/* NetHack 3.6	mapglyph.c	$NHDT-Date: 1448175698 2015/11/22 07:01:38 $  $NHDT-Branch: master $:$NHDT-Revision: 1.40 $ */
/* Copyright (c) David Cohrs, 1991                                */
/* NetHack may be freely redistributed.  See license for details. */

#include "hack.h"
#if defined(TTY_GRAPHICS)
#include "wintty.h" /* for prototype of has_color() only */
#endif
#include "color.h"
#define HI_DOMESTIC CLR_WHITE /* monst.c */

static int explcolors[] = {
    CLR_BLACK,   /* dark    */
    CLR_GREEN,   /* noxious */
    CLR_BROWN,   /* muddy   */
    CLR_BLUE,    /* wet     */
    CLR_MAGENTA, /* magical */
    CLR_ORANGE,  /* fiery   */
    CLR_WHITE,   /* frosty  */
};

#if !defined(TTY_GRAPHICS)
#define has_color(n) TRUE
#endif

#ifdef TEXTCOLOR
#define zap_color(n) color = iflags.use_color ? zapcolors[n] : NO_COLOR
#define cmap_color(n) color = iflags.use_color ? defsyms[n].color : NO_COLOR
#define obj_color(n) color = iflags.use_color ? objects[n].oc_color : NO_COLOR
#define mon_color(n) color = iflags.use_color ? mons[n].mcolor : NO_COLOR
#define invis_color(n) color = NO_COLOR
#define pet_color(n) color = iflags.use_color ? mons[n].mcolor : NO_COLOR
#define warn_color(n) \
    color = iflags.use_color ? def_warnsyms[n].color : NO_COLOR
#define explode_color(n) color = iflags.use_color ? explcolors[n] : NO_COLOR

#else /* no text color */

#define zap_color(n)
#define cmap_color(n)
#define obj_color(n)
#define mon_color(n)
#define invis_color(n)
#define pet_color(c)
#define warn_color(n)
#define explode_color(n)
#endif

#if defined(USE_TILES) && defined(MSDOS)
#define HAS_ROGUE_IBM_GRAPHICS \
    (currentgraphics == ROGUESET && SYMHANDLING(H_IBM) && !iflags.grmode)
#else
#define HAS_ROGUE_IBM_GRAPHICS \
    (currentgraphics == ROGUESET && SYMHANDLING(H_IBM))
#endif

/*ARGSUSED*/
int
mapglyph(glyph, ochar, ocolor, ospecial, x, y)
int glyph, *ocolor, x, y;
int *ochar;
unsigned *ospecial;
{
    register int offset, idx;
    int color = NO_COLOR;
    nhsym ch;
    unsigned special = 0;
    /* condense multiple tests in macro version down to single */
    boolean has_rogue_ibm_graphics = HAS_ROGUE_IBM_GRAPHICS;
    boolean has_rogue_color = (has_rogue_ibm_graphics
                               && symset[currentgraphics].nocolor == 0);

