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View3d.pas
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(*
Copyright (C) 2024 Jeffrey Getzin.
Licensed under the GNU General Public License v3.0 with additional terms.
See the LICENSE file in the repository root for details.
*)
[Inherit ('SYS$LIBRARY:STARLET','Types','SMGRTL')]Module View3d;
Const
Diamond_Join = 0;
Type
Vertex = Packed Array [1..4] of Integer;
NewISpot = Record
direction: Direction_Type;
kind: Area_Type;
front,left,right: Exit_Type;
contents: [Byte]0..15; {index of Special_Table }
rowX,rowY: [Byte]1..20;
End;
Var
ViewDisplay: [External]Unsigned;
{********************************************************************************************************************}
[External]Function getNearCenter(Direction: Direction_Type): NewISpot;External;
[External]Function getMiddleCenter(Direction: Direction_Type): NewISpot;External;
[External]Function getCenterFar(Direction: Direction_Type): NewISpot;External;
[External]Function getLeftLeftFar(Direction: Direction_Type): NewISpot;External;
[External]Function getLeftFar(Direction: Direction_Type): NewISpot;External;
[External]Function getRightFar(Direction: Direction_Type): NewISpot;External;
[External]Function getRightRightFar(Direction: Direction_Type): NewISpot;External;
[External]Function getCenterMiddle(Direction: Direction_Type): NewISpot;External;
[External]Function getLeftMiddle(Direction: Direction_Type): NewISpot;External;
[External]Function getRightMiddle(Direction: Direction_Type): NewISpot;External;
[External]Function getCenterNear(Direction: Direction_Type): NewISpot;External;
[External]Function getLeftNear(Direction: Direction_Type): NewISpot;External;
[External]Function getRightNear(Direction: Direction_Type): NewISpot;External;
[External]Function Detected_Secret_Door (Member: Party_Type; Current_Party_Size: Party_Size_Type; Rounds_Left: Spell_Duration_List;
distance: Integer:=0):[Volatile]Boolean;External;
{********************************************************************************************************************}
{**************************************************** NEAR ROW ******************************************************}
{********************************************************************************************************************}
Function get_rendition_set(isDoor: Boolean): unsigned;
Begin
If isDoor then
get_rendition_set := SMG$M_REVERSE
Else
get_rendition_set := SMG$M_NORMAL;
End;
{********************************************************************************************************************}
Procedure wallNearFrontCenter(isDoor: Boolean);
var
col, row: integer;
renditionSet: Unsigned;
Begin
renditionSet := get_rendition_set(isDoor);
For col := 4 to 20 do
For row := 1 to 6 do
if (col = 4) or (col = 20) or (row = 6) then
SMG$Put_Chars (ViewDisplay, ' ', row, col, , renditionSet)
else
SMG$Put_Chars (ViewDisplay, ' ', row, col);
{ Vertical line }
SMG$Draw_Line(ViewDisplay, 1, 3, 7, 3);
SMG$Draw_Line(ViewDisplay, 1, 21, 7, 21);
{ Horizontal Line }
SMG$Draw_Line(ViewDisplay, 7, 3, 7, 21);
End;
{********************************************************************************************************************}
Procedure wallNearFrontLeft(isDoor: Boolean);
Var
row, col: Integer;
renditionSet: Unsigned;
Begin
renditionSet := get_rendition_set(isDoor);
For col := 1 to 2 do
For row := 1 to 6 do
if (col = 2) or (row = 6) then
SMG$Put_Chars(ViewDisplay, ' ', row, col, , renditionSet)
else
SMG$Put_Chars(ViewDisplay, ' ', row, col);
SMG$Draw_Line(ViewDisplay, 1, 3, 7, 3);
SMG$Draw_Line(ViewDisplay, 7, 1, 7, 3);
SMG$Draw_Char(ViewDisplay, Diamond_Join, 7, 3);
End;
{********************************************************************************************************************}
