEN_WID/2 + 13);
-// int xoff = x - p_ptr->px + (SCREEN_WID/2 + 13);
-//
-// new (jue):
-// look at cave.c, panel_col_of and the places it's used...
- int xoff = x - panel_col_min + COL_MAP;
- int yoff = y - panel_row_prt;
-
- // try to use output of the term package
- if(xoff >= 0 && yoff >= 1 && xoff < 80 && yoff < 23) {
- // floor, walls
-
- const int c = iso_cp[yoff][xoff];
- const int a = iso_ap[yoff][xoff];
-
- // object/monster
- const int tc = iso_ctp[yoff][xoff];
- const int ta = iso_atp[yoff][xoff];
-
-#ifdef USE_EGO_GRAPHICS
- // transparent overlay
- const int ec = iso_cep[yoff][xoff];
- const int ea = iso_aep[yoff][xoff];
-
- ego_nc = calc_nc(ec, ea);
-#endif
- feat_nc = calc_nc(tc, ta);
- obj_nc = calc_nc(c, a);
-
- } else {
- // outside 80x24 view, try to read map
-
- if(is_valid_to_show(x,y)) {
-
- byte a, ta;
- char c, tc;
-#ifdef USE_EGO_GRAPHICS
- byte ea;
- char ec;
-
- map_info(y, x, &a, &c, &ta, &tc, &ea, &ec);
- ego_nc = calc_nc(ec, ea);
-#else
- map_info(y, x, &a, &c, &ta, &tc);
-#endif
- feat_nc = calc_nc(tc, ta);
- obj_nc = calc_nc(c, a);
- }
-
- }
-
-
-
- shade = 1;
-
- if(is_lit(x, y)) {
- shade = 2;
- } else if(is_torch_lit(x, y)) {
- shade = 0;
- }
-
-
- // did we get some data ?
- if(feat_nc != -1) {
-
- // check shading
- // printf("%d %d -> %d\n", x, y, shade);
-
- if(feat_nc >= 240 && feat_nc <= 245) {
- // old shading
- // const int shade = (feat_nc-240);
- const int set_base = 240+shade*9;
- const int bits = check_wall(x, y);
-
-
- display_img(316+(shade%3), xpos, ypos, TRUE);
-
- if(bits) {
- for(i=0; i<4; i++) {
- if(bits & (1 << i)) {
- display_img(set_base+i, xpos, ypos, TRUE);
- }
- }
-
- display_img(set_base+8, xpos, ypos, TRUE);
-
- for(i=4; i<8; i++) {
- if(bits & (1 << i)) {
- display_img(set_base+i, xpos, ypos, TRUE);
- }
- }
-
- } else {
- // a pillar
- display_img(set_base+8, xpos, ypos, TRUE);
- }
-
- // fields with walls never contain anything else
- // so we can quit now
- return;
-
- } else if(feat_nc == 0x27) {
- // open doors
- display_img(138+door_direction(x,y), xpos, ypos, TRUE);
-
-
- } else if(feat_nc == 0x2B) {
- // closed doors
- display_img(136+door_direction(x,y), xpos, ypos, TRUE);
-
- } else if(feat_nc == 0x8C || // a between gate
- feat_nc == 0x20 || // empty square
- feat_nc == 0x16E || // brick roof
- feat_nc == 0x16F || // brick roof top
- feat_nc == 0x176 || // grass roof
- feat_nc == 0x177 || // grass roof chimney
- feat_nc == 0x17E || // grass roof top
- (feat_nc >= 0x31 && feat_nc <= 0x39) || // shop with number
- (feat_nc >= 0x576 && feat_nc <= 0x57D) || // trap
- feat_nc == 0x3E || // down stairs
- feat_nc == 0x3C // up stairs
- ) {
- // this features should not be shaded
-
- display_img(feat_nc, xpos, ypos, TRUE);
-
- } else if(feat_nc > 2){
- // this features should be shaded
-
- // floor
- // known grids get shaded floors
- if(is_only_torch_lit(x,y)) {
- display_color_img(feat_nc+2,
- xpos, ypos,
- get_distance_to_player(x, y) << 1,
- TRUE);
- } else {
- display_img(feat_nc+shade, xpos, ypos, TRUE);
- }
- }
-
- // printf("%d a=%x c=%x (%c)\n", nc, a, c, c);
-
- /* Hajo: display a complete grid if the user wants to */
- if(grid == 2) {
- display_img(6, xpos, ypos, TRUE);
- }
-
-
-#ifdef USE_EGO_GRAPHICS
- if( ego_nc != feat_nc &&
- ego_nc > 2 &&
- ego_nc != 0x27 &&
- ego_nc != 0x2B ) {
-
- display_img(ego_nc, xpos, ypos, TRUE);
- }
-#endif
-
- if( obj_nc != feat_nc &&
- obj_nc > 2 &&
- obj_nc != 0x27 &&
- obj_nc != 0x2B ) {
-
- /* Hajo: display a grid below items/monsters if the user wants to */
- if(grid == 1) {
- display_img(5, xpos, ypos, TRUE);
- }
-
- display_img(obj_nc, xpos, ypos, TRUE);
-
- }
- } else {
-
- // outside of dungeon
- display_img(32, xpos, ypos, TRUE);
- }
-
- /* display cursor ? */
- if(
- high_x >= 1 &&
- high_y >= 1) {
- if(xoff == high_x &&
- yoff == high_y) {
- display_img(7, xpos, ypos, TRUE);
-
- /* only draw once, wait until next request */
- high_x = high_y = -1;
- }
- }
-}
-