ddickey@aspen.cray.com (Dan A. Dickey) (10/24/90)
Submitted-by: ddickey@aspen.cray.com (Dan A. Dickey) Posting-number: Volume 10, Issue 19 Archive-name: xtrek/part08 #! /bin/sh # This is a shell archive. Remove anything before this line, then unpack # it by saving it into a file and typing "sh file". To overwrite existing # If this archive is complete, you will see the following message at the end: # "End of archive 8 (of 11)." # # Contents: # redraw.c # # Wrapped by ddickey@cray.com on Thu Oct 11 11:43:57 1990 # PATH=/bin:/usr/bin:/usr/ucb ; export PATH if test -f redraw.c -a "${1}" != "-c" ; then echo shar: Will not over-write existing file \"redraw.c\" else echo shar: Extracting \"redraw.c\" \(28816 characters\) sed "s/^X//" >redraw.c <<'END_OF_redraw.c' Xstatic char sccsid[] = "@(#)redraw.c 3.1"; X/* X X Copyright (c) 1986 Chris Guthrie X XPermission to use, copy, modify, and distribute this Xsoftware and its documentation for any purpose and without Xfee is hereby granted, provided that the above copyright Xnotice appear in all copies and that both that copyright Xnotice and this permission notice appear in supporting Xdocumentation. No representations are made about the Xsuitability of this software for any purpose. It is Xprovided "as is" without express or implied warranty. X X*/ X X#include <X11/Xlib.h> X#include <stdio.h> X#include <signal.h> X#include <math.h> X#include "defs.h" X#include "data.h" X#include "bitmaps.h" X X#define min(a,b) ((a) < (b) ? (a) : (b)) X#define max(a,b) ((a) > (b) ? (a) : (b)) X X/* NOTE: This definition depends on MAXPLAYERS! */ Xstatic char *shipnos = "0123456789abcdef"; X Xstatic short nplayers; Xstatic int stlinecount = 1; X Xextern unsigned char newcourse(); /* Down below... */ X Xintrupt() X{ X register int i; X register struct player *p; X X udcounter++; X move(); X ++stlinecount; X} X Xredraw(j) Xregister struct player *j; X{ X /* erase warning line if necessary */ X if ((j->p_warntimer <= udcounter) && (j->p_warncount > 0)) { X XClearWindow(j->display, j->warnw); X j->p_warncount = 0; X } X X if (j->clearcount) { X XFillRectangles(j->display, j->w, j->cleargc, X j->clearzone, j->clearcount); X j->clearcount = 0; X } X X/* NOTE: Can this be made into an XDrawLines? */ X while (j->clearlcount) { X j->clearlcount--; X XDrawLine(j->display, j->w, j->cleargc, X j->clearline[0][j->clearlcount], X j->clearline[1][j->clearlcount], X j->clearline[2][j->clearlcount], X j->clearline[3][j->clearlcount]); X } X X if ((j->p_mapmode) && (udcounter % ((nplayers == 0) ? 1 : nplayers) == 0)) X map(j); X X /* Display a new message every MESSTIME/UPS seconds */ X if ((udcounter % MESSTIME) == 0) X dmessage(j); X X local(j); /* redraw local window */ X X if ((stlinecount&02) == 0) X stline(j); /* update every 4 times we update the window */ X X if (j->p_flags & PFSHOWSTATS) X updateStats(j, j->statwin); X} X XdrawPartialPhaser(p, j) Xregister struct player *p, *j; X{ Xint sx,ex,sy,ey; Xstruct phaser *php; X X X sx= j->p_ship->s_x - p->p_ship->s_x; X sy= j->p_ship->s_y - p->p_ship->s_y; X /* Now draw his phaser (if it exists) */ X php = &phasers[j->p_ship->s_no]; X if (php->ph_status == PHMISS) { X /* Here I will have to compute end coordinate */ X phasedist(j, php, &ex, &ey); X ex -= p->p_ship->s_x; X ey -= p->p_ship->s_y; X } X else { X ex = (players[php->ph_target].p_ship->s_x) - p->p_ship->s_x; X ey = (players[php->ph_target].p_ship->s_y) - p->p_ship->s_y; X } X /* phaser end points are now relative to our position, make them X * relative to window origin (so X clips them correctly) X */ X sx= sx/SCALE+p->p_xwinsize/2; sy= sy/SCALE+p->p_ywinsize/2; X ex= ex/SCALE+p->p_xwinsize/2; ey= ey/SCALE+p->p_ywinsize/2; X