Procedure wallNearFrontRight(isDoor: Boolean);
Var
row, col: Integer;
renditionSet: Unsigned;
Begin
renditionSet := get_rendition_set(isDoor);
For col := 22 to 23 do
For row := 1 to 6 do
if (col = 22) or (row = 6) then
SMG$Put_Chars(ViewDisplay, ' ', row, col, , renditionSet)
else
SMG$Put_Chars(ViewDisplay, ' ', row, col);
SMG$Draw_Line(ViewDisplay, 1, 21, 7, 21);
SMG$Draw_Line(ViewDisplay, 7, 21, 7, 23);
SMG$Draw_Char(ViewDisplay, Diamond_Join, 7, 21);
End;
{********************************************************************************************************************}
Procedure wallNearLeftSide(isDoor: Boolean);
Var
renditionSet: Unsigned;
Begin
renditionSet := get_rendition_set(isDoor);
SMG$Put_Chars (ViewDisplay, ' ', 1, 1, , renditionSet);
SMG$Put_Chars (ViewDisplay, ' ', 2, 1, , renditionSet);
SMG$Put_Chars (ViewDisplay, ' ', 3, 1, , renditionSet);
SMG$Put_Chars (ViewDisplay, ' ', 4, 1, , renditionSet);
SMG$Put_Chars (ViewDisplay, ' ', 5, 1, , renditionSet);
SMG$Put_Chars (ViewDisplay, ' ', 6, 1, , renditionSet);
SMG$Put_Chars (ViewDisplay, ' ', 7, 1, , renditionSet);
SMG$Put_Chars (ViewDisplay, ' ', 8, 1, , renditionSet);
SMG$Put_Chars (ViewDisplay, ' ', 1, 2, , renditionSet);
SMG$Put_Chars (ViewDisplay, ' ', 2, 2, , renditionSet);
SMG$Put_Chars (ViewDisplay, ' ', 3, 2, , renditionSet);
SMG$Put_Chars (ViewDisplay, ' ', 4, 2, , renditionSet);
SMG$Put_Chars (ViewDisplay, ' ', 5, 2, , renditionSet);
SMG$Put_Chars (ViewDisplay, ' ', 6, 2, , renditionSet);
SMG$Put_Chars (ViewDisplay, ' ', 7, 2, , renditionSet);
SMG$Put_Chars(ViewDisplay, '/', 8, 2);
SMG$Put_Chars(ViewDisplay, '/', 9, 1);
SMG$Draw_Line (ViewDisplay, 1, 3, 6, 3);
SMG$Draw_Char(ViewDisplay, Diamond_Join, 7, 3);
End;
{********************************************************************************************************************}
Procedure wallNearRightSide(isDoor: Boolean);
Var
renditionSet: Unsigned;
Begin
renditionSet := get_rendition_set(isDoor);
SMG$Put_Chars (ViewDisplay, ' ', 1, 22, , renditionSet);
SMG$Put_Chars (ViewDisplay, ' ', 2, 22, , renditionSet);
SMG$Put_Chars (ViewDisplay, ' ', 3, 22, , renditionSet);
SMG$Put_Chars (ViewDisplay, ' ', 4, 22, , renditionSet);
SMG$Put_Chars (ViewDisplay, ' ', 5, 22, , renditionSet);
SMG$Put_Chars (ViewDisplay, ' ', 6, 22, , renditionSet);
SMG$Put_Chars (ViewDisplay, ' ', 7, 22, , renditionSet);
SMG$Put_Chars (ViewDisplay, ' ', 1, 23, , renditionSet);
SMG$Put_Chars (ViewDisplay, ' ', 2, 23, , renditionSet);
SMG$Put_Chars (ViewDisplay, ' ', 3, 23, , renditionSet);
SMG$Put_Chars (ViewDisplay, ' ', 4, 23, , renditionSet);
SMG$Put_Chars (ViewDisplay, ' ', 5, 23, , renditionSet);
SMG$Put_Chars (ViewDisplay, ' ', 6, 23, , renditionSet);
SMG$Put_Chars (ViewDisplay, ' ', 7, 23, , renditionSet);
SMG$Put_Chars (ViewDisplay, ' ', 8, 23, , renditionSet);
SMG$Put_Chars(ViewDisplay, '\', 8, 22);
SMG$Put_Chars(ViewDisplay, '\', 9, 23);
SMG$Draw_Line (ViewDisplay, 1, 21, 6, 21);
SMG$Draw_Char(ViewDisplay, Diamond_Join, 7, 21);
End;
{********************************************************************************************************************}
{**************************************************** MIDDLE ROW ****************************************************}
{********************************************************************************************************************}
Procedure wallMiddleFrontCenter(isDoor: Boolean);
Var
row, col: Integer;
renditionSet: Unsigned;
Begin
renditionSet := get_rendition_set(isDoor);
For col := 7 to 17 do
For row := 1 to 3 do
if (col = 7) or (col = 17) or (row = 3) then
SMG$Put_Chars(ViewDisplay, ' ', row,col, , renditionSet)
else
SMG$Put_Chars(ViewDisplay, ' ', row,col);
SMG$Draw_Line(ViewDisplay, 1, 6, 4, 6);
SMG$Draw_Line(ViewDisplay, 4, 6, 4, 18);
SMG$Draw_Line(ViewDisplay, 1, 18, 4, 18);
