diff options
author | David Leonard <d@cvs.openbsd.org> | 1999-01-29 07:30:38 +0000 |
---|---|---|
committer | David Leonard <d@cvs.openbsd.org> | 1999-01-29 07:30:38 +0000 |
commit | 9fd17607ee9aca36de862c448a6c22177b84d215 (patch) | |
tree | 33e448e38134371bc7ad1ae1faeeadb9936e5ab9 /games/hunt/huntd/draw.c | |
parent | 26b686ad51fb59b91e320e0bb8a394b6670ea667 (diff) |
major changes: security, curses, config
Diffstat (limited to 'games/hunt/huntd/draw.c')
-rw-r--r-- | games/hunt/huntd/draw.c | 285 |
1 files changed, 137 insertions, 148 deletions
diff --git a/games/hunt/huntd/draw.c b/games/hunt/huntd/draw.c index 2262407a989..ac6c32ba148 100644 --- a/games/hunt/huntd/draw.c +++ b/games/hunt/huntd/draw.c @@ -1,13 +1,24 @@ +/* $OpenBSD: draw.c,v 1.3 1999/01/29 07:30:35 d Exp $ */ /* $NetBSD: draw.c,v 1.2 1997/10/10 16:33:04 lukem Exp $ */ -/* $OpenBSD: draw.c,v 1.2 1999/01/21 05:47:40 d Exp $ */ /* * Hunt * Copyright (c) 1985 Conrad C. Huang, Gregory S. Couch, Kenneth C.R.C. Arnold * San Francisco, California */ -# include "hunt.h" +#include "hunt.h" +#include "server.h" +#include "conf.h" +static char translate __P((char)); +static int player_sym __P((PLAYER *, int, int)); +static void drawstatus __P((PLAYER *)); +static void see __P((PLAYER *, int)); + +/* + * drawmaze: + * Draw the entire maze on a player's screen. + */ void drawmaze(pp) PLAYER *pp; @@ -17,21 +28,26 @@ drawmaze(pp) 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 (isplayer(*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); @@ -41,58 +57,46 @@ drawmaze(pp) * drawstatus - put up the status lines (this assumes the screen * size is 80x24 with the maze being 64x24) */ -void +static void drawstatus(pp) PLAYER *pp; { int i; PLAYER *np; - cgoto(pp, STAT_AMMO_ROW, STAT_LABEL_COL); - outstr(pp, "Ammo:", 5); - (void) sprintf(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) sprintf(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) sprintf(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) sprintf(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); - } + 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" : ""); -# 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) sprintf(Buf, "%5.5s %-10.10s %c", " ", + 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); - cgoto(pp, i++, STAT_NAME_COL); - outstr(pp, Buf, STAT_NAME_LEN); } -# endif + + 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(pp) PLAYER *pp; @@ -102,6 +106,10 @@ look(pp) 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); @@ -113,6 +121,7 @@ look(pp) 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); @@ -133,101 +142,62 @@ look(pp) see(pp, LEFTS); see(pp, RIGHT); break; -# ifdef FLY + /* But they don't see too far when they are flying about: */ case FLYER: break; -# endif } + + /* Move the cursor back over the player: */ cgoto(pp, y, x); } -void +/* + * see + * Look down a corridor, or towards an open space. This + * is a simulation of visibility from the player's perspective. + */ +static void see(pp, face) PLAYER *pp; int face; { char *sp; - int y, x, i, cnt; + 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: - 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; + seewalk(-1, 0); 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; + seewalk(1, 0); 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; + seewalk(0, -1); 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; + 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(pp, y, x) PLAYER *pp; @@ -237,6 +207,14 @@ check(pp, y, x) 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]) { @@ -254,34 +232,24 @@ check(pp, y, x) /* * showstat - * Update the status of players + * Update the status of a player on everyone's screen */ void showstat(pp) 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); - } + + 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(pp, draw) @@ -293,34 +261,54 @@ drawplayer(pp, draw) 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; -# ifdef MONITOR + /* The monitors can always see this player: */ for (newp = Monitor; newp < End_monitor; newp++) check(newp, y, x); -# endif + /* Check if other players can see this player: */ for (newp = Player; newp < End_player; newp++) { - if (!draw || newp == pp) { + 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); - } - else if (newp->p_scan > 0) { + /* 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--; } } - if (!draw || pp->p_cloak < 0) - return; - if (pp->p_cloak-- == 0) - showstat(pp); + + /* 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(pp, s) PLAYER *pp; @@ -333,10 +321,10 @@ message(pp, s) /* * translate: - * Turn a character into the right direction character if we are - * looking at the current player. + * Turn a player character into a more personal player character. + * ie: {,},!,i becomes <,>,v,^ */ -char +static char translate(ch) char ch; { @@ -355,9 +343,12 @@ translate(ch) /* * player_sym: - * Return the player symbol + * 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 */ -int +static int player_sym(pp, y, x) PLAYER *pp; int y, x; @@ -367,10 +358,8 @@ player_sym(pp, y, x) 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; |