if ((sx<0)&&(ex<0)) return; X if ((sy<0)&&(ey<0)) return; X if ((sx>p->p_xwinsize)&&(ex>p->p_xwinsize)) return; X if ((sy>p->p_ywinsize)&&(ey>p->p_ywinsize)) return; X XSetForeground(p->display, p->xfgc, phaserColor(php)); X XDrawLine(p->display, p->w, p->xfgc, X sx, sy, ex, ey); X/* X p->clearline[p->clearlcount].x1 = sx; X p->clearline[p->clearlcount].y1 = sy; X p->clearline[p->clearlcount].x2 = ex; X p->clearline[p->clearlcount].y2 = ey; X*/ X p->clearline[0][p->clearlcount] = sx; X p->clearline[1][p->clearlcount] = sy; X p->clearline[2][p->clearlcount] = ex; X p->clearline[3][p->clearlcount] = ey; X p->clearlcount++; X} X Xlocal(p) Xregister struct player *p; X{ X register int h, i; X register struct player *j; X register struct torp *k; X register struct planet *l; X register struct phaser *php; X register struct ship *towee; X char glyph; X int dx, dy; X int xview, yview; X X /* Draw Planets */ X xview = SCALE * p->p_xwinsize / 2; X yview = SCALE * p->p_ywinsize / 2; X for (i = 0, l = &planets[0]; i < MAXPLANETS; i++, l++) { X if (l->pl_flags & PLINVIS) X continue; X dx = l->pl_x - p->p_ship->s_x; X dy = l->pl_y - p->p_ship->s_y; X if (dx > xview || dx < -xview || dy > yview || dy < -yview) X continue; X dx = dx / SCALE + p->p_xwinsize / 2; X dy = dy / SCALE + p->p_ywinsize / 2; X glyph = planetGlyph(l); X XSetForeground(p->display, p->xfgc, planetColor(l)); X XDrawString(p->display, p->w, p->xfgc, dx - (planet_width/2), X dy - (planet_height/2), &glyph, 1); X if (p->p_namemode) { X XDrawImageString(p->display, p->w, p->dfgc, dx - (planet_width/2), dy + (planet_height/2 + p->dfont->ascent), X l->pl_name, l->pl_namelen); X p->clearzone[p->clearcount].x = dx - (planet_width/2); X p->clearzone[p->clearcount].y = dy + (planet_height/2); X /*NOTE: put this calculation into the player data */ X p->clearzone[p->clearcount].width = XTextWidth(p->dfont, l->pl_name, l->pl_namelen); X p->clearzone[p->clearcount].height = fontHeight(p->dfont); X p->clearcount++; X } X p->clearzone[p->clearcount].x = dx - (planet_width/2); X p->clearzone[p->clearcount].y = dy - (planet_height/2); X p->clearzone[p->clearcount].width = planet_width; X p->clearzone[p->clearcount].height = planet_height; X p->clearcount++; X } X X /* Draw ships */ X nplayers = 0; X for (i = 0, j = &players[0]; i < MAXPLAYER; i++, j++) { X int tx, ty; X if (j->p_status != PALIVE) X continue; X if (j->p_ship->s_status == EXPLODE && j->p_ship->s_explode < 0) X continue; X /* Always draw self or if viewer is God */ X if (j != p && !isGod(p)) { X /* Don't draw enemies or God if they are cloaked */ X if (iscloaked(j->p_ship) && (!friendlyPlayer(j) || isGod(j))) X continue; X } X nplayers++; X dx = j->p_ship->s_x - p->p_ship->s_x; X dy = j->p_ship->s_y - p->p_ship->s_y; X if (dx > xview || dx < -xview || dy > yview || dy < -yview) { X if (phasers[j->p_ship->s_no].ph_status != PHFREE) X drawPartialPhaser(p, j); X continue; X } X XSetForeground(p->display, p->xfgc, playerColor(j)); X dx = dx / SCALE + p->p_xwinsize / 2; X dy = dy / SCALE + p->p_ywinsize / 2; X if (j->p_ship->s_status != EXPLODE) { X if (j->p_ship->s_team == FED) X glyph = FED_GLYPHS + rosette(j->p_ship->s_dir); X else if (j->p_ship->s_team == ROM) X glyph = ROM_GLYPHS + rosette(j->p_ship->s_dir); X else if (j->p_ship->s_team == KLI) X glyph = KLI_GLYPHS + rosette(j->p_ship->s_dir); X else if (j->p_ship->s_team == ORI) X glyph = ORI_GLYPHS + rosette(j->p_ship->s_dir); X else if (j->p_ship->s_team == GOD) X glyph = GODVIEW; X X XDrawString(p->display, p->w, p->xfgc, X dx - (ship_width/2), dy - (ship_height/2), X &glyph, 1); X if (iscloaked(j->p_ship)) X XFillRectangle(p->display, p->w, p->dimgc, X dx - (ship_width/2), dy - (ship_height/2), X ship_width, ship_height); X /* NOTE: This DrawImageString doesn't use the right GC */ X if (j->p_ship->s_team != GOD) X XDrawImageString(p->display, p->w, p->dfgc, dx + (ship_width/2), dy - (ship_height/2 - p->dfont->ascent), X shipnos + j->p_ship->s_no, 1); X X/* NOTE: fix to change shield color depending on damage.. */ X if ((p->p_flags & PFSHOWSHIELDS) && (j->p_ship->s_flags & SFSHIELD)) { X /* Don't draw shields around God's "ship". */ X if (j->p_ship->s_team != GOD) { X if (j == p) { X if (j->p_ship->s_damage > (j->p_ship->s_maxdamage / 2)) X glyph = RSHIELD_GLYPH; X else if (j->p_ship->s_shield < (j->p_ship->s_maxshields / 2)) X glyph = YSHIELD_GLYPH; X else X glyph = SHIELD_GLYPH; X } else X glyph = SHIELD_GLYPH; X XDrawString(p->display, p->w, p->xfgc, dx - (shield_width / 2), X dy - (shield_height / 2), &glyph, 1); X } X } X X p->clearzone[p->clearcount].x = dx + (ship_width/2); X p->clearzone[p->clearcount].y = dy - (ship_height/2); X /* NOTE: put this calculattion into player data */ X p->clearzone[p->clearcount].width = XTextWidth(p->dfont, shipnos + j->p_ship->s_no, 1); X p->clearzone[p->clearcount].height = fontHeight(p->dfont); X p->clearcount++; X p->clearzone[p->clearcount].x = dx - (shield_width/2); X p->clearzone[p->clearcount].y = dy - (shield_height/2); X p->clearzone[p->clearcount].width = shield_width; X p->clearzone[p->clearcount].height = shield_height; X p->clearcount++; X } else { X glyph = EXP_GLYPHS_LEFT + (10 - j->p_ship->s_explode)/2; X XDrawString(p->display, p->w, p->xfgc, dx - (ex_width / 2), X dy - (ex_height / 2), &glyph, 1); X X glyph = EXP_GLYPHS_RIGHT + (10 - j->p_ship->s_explode)/2; X XDrawString(p->display, p->w, p->xfgc, dx, X dy - (ex_height / 2), &glyph, 1); X X p->clearzone[p->clearcount].x = dx - (ex_width/2); X p->clearzone[p->clearcount].y = dy - (ex_height/2); X p->clearzone[p->clearcount].width = ex_width; X p->clearzone[p->clearcount].height = ex_height; X p->clearcount++; X } X X /* Now draw their phaser (if it exists) */ X php = &phasers[j->p_ship->s_no]; X if (php->ph_status != PHFREE) { X if (php->ph_status == PHMISS) { X /* Here I will have to compute end coordinate */ X phasedist(j, php, &tx, &ty); X tx = (tx - p->p_ship->s_x) / SCALE + p->p_xwinsize / 2; X ty = (ty - p->p_ship->s_y) / SCALE + p->p_ywinsize / 2; X XSetForeground(p->display, p->xfgc, phaserColor(php)); X XDrawLine(p->display, p->w, p->xfgc, dx, dy, tx, ty); X } X else { /* Start point is dx, dy */ X tx = (players[php->ph_target].p_ship->s_x - p->p_ship->s_x) / X SCALE + p->p_xwinsize / 2; X ty = (players[php->ph_target].p_ship->s_y - p->p_ship->s_y) / X SCALE + p->p_ywinsize / 2; X XSetForeground(p->display, p->xfgc, phaserColor(php)); X XDrawLine(p->display, p->w, p->xfgc, dx, dy, tx, ty); X } X p->clearline[0][p->clearlcount] = dx; X p->clearline[1][p->clearlcount] = dy; X p->clearline[2][p->clearlcount] = tx; X p->clearline[3][p->clearlcount] = ty; X p->clearlcount++; X } X X /* Now, if they are towing someone...draw the tractor beam. */ X if (j->p_ship->s_flags & SFTOWING) { X towee = &ships[j->p_ship->s_towing]; X tx = (towee->s_x - p->p_ship->s_x) / X SCALE + p->p_xwinsize / 2; X ty = (towee->s_y - p->p_ship->s_y) / X SCALE + p->p_ywinsize / 2; X XSetForeground(p->display, p->tbgc, p->unColor); X XDrawLine(p->display, p->w, p->tbgc, dx, dy, tx, ty); X p->clearline[0][p->clearlcount] = dx; X p->clearline[1][p->clearlcount] = dy; X p->clearline[2][p->clearlcount] = tx; X p->clearline[3][p->clearlcount] = ty; X p->clearlcount++; X } X } X X /* Draw torps */ X for (i = 0, j = &players[0]; i < MAXPLAYER; i++, j++) { X if (j->p_status != PALIVE) X continue; X if (!j->p_ship->s_ntorp) X