    /*
     *  Map the glyph back to a character and color.
     *
     *  Warning:  For speed, this makes an assumption on the order of
     *            offsets.  The order is set in display.h.
     */
    if ((offset = (glyph - GLYPH_STATUE_OFF)) >= 0) { /* a statue */
        idx = mons[offset].mlet + SYM_OFF_M;
        if (has_rogue_color)
            color = CLR_RED;
        else
            obj_color(STATUE);
        special |= MG_STATUE;
        if (level.objects[x][y] && level.objects[x][y]->nexthere)
            special |= MG_OBJPILE;
    } else if ((offset = (glyph - GLYPH_WARNING_OFF)) >= 0) { /* warn flash */
        idx = offset + SYM_OFF_W;
        if (has_rogue_color)
            color = NO_COLOR;
        else
            warn_color(offset);
    } else if ((offset = (glyph - GLYPH_SWALLOW_OFF)) >= 0) { /* swallow */
        /* see swallow_to_glyph() in display.c */
        idx = (S_sw_tl + (offset & 0x7)) + SYM_OFF_P;
        if (has_rogue_color && iflags.use_color)
            color = NO_COLOR;
        else
            mon_color(offset >> 3);
    } else if ((offset = (glyph - GLYPH_ZAP_OFF)) >= 0) { /* zap beam */
        /* see zapdir_to_glyph() in display.c */
        idx = (S_vbeam + (offset & 0x3)) + SYM_OFF_P;
        if (has_rogue_color && iflags.use_color)
            color = NO_COLOR;
        else
            zap_color((offset >> 2));
    } else if ((offset = (glyph - GLYPH_EXPLODE_OFF)) >= 0) { /* explosion */
        idx = ((offset % MAXEXPCHARS) + S_explode1) + SYM_OFF_P;
        explode_color(offset / MAXEXPCHARS);
    } else if ((offset = (glyph - GLYPH_CMAP_OFF)) >= 0) { /* cmap */
        idx = offset + SYM_OFF_P;
        if (has_rogue_color && iflags.use_color) {
            if (offset >= S_vwall && offset <= S_hcdoor)
                color = CLR_BROWN;
            else if (offset >= S_arrow_trap && offset <= S_polymorph_trap)
                color = CLR_MAGENTA;
            else if (offset == S_corr || offset == S_litcorr)
                color = CLR_GRAY;
            else if (offset >= S_room && offset <= S_water
                     && offset != S_darkroom)
                color = CLR_GREEN;
            else
                color = NO_COLOR;
#ifdef TEXTCOLOR
        /* provide a visible difference if normal and lit corridor
         * use the same symbol */
        } else if (iflags.use_color && offset == S_litcorr
                   && showsyms[idx] == showsyms[S_corr + SYM_OFF_P]) {
            color = CLR_WHITE;
#endif
        } else {
            cmap_color(offset);
        }
    } else if ((offset = (glyph - GLYPH_OBJ_OFF)) >= 0) { /* object */
        idx = objects[offset].oc_class + SYM_OFF_O;
        if (offset == BOULDER)
            idx = SYM_BOULDER + SYM_OFF_X;
        if (has_rogue_color && iflags.use_color) {
            switch (objects[offset].oc_class) {
            case COIN_CLASS:
                color = CLR_YELLOW;
                break;
            case FOOD_CLASS:
                color = CLR_RED;
                break;
            default:
                color = CLR_BRIGHT_BLUE;
                break;
            }
        } else
            obj_color(offset);
        if (offset != BOULDER && level.objects[x][y]
            && level.objects[x][y]->nexthere)
            special |= MG_OBJPILE;
    } else if ((offset = (glyph - GLYPH_RIDDEN_OFF)) >= 0) { /* mon ridden */
        idx = mons[offset].mlet + SYM_OFF_M;
        if (has_rogue_color)
            /* This currently implies that the hero is here -- monsters */
            /* don't ride (yet...).  Should we set it to yellow like in */
            /* the monster case below?  There is no equivalent in rogue. */
            color = NO_COLOR; /* no need to check iflags.use_color */
        else
            mon_color(offset);
        special |= MG_RIDDEN;
    } else if ((offset = (glyph - GLYPH_BODY_OFF)) >= 0) { /* a corpse */
        idx = objects[CORPSE].oc_class + SYM_OFF_O;
        if (has_rogue_color && iflags.use_color)
            color = CLR_RED;
        else
            mon_color(offset);
        special |= MG_CORPSE;
        if (level.objects[x][y] && level.objects[x][y]->nexthere)
            special |= MG_OBJPILE;
    } else if ((offset = (glyph - GLYPH_DETECT_OFF)) >= 0) { /* mon detect */
        idx = mons[offset].mlet + SYM_OFF_M;
        if (has_rogue_color)
            color = NO_COLOR; /* no need to check iflags.use_color */
        else
            mon_color(offset);
        /* Disabled for now; anyone want to get reverse video to work? */
        /* is_reverse = TRUE; */
        special |= MG_DETECT;
    } else if ((offset = (glyph - GLYPH_INVIS_OFF)) >= 0) { /* invisible */
        idx = SYM_INVISIBLE + SYM_OFF_X;
        if (has_rogue_color)
            color = NO_COLOR; /* no need to check iflags.use_color */
        else
            invis_color(offset);
        special |= MG_INVIS;
    } else if ((offset = (glyph - GLYPH_PET_OFF)) >= 0) { /* a pet */
        idx = mons[offset].mlet + SYM_OFF_M;
        if (has_rogue_color)
            color = NO_COLOR; /* no need to check iflags.use_color */
        else
            pet_color(offset);
        special |= MG_PET;
    } else { /* a monster */
        idx = mons[glyph].mlet + SYM_OFF_M;
        if (has_rogue_color && iflags.use_color) {
            if (x == u.ux && y == u.uy)
                /* actually player should be yellow-on-gray if in corridor */
                color = CLR_YELLOW;
            else
                color = NO_COLOR;
        } else {
            mon_color(glyph);
#ifdef TEXTCOLOR
            /* special case the hero for `showrace' option */
            if (iflags.use_color && x == u.ux && y == u.uy
                && flags.showrace && !Upolyd)
                color = HI_DOMESTIC;
#endif
        }
    }