SMG$Draw_Char(ViewDisplay, Diamond_Join, 4, 6);
SMG$Draw_Char(ViewDisplay, Diamond_Join, 4, 18);
End;
{********************************************************************************************************************}
Procedure wallMiddleFrontLeft(isDoor: Boolean);
Var
row, col: Integer;
renditionSet: Unsigned;
Begin
renditionSet := get_rendition_set(isDoor);
For col := 1 to 5 do
For row := 1 to 3 do
if (col = 1) or (col = 5) or (row = 3) then
SMG$Put_Chars(ViewDisplay,' ', row, col, , renditionSet)
else
SMG$Put_Chars(ViewDisplay,' ', row, col);
SMG$Draw_Line(ViewDisplay, 4, 1, 4, 6);
SMG$Draw_Line(ViewDisplay, 1, 6, 4, 6);
SMG$Draw_Char(ViewDisplay, Diamond_Join, 4, 6);
End;
{********************************************************************************************************************}
Procedure wallMiddleFrontRight(isDoor: Boolean);
Var
row, col: Integer;
renditionSet: Unsigned;
Begin
renditionSet := get_rendition_set(isDoor);
For col := 19 to 23 do
For row := 1 to 3 do
if (col = 19) or (col = 23) or (row = 3) then
SMG$Put_Chars(ViewDisplay,' ', row, col, , renditionSet)
Else
SMG$Put_Chars(ViewDisplay,' ', row, col);
SMG$Draw_Line(ViewDisplay, 1, 18, 4, 18);
SMG$Draw_Line(ViewDisplay, 4, 18, 4, 23);
SMG$Draw_Char(ViewDisplay, Diamond_Join, 4, 18);
End;
{********************************************************************************************************************}
Procedure wallMiddleLeftSide(isDoor: Boolean);
Var
renditionSet: Unsigned;
Begin
renditionSet := get_rendition_set(isDoor);
SMG$Put_Chars(ViewDisplay, ' ', 1, 4, , renditionSet);
SMG$Put_Chars(ViewDisplay, ' ', 2, 4, , renditionSet);
SMG$Put_Chars(ViewDisplay, ' ', 3, 4, , renditionSet);
SMG$Put_Chars(ViewDisplay, ' ', 4, 4, , renditionSet);
SMG$Put_Chars(ViewDisplay, ' ', 5, 4, , renditionSet);
SMG$Put_Chars(ViewDisplay, ' ', 1, 5, , renditionSet);
SMG$Put_Chars(ViewDisplay, ' ', 2, 5, , renditionSet);
SMG$Put_Chars(ViewDisplay, ' ', 3, 5, , renditionSet);
SMG$Put_Chars(ViewDisplay, ' ', 4, 5, , renditionSet);
SMG$Draw_Line(ViewDisplay, 1, 3, 6, 3);
SMG$Draw_Char(ViewDisplay, Diamond_Join, 7, 3);
SMG$Put_Chars(ViewDisplay, '/', 6, 4);
SMG$Put_Chars(ViewDisplay, '/', 5, 5);
SMG$Draw_Line(ViewDisplay, 1, 6, 3, 6);
SMG$Draw_Char(ViewDisplay, Diamond_Join, 4, 6);
End;
{********************************************************************************************************************}
Procedure wallMiddleRightSide(isDoor: Boolean);
Var
renditionSet: Unsigned;
Begin
renditionSet := get_rendition_set(isDoor);
SMG$Put_Chars(ViewDisplay, ' ', 1, 19, , renditionSet);
SMG$Put_Chars(ViewDisplay, ' ', 2, 19, , renditionSet);
SMG$Put_Chars(ViewDisplay, ' ', 3, 19, , renditionSet);
SMG$Put_Chars(ViewDisplay, ' ', 4, 19, , renditionSet);
SMG$Put_Chars(ViewDisplay, ' ', 1, 20, , renditionSet);
SMG$Put_Chars(ViewDisplay, ' ', 2, 20, , renditionSet);
SMG$Put_Chars(ViewDisplay, ' ', 3, 20, , renditionSet);
SMG$Put_Chars(ViewDisplay, ' ', 4, 20, , renditionSet);
SMG$Put_Chars(ViewDisplay, ' ', 5, 20, , renditionSet);
SMG$Draw_Line(ViewDisplay, 1, 18, 3, 18);
SMG$Draw_Char(ViewDisplay, Diamond_Join, 4, 18);
SMG$Put_Chars(ViewDisplay, '\', 5, 19);
SMG$Put_Chars(ViewDisplay, '\', 6, 20);
SMG$Draw_Line(ViewDisplay, 1, 21, 6, 21);
SMG$Draw_Char(ViewDisplay, Diamond_Join, 7, 21);
End;
{********************************************************************************************************************}
{****************************************************** FAR ROW *****************************************************}
{********************************************************************************************************************}
Procedure wallFarFrontLeftLeft(isDoor: Boolean);
Begin
SMG$Draw_Line(ViewDisplay, 1, 1, 1, 2);
End;
{********************************************************************************************************************}