continue; X for (h = 0, k = &torps[MAXTORP * i + h]; h < MAXTORP; h++, k++) { X if (!k->t_status) X continue; X dx = k->t_x - p->p_ship->s_x; X dy = k->t_y - p->p_ship->s_y; X if (dx > xview || dx < -xview || dy > yview || dy < -yview) X continue; X XSetForeground(p->display, p->xfgc, torpColor(k)); X dx = dx / SCALE + p->p_xwinsize / 2; X dy = dy / SCALE + p->p_ywinsize / 2; X if (k->t_status == TEXPLODE) { X glyph = CLOUD_GLYPH; X XDrawString(p->display, p->w, p->xfgc, dx - (cloud_width / 2), X dy - (cloud_height / 2), &glyph, 1); X X p->clearzone[p->clearcount].x = dx - (cloud_width/2); X p->clearzone[p->clearcount].y = dy - (cloud_height/2); X p->clearzone[p->clearcount].width = cloud_width; X p->clearzone[p->clearcount].height = cloud_height; X p->clearcount++; X } X else if (k->t_owner != p->p_ship->s_no && ((k->t_war & (1 << p->p_ship->s_team)) || X ((1 << k->t_team) & (p->p_ship->s_hostile | p->p_ship->s_swar)))) X { X glyph = ETORP_GLYPH; X XDrawString(p->display, p->w, p->xfgc, dx - (etorp_width / 2), X dy - (etorp_height / 2), &glyph, 1); X X p->clearzone[p->clearcount].x = dx - (etorp_width/2); X p->clearzone[p->clearcount].y = dy - (etorp_height/2); X p->clearzone[p->clearcount].width = etorp_width; X p->clearzone[p->clearcount].height = etorp_height; X p->clearcount++; X } X else { X glyph = MTORP_GLYPH; X XDrawString(p->display, p->w, p->xfgc, dx - (mtorp_width / 2), X dy - (mtorp_height / 2), &glyph, 1); X X p->clearzone[p->clearcount].x = dx - (mtorp_width/2); X p->clearzone[p->clearcount].y = dy - (mtorp_height/2); X p->clearzone[p->clearcount].width = mtorp_width; X p->clearzone[p->clearcount].height = mtorp_height; X p->clearcount++; X } X } X } X X /* Draw Edges */ X XSetForeground(p->display, p->xfgc, p->warningColor); X if (p->p_ship->s_x < (p->p_xwinsize / 2) * SCALE) { X int sy, ey; X X dx = (p->p_xwinsize / 2) - (p->p_ship->s_x) / SCALE; X sy = (p->p_ywinsize / 2) + (0 - p->p_ship->s_y) / SCALE; X ey = (p->p_ywinsize / 2) + (GWIDTH - p->p_ship->s_y) / SCALE; X if (sy < 0) sy = 0; X if (ey > p->p_ywinsize - 1) ey = p->p_ywinsize - 1; X XDrawLine(p->display, p->w, p->xfgc, dx, sy, dx, ey); X p->clearline[0][p->clearlcount] = dx; X p->clearline[1][p->clearlcount] = sy; X p->clearline[2][p->clearlcount] = dx; X p->clearline[3][p->clearlcount] = ey; X p->clearlcount++; X } X X if ((GWIDTH - p->p_ship->s_x) < (p->p_xwinsize / 2) * SCALE) { X int sy, ey; X X dx = (p->p_xwinsize / 2) + (GWIDTH - p->p_ship->s_x) / SCALE; X sy = (p->p_ywinsize / 2) + (0 - p->p_ship->s_y) / SCALE; X ey = (p->p_ywinsize / 2) + (GWIDTH - p->p_ship->s_y) / SCALE; X if (sy < 0) sy = 0; X if (ey > p->p_ywinsize - 1) ey = p->p_ywinsize - 1; X XDrawLine(p->display, p->w, p->xfgc, dx, sy, dx, ey); X p->clearline[0][p->clearlcount] = dx; X p->clearline[1][p->clearlcount] = sy; X p->clearline[2][p->clearlcount] = dx; X p->clearline[3][p->clearlcount] = ey; X p->clearlcount++; X } X X if (p->p_ship->s_y < (p->p_ywinsize / 2) * SCALE) { X int sx, ex; X X dy = (p->p_ywinsize / 2) - (p->p_ship->s_y) / SCALE; X sx = (p->p_xwinsize / 2) + (0 - p->p_ship->s_x) / SCALE; X ex = (p->p_xwinsize / 2) + (GWIDTH - p->p_ship->s_x) / SCALE; X if (sx < 0) sx = 0; X if (ex > p->p_xwinsize - 1) ex = p->p_xwinsize - 1; X XDrawLine(p->display, p->w, p->xfgc, sx, dy, ex, dy); X p->clearline[0][p->clearlcount] = sx; X p->clearline[1][p->clearlcount] = dy; X p->clearline[2][p->clearlcount] = ex; X p->clearline[3][p->clearlcount] = dy; X p->clearlcount++; X } X X if ((GWIDTH - p->p_ship->s_y) < (p->p_ywinsize / 2) * SCALE) { X int sx, ex; X X dy = (p->p_ywinsize / 2) + (GWIDTH - p->p_ship->s_y) / SCALE; X sx = (p->p_xwinsize / 2) + (0 - p->p_ship->s_x) / SCALE; X ex = (p->p_xwinsize / 2) + (GWIDTH - p->p_ship->s_x) / SCALE; X if (sx < 0) sx = 0; X if (ex > p->p_xwinsize - 1) ex = p->p_xwinsize - 1; X XDrawLine(p->display, p->w, p->xfgc, sx, dy, ex, dy); X p->clearline[0][p->clearlcount] = sx; X p->clearline[1][p->clearlcount] = dy; X p->clearline[2][p->clearlcount] = ex; X p->clearline[3][p->clearlcount] = dy; X p->clearlcount++; X } X X /* Change border color to signify alert status */ X if (p->p_ship->s_oldalert != (p->p_ship->s_flags & (SFGREEN|SFYELLOW|SFRED))) { X p->p_ship->s_oldalert = (p->p_ship->s_flags & (SFGREEN|SFYELLOW|SFRED)); X switch (p->p_ship->s_oldalert) { X case SFGREEN: X if (!p->mono) { X XSetWindowBorder(p->display, p->baseWin, p->gColor); X/*ICCCM 4.1.9 XSetWindowBorder(p->display, p->iconWin, p->gColor); */ X } else { X XSetWindowBorderPixmap(p->display, p->baseWin, p->gTile); X/*ICCCM 4.1.9 XSetWindowBorderPixmap(p->display, p->iconWin, p->gTile); */ X } X break; X case SFYELLOW: X if (!p->mono) { X XSetWindowBorder(p->display, p->baseWin, p->yColor); X/*ICCCM 4.1.9 XSetWindowBorder(p->display, p->iconWin, p->yColor); */ X } else { X XSetWindowBorderPixmap(p->display, p->baseWin, p->yTile); X/*ICCCM 4.1.9 XSetWindowBorderPixmap(p->display, p->iconWin, p->yTile); */ X } X break; X case SFRED: X if (!p->mono) { X XSetWindowBorder(p->display, p->baseWin, p->rColor); X/*ICCCM 4.1.9 XSetWindowBorder(p->display, p->iconWin, p->rColor); */ X } else { X XSetWindowBorderPixmap(p->display, p->baseWin, p->rTile); X/*ICCCM 4.1.9 XSetWindowBorderPixmap(p->display, p->iconWin, p->rTile); */ X } X break; X } X } X} X X/* X * compute position of the end of the phaser X * and return in tx and ty. X */ Xphasedist(j, php, tx, ty) X struct player *j; X struct phaser *php; X int *tx, *ty; X{ X *tx = j->p_ship->s_x + (int) (((j->p_ship->s_phasedist) * icos[php->ph_dir]) >> TRIGSCALE); X *ty = j->p_ship->s_y + (int) (((j->p_ship->s_phasedist) * isin[php->ph_dir]) >> TRIGSCALE); X} X Xmap(p) Xregister struct player *p; X{ X register int i; X register struct player *j; X register struct planet *l; X int dx, dy; X char glyph; X X if (p->p_redrawall) { X XClearWindow(p->display, p->mapw); X p->mclearcount = 0; X } else if (p->mclearcount) { X XFillRectangles(p->display, p->mapw, p->cleargc, X p->mclearzone, p->mclearcount); X p->mclearcount = 0; X } X X /* Draw Planets */ X for (i = 0, l = &planets[0]; i < MAXPLANETS; i++, l++) { X if (l->pl_flags & PLINVIS) X continue; X if ((l->pl_drawtime < p->p_ship->s_updates) && (!p->p_redrawall)) X continue; X dx = l->pl_x * p->p_xwinsize / GWIDTH; X dy = l->pl_y * p->p_ywinsize / GWIDTH; X X if (l->pl_orbvel && p->mpzset[l->pl_no] && !p->p_redrawall) { X /* Erase its last position... */ X XFillRectangles(p->display, p->mapw, p->cleargc, X &p->mpzone[l->pl_no * 2], 2); X p->mpzset[l->pl_no] = 0; X } X glyph = mplanetGlyph(l); X XSetForeground(p->display, p->xfgc, planetColor(l)); X XDrawString(p->display, p->mapw, p->xfgc, dx - (mplanet_width / 2), X dy - (mplanet_height / 2), &glyph, 1); X XDrawImageString(p->display, p->mapw, p->dfgc, dx - (mplanet_width/2), dy + (mplanet_height/2 + p->dfont->ascent), X l->pl_name, 3); X X if (l->pl_orbvel) { X /* Save its present position... */ X p->mpzone[l->pl_no * 2].x = dx - (mplanet_width/2); X p->mpzone[l->pl_no * 2].y = dy + (mplanet_height/2); X /* NOTE: Put this calculation into player data */ X p->mpzone[l->pl_no * 2].width = XTextWidth(p->dfont, l->pl_name, 3); X p->mpzone[l->pl_no * 2].height = fontHeight(p->dfont); X p->mpzone[l->pl_no * 2 + 1].x = dx - (mplanet_width/2); X p->mpzone[l->pl_no * 2 + 1].y = dy - (mplanet_height/2); X p->mpzone[l->pl_no * 2 + 1].width = mplanet_width; X p->mpzone[l->pl_no * 2 + 