    ch = showsyms[idx];
#ifdef TEXTCOLOR
    /* Turn off color if no color defined, or rogue level w/o PC graphics. */
    if (!has_color(color) || (Is_rogue_level(&u.uz) && !has_rogue_color))
        color = NO_COLOR;
#endif

    *ochar = (int) ch;
    *ospecial = special;
#ifdef TEXTCOLOR
    *ocolor = color;
#endif
    return idx;
}

char *
encglyph(glyph)
int glyph;
{
    static char encbuf[20];

    Sprintf(encbuf, "\\G%04X%04X", context.rndencode, glyph);
    return encbuf;
}

/*
 * This differs from putstr() because the str parameter can
 * contain a sequence of characters representing:
 *        \GXXXXNNNN    a glyph value, encoded by encglyph().
 *
 * For window ports that haven't yet written their own
 * XXX_putmixed() routine, this general one can be used.
 * It replaces the encoded glyph sequence with a single
 * showsyms[] char, then just passes that string onto
 * putstr().
 */

void
genl_putmixed(window, attr, str)
winid window;
int attr;
const char *str;
{
    static const char hex[] = "00112233445566778899aAbBcCdDeEfF";
    char buf[BUFSZ];
    const char *cp = str;
    char *put = buf;

    while (*cp) {
        if (*cp == '\\') {
            int rndchk, dcount, so, gv, ch = 0, oc = 0;
            unsigned os = 0;
            const char *dp, *save_cp;

            save_cp = cp++;
            switch (*cp) {
            case 'G': /* glyph value \GXXXXNNNN*/
                rndchk = dcount = 0;
                for (++cp; *cp && ++dcount <= 4; ++cp)
                    if ((dp = index(hex, *cp)) != 0)
                        rndchk = (rndchk * 16) + ((int) (dp - hex) / 2);
                    else
                        break;
                if (rndchk == context.rndencode) {
                    gv = dcount = 0;
                    for (; *cp && ++dcount <= 4; ++cp)
                        if ((dp = index(hex, *cp)) != 0)
                            gv = (gv * 16) + ((int) (dp - hex) / 2);
                        else
                            break;
                    so = mapglyph(gv, &ch, &oc, &os, 0, 0);
                    *put++ = showsyms[so];
                    /* 'cp' is ready for the next loop iteration and '*cp'
                       should not be copied at the end of this iteration */
                    continue;
                } else {
                    /* possible forgery - leave it the way it is */
                    cp = save_cp;
                }
                break;
#if 0
            case 'S': /* symbol offset */
                so = rndchk = dcount = 0;
                for (++cp; *cp && ++dcount <= 4; ++cp)
                    if ((dp = index(hex, *cp)) != 0)
                        rndchk = (rndchk * 16) + ((int) (dp - hex) / 2);
                    else
                        break;
                if (rndchk == context.rndencode) {
                    dcount = 0;
                    for (; *cp && ++dcount <= 2; ++cp)
                        if ((dp = index(hex, *cp)) != 0)
                            so = (so * 16) + ((int) (dp - hex) / 2);
                        else
                            break;
                }
                *put++ = showsyms[so];
                break;
#endif
            case '\\':
                break;
            }
        }
        *put++ = *cp++;
    }
    *put = '\0';
    /* now send it to the normal putstr */
    putstr(window, attr, buf);
}

/*mapglyph.c*/