1].height = mplanet_height; X p->mpzset[l->pl_no] = 1; X } X } X p->p_redrawall = 0; X X /* Draw ships */ X nplayers = 0; X for (i = 0, j = &players[i]; i < MAXPLAYER; i++, j++) { X char *str; X X if (j->p_status != PALIVE) X continue; X /* NOTE: This counter includes ALL team members. */ X nplayers++; X dx = j->p_ship->s_x * p->p_xwinsize / GWIDTH; X dy = j->p_ship->s_y * p->p_ywinsize / GWIDTH; X if (isGod(p) || !iscloaked(j->p_ship) || friendlyPlayer(j)) { X /* NOTE: put these calculations into the player data */ X XDrawImageString(p->display, p->mapw, p->dfgc, dx - XTextWidth(p->dfont, j->p_mapchars, 2), dy - fontHeight(p->dfont)/2 + p->dfont->ascent, X str = j->p_mapchars, 2); X p->mclearzone[p->mclearcount].x = dx - XTextWidth(p->dfont, j->p_mapchars, 2); X p->mclearzone[p->mclearcount].y = dy - fontHeight(p->dfont)/2; X p->mclearzone[p->mclearcount].width = XTextWidth(p->dfont, str, 2); X p->mclearzone[p->mclearcount].height = fontHeight(p->dfont); X p->mclearcount++; X } X } X} X Xstline(p) Xregister struct player *p; X{ X/* 0123456789012345678901234567890123456789012345678901234567890*/ X static char buf[80] = " 0 0 100 0 0.00 0 10000 0 0"; X X /* Instead of one sprintf, we do all this by hand for optimization */ X X if (buf[0] == 0) { X int i; X for (i = 0; i < 63; ++i) X buf[i] = ' '; X } X X buf[0] = (p->p_ship->s_flags & SFSHIELD ? 'S': ' '); X if (p->p_ship->s_flags & SFGREEN) X buf[1] = 'G'; X else if (p->p_ship->s_flags & SFYELLOW) X buf[1] = 'Y'; X else if (p->p_ship->s_flags & SFRED) X buf[1] = 'R'; X buf[2] = (p->p_ship->s_flags & (SFPLLOCK | SFSLOCK) ? 'L': ' '); X buf[3] = (p->p_ship->s_flags & SFREPAIR ? 'R': ' '); X buf[4] = (p->p_ship->s_flags & SFBOMB ? 'B': ' '); X buf[5] = (p->p_ship->s_flags & SFORBIT ? 'O': ' '); X if ((p->p_ship->s_flags & SFCLOAK) && !(p->p_ship->s_flags & SFDCLOAK)) X buf[6] = 'C'; X else X buf[6] = ' '; X buf[7] = (p->p_ship->s_flags & SFWEP ? 'W': ' '); X buf[8] = (p->p_ship->s_flags & SFENG ? 'E': ' '); X buf[9] = (p->p_ship->s_flags & SFBEAMUP ? 'u': ' '); X buf[10] = (p->p_ship->s_flags & SFBEAMDOWN ? 'd': ' '); X buf[11] = (p->p_flags & PFCOPILOT ? 'P' : ' '); X buf[14] = '0' + (p->p_ship->s_speed / 10); /* speed */ X if (buf[14] == '0') X buf[14] = ' '; X buf[15] = '0' + (p->p_ship->s_speed % 10); /* speed */ X buf[19] = '0' + (p->p_ship->s_damage / 100); X if (buf[19] == '0') X buf[19] = ' '; X buf[20] = '0' + ((p->p_ship->s_damage % 100) / 10); X if ((buf[20] == '0') && (p->p_ship->s_damage < 100)) X buf[20] = ' '; X buf[21] = '0' + (p->p_ship->s_damage % 10); X buf[23] = '0' + (p->p_ship->s_shield / 100); X if (buf[23] == '0') X buf[23] = ' '; X buf[24] = '0' + ((p->p_ship->s_shield % 100) / 10); X if ((buf[24] == '0') && (p->p_ship->s_shield < 100)) X buf[24] = ' '; X buf[25] = '0' + (p->p_ship->s_shield % 10); X buf[28] = '0' + ((p->p_ship->s_ntorp % 100) / 10); X if (buf[28] == '0') X buf[28] = ' '; X buf[29] = '0' + (p->p_ship->s_ntorp % 10); X buf[33] = '0' + ((int) (p->p_ship->s_stats.st_kills / 10)); X if (buf[33] == '0') X buf[33] = ' '; X buf[34] = '0' + (((int) p->p_ship->s_stats.st_kills) % 10); X buf[35] = '.'; X buf[36] = '0' + (((int) (p->p_ship->s_stats.st_kills * 10)) % 10); X buf[37] = '0' + (((int) (p->p_ship->s_stats.st_kills * 100)) % 10); X buf[41] = '0' + ((p->p_ship->s_armies % 100) / 10); X if (buf[41] == '0') X buf[41] = ' '; X buf[42] = '0' + (p->p_ship->s_armies % 10); X X buf[45] = '0' + (p->p_ship->s_fuel / 10000); X if (buf[45] == '0') X buf[45] = ' '; X buf[46] = '0' + ((p->p_ship->s_fuel % 10000) / 1000); X if ((buf[46] == '0') && (p->p_ship->s_fuel < 10000)) X buf[46] = ' '; X buf[47] = '0' + ((p->p_ship->s_fuel % 1000) / 100); X if ((buf[47] == '0') && (p->p_ship->s_fuel < 1000)) X buf[47] = ' '; X buf[48] = '0' + ((p->p_ship->s_fuel % 100) / 10); X if ((buf[48] == '0') && (p->p_ship->s_fuel < 100)) X buf[48] = ' '; X buf[49] = '0' + (p->p_ship->s_fuel % 10); X X buf[52] = '0' + ((p->p_ship->s_wtemp / 10) / 100); X if (buf[52] == '0') X buf[52] = ' '; X buf[53] = '0' + (((p->p_ship->s_wtemp / 10) % 100) / 10); X if ((buf[53] == '0') && (p->p_ship->s_wtemp < 1000)) X buf[53] = ' '; X buf[54] = '0' + ((p->p_ship->s_wtemp / 10) % 10); X X buf[58] = '0' + ((p->p_ship->s_etemp / 10) / 100); X if (buf[58] == '0') X buf[58] = ' '; X buf[59] = '0' + (((p->p_ship->s_etemp / 10) % 100) / 10); X if ((buf[59] == '0') && (p->p_ship->s_etemp < 1000)) X buf[59] = ' '; X buf[60] = '0' + ((p->p_ship->s_etemp / 10) % 10); X buf[61] = '\0'; X X /* Draw status line */ X if (!p->p_ts_offset) X redrawTstats(p); X XDrawImageString(p->display, p->tstatw, p->dfgc, p->p_ts_offset, 20 + p->dfont->ascent, buf, 61); X X#ifdef notdef X X /* This code is being left around because it is much more elegant X ** than that above. However, it lacks a tremendous amount in efficiency. X */ X char alertchar = '?'; X X if (me->p_flags & SFGREEN) X alertchar = 'G'; X else if (me->p_flags & SFYELLOW) X alertchar = 'Y'; X else if (me->p_flags & SFRED) X alertchar = 'R'; X /* Draw status line */ X sprintf(buf, X"%c%c%c%c%c%c%c%c%c%c%c%c %1d %3d %3d %2d %5.2f %2d %5d %3d %3d", X (me->p_flags & SFSHIELD ? 'S': ' '), X alertchar, X (me->p_flags & (SFPLLOCK | SFSLOCK) ? 'L': ' '), X (me->p_flags & SFREPAIR ? 'R': ' '), X (me->p_flags & SFBOMB ? 'B': ' '), X (me->p_flags & SFORBIT ? 'O': ' '), X (me->p_flags & SFCLOAK ? 'C': ' '), X (me->p_flags & SFWEP ? 'W': ' '), X (me->p_flags & SFENG ? 'E': ' '), X (me->p_flags & SFBEAMUP ? 'u': ' '), X (me->p_flags & SFBEAMDOWN ? 'd': ' '), X (me->p_flags & PFCOPILOT ? 'P' : ' '), X me->p_speed, X me->p_damage, X me->p_shield, X me->p_ntorp, X me->p_ship->s_stats.st_kills, X me->p_armies, X me->p_fuel, X me->p_wtemp/10, X me->p_etemp/10); X XDrawImageString(display, tstatw, dfgc, 50, 20, buf, strlen(buf)); X X#endif notdef X} X X/* These are routines that need to be done on interrupts but X don't belong in the redraw routine and particularly don't X belong in the daemon. */ X Xauto_features(p) Xregister struct player *p; X{ X register int i; X char buf[80]; X struct player *pl; X struct planet *pln; X X if (p->p_ship->s_flags & SFSELFDEST) { X#ifdef notdef X if ((p->p_ship->s_updates >= p->p_ship->s_selfdest) || X ((p->p_flags & SFGREEN) && (p->p_damage == 0) X && (p->p_shield == 100))) X#else X if (p->p_ship->s_updates >= p->p_ship->s_selfdest) X#endif X { X p->p_ship->s_flags &= ~SFSELFDEST; X p->p_ship->s_explode = PEXPTIME; X p->p_ship->s_whydead = KQUIT; X p->p_ship->s_status = EXPLODE; X } X else { X sprintf(buf, "Self Destruct in %d seconds", X (p->p_ship->s_selfdest - p->p_ship->s_updates) / UPS); X warning(p, buf); X } X } X /* give certain information about bombing or beaming */ X if (p->p_ship->s_flags & SFBOMB) { X if (planets[p->p_ship->s_planet].pl_armies < 5) { X sprintf(buf, "Cannot bomb %s while armies are less than 5", X planets[p->p_ship->s_planet].pl_name); X warning(p, buf); X p->p_ship->s_flags &= ~SFBOMB; X } X else { X sprintf(buf, "Bombing %s. %d armies left", X planets[p->p_ship->s_planet].pl_name, X planets[p->p_ship->s_planet].pl_armies); X warning(p, buf); X } X } X X if (p->p_ship->s_flags & SFBEAMUP) { X if (planets[p->p_ship->s_planet].pl_armies < 5) { X sprintf(buf, "%s: Too few armies to beam up", X planets[p->p_ship->s_planet].pl_name); X warning(p, buf); X p->p_ship->s_flags &= ~SFBEAMUP; X } X else if ((p->p_ship->s_armies == (int) (p->p_ship->s_stats.st_kills * 2)) || X (p->p_ship->s_armies == p->p_ship->s_maxarmies)) { X sprintf(buf, "No more room on board for armies"); X warning(p, buf); X p->p_ship->s_flags &= ~SFBEAMUP; X } X else { X sprintf(buf, "Beaming up. (%d/%d)", p->p_ship->s_armies, X ((p->p_ship->s_stats.st_kills * 2) > p->p_ship->s_maxarmies) ? X p->p_ship->s_maxarmies : (int) (p->p_ship->s_stats.st_kills * 2)); X warning(p, buf); X } X } X if (p->p_ship->s_flags & SFBEAMDOWN) { X if (p->p_ship->s_armies == 0) { X sprintf(buf, "No more armies to beam down to %s.", X planets[p->p_ship->s_planet].pl_name); X warning(p, buf); X p->p_ship->s_flags &= ~SFBEAMDOWN; X } X else { X sprintf(buf, "Beaming down. (%d/%d) %s has %d armies left", X p->p_ship->s_armies, X ((p->p_ship->s_stats.st_kills * 2) > p->p_ship->s_maxarmies) ? X p->p_ship->s_maxarmies : (int) (p->p_ship->s_stats.st_kills * 2), X planets[p->p_ship->s_planet].pl_name, X planets[p->p_ship->s_planet].pl_armies); X warning(p, buf); X } X } X if (p->p_ship->s_flags & SFREPAIR) { X if ((p->p_ship->s_damage == 0) && (p->p_ship->s_shield == p->p_ship->s_maxshields)) X p->p_ship->s_flags &= ~SFREPAIR; X } X if (p->p_ship->s_flags & SFSLOCK) { /* set course to player x */ X pl = &players[p->p_ship->s_shipl]; X if (pl->p_status != PALIVE) X p->p_ship->s_flags &= ~SFSLOCK; X if (isGod(p)) { X p->p_ship->s_x = pl->p_ship->s_x; X p->p_ship->s_y = pl->p_ship->s_y; X } else { X /* Locks on cloaked ships can fail.. */ X if ((pl->p_ship->s_flags & SFCLOAK) && !(pl->p_ship->s_flags & SFDCLOAK)) { X if ((random() % 100) >= (pl->p_ship->s_damage * 2)) { X p->p_ship->s_flags &= ~SFSLOCK; X } X } X } X set_course(p, newcourse(p, pl->p_ship->s_x, pl->p_ship->s_y)); X } X if (p->p_ship->s_flags & SFPLLOCK) { /* set course to planet x */ X int dist; X pln = &planets[p->p_ship->s_planet]; X if (isGod(p)) { X p->p_ship->s_x = pln->pl_x; X p->p_ship->s_y = pln->pl_y; X return; X } X dist = hypot((double) (p->p_ship->s_x - pln->pl_x), X (double) (p->p_ship->s_y - pln->pl_y)); X X /* This is magic. It should be based on defines, but it slows X the ship down to warp two an appropriate distance from the X planet for orbit */ X X if (dist < (50 * ((p->p_ship->s_speed * (p->p_ship->s_speed+1)) + 10))) X set_speed(p, ORBSPEED); X if ((dist < ORBDIST) && (p->p_ship->s_speed <= ORBSPEED)) { X p->p_ship->s_flags &= ~SFPLLOCK; X orbit(p); X } X else { X set_course(p, newcourse(p, pln->pl_x, pln->pl_y)); X } X } X} X Xunsigned char Xnewcourse(p, x, y) Xregister struct player *p; Xregister int x, y; X{ X unsigned char iatan2(); X X return(iatan2(x - p->p_ship->s_x, p->p_ship->s_y - y)); X} X XredrawTstats(p) Xregister struct player *p; X{ X char buf[BUFSIZ]; X X sprintf(buf, X "Flags warp dam shd torps kills armies fuel wtemp etemp"); X if (!p->p_ts_offset) X p->p_ts_offset = (p->p_xwinsize - XTextWidth(p->dfont, buf, strlen(buf))) / 2; X XDrawImageString(p->display, p->tstatw, p->dfgc, p->p_ts_offset, 10 + p->dfont->ascent, buf, strlen(buf)); X} END_OF_redraw.c if test 28816 -ne `wc -c <redraw.c`; then echo shar: \"redraw.c\" unpacked with wrong size! fi # end of overwriting check fi echo shar: End of archive 8 \(of 11\). cp /dev/null ark8isdone MISSING="" for I in 1 2 3 4 5 6 7 8 9 10 11 ; do if test ! -f ark${I}isdone ; then MISSING="${MISSING} ${I}" fi done if test "${MISSING}" = "" ; then echo You have unpacked all 11 archives. rm -f ark[1-9]isdone ark[1-9][0-9]isdone else echo You still need to unpack the following archives: echo " " ${MISSING} fi ## End of shell archive. exit 0 dan ---------------------------------------------------- O'Reilly && Associates argv@sun.com / argv@ora.com Opinions expressed reflect those of the author only.