Procedure wallFarFrontLeft(isDoor: Boolean);
Begin
SMG$Draw_Line(ViewDisplay, 1, 2, 1, 9);
End;
{********************************************************************************************************************}
Procedure wallFarFrontCenter(isDoor: Boolean);
Begin
SMG$Draw_Line(ViewDisplay, 1, 9, 1, 15);
End;
{********************************************************************************************************************}
Procedure wallFarFrontRight(isDoor: Boolean);
Begin
SMG$Draw_Line(ViewDisplay, 1, 15, 1, 22);
End;
{********************************************************************************************************************}
Procedure wallFarFrontRightRight(isDoor: Boolean);
Begin
SMG$Draw_Line(ViewDisplay, 1, 22, 1, 23);
End;
{********************************************************************************************************************}
Procedure wallFarLeftLeftSide(isDoor: Boolean);
Var
renditionSet: Unsigned;
Begin
renditionSet := get_rendition_set(isDoor);
SMG$Put_Chars(ViewDisplay, ' ', 1, 1, , renditionSet);
SMG$Draw_Char(ViewDisplay, Diamond_Join, 1, 2);
SMG$Put_Chars(ViewDisplay, '/', 2, 1);
End;
{********************************************************************************************************************}
Procedure wallFarLeftSide(isDoor: Boolean);
Var
renditionSet: Unsigned;
Begin
renditionSet := get_rendition_set(isDoor);
SMG$Put_Chars(ViewDisplay, ' ', 1, 7, , renditionSet);
SMG$Put_Chars(ViewDisplay, ' ', 2, 7, , renditionSet);
SMG$Put_Chars(ViewDisplay, ' ', 1, 8, , renditionSet);
SMG$Put_Chars(ViewDisplay, '/', 2, 8);
SMG$Put_Chars(ViewDisplay, '/', 3, 7);
SMG$Draw_Line(ViewDisplay, 1, 6, 3, 6);
SMG$Draw_Char(ViewDisplay, Diamond_Join, 1, 9);
SMG$Draw_Char(ViewDisplay, Diamond_Join, 4, 6);
End;
{********************************************************************************************************************}
Procedure wallFarRightSide(isDoor: Boolean);
Var
renditionSet: Unsigned;
Begin
renditionSet := get_rendition_set(isDoor);
SMG$Put_Chars(ViewDisplay, ' ', 1, 16, , renditionSet);
SMG$Put_Chars(ViewDisplay, ' ', 1, 17, , renditionSet);
SMG$Put_Chars(ViewDisplay, ' ', 2, 17, , renditionSet);
SMG$Put_Chars(ViewDisplay, '\', 2, 16);
SMG$Put_Chars(ViewDisplay, '\', 3, 17);
SMG$Draw_Line(ViewDisplay, 1, 18, 3, 18);
SMG$Draw_Char(ViewDisplay, Diamond_Join, 1, 15);
SMG$Draw_Char(ViewDisplay, Diamond_Join, 4, 18);
End;
{********************************************************************************************************************}
Procedure wallFarRightRightSide(isDoor: Boolean);
Var
renditionSet: Unsigned;
Begin
renditionSet := get_rendition_set(isDoor);
SMG$Put_Chars(ViewDisplay, ' ', 1, 23, , renditionSet);
SMG$Put_Chars(ViewDisplay, '\', 2, 23);
SMG$Draw_Char(ViewDisplay, Diamond_Join, 1, 22);
End;
{********************************************************************************************************************}
Function looksLikeWall(exit: Exit_Type): Boolean;
Begin
return (exit in [Wall,Door,Walk_Through,Secret]);
End;
{********************************************************************************************************************}
Function looksLikeDoor(distance: Integer; exit: Exit_Type; Member: Party_Type; Current_Party_Size: Party_Size_Type;
Rounds_Left: Spell_Duration_List): [Volatile]Boolean;
Begin
return (exit = Door) or ((exit = Secret) and (Detected_Secret_Door(Member, Current_Party_Size, Rounds_Left, distance)));
End;
{********************************************************************************************************************}
[Global]Procedure far(leftLeftRoom: NewISpot; leftRoom: NewISpot; centerRoom: NewISpot; rightRoom: NewISpot; rightRightRoom: NewISpot;
Member: Party_Type; Current_Party_Size: Party_Size_Type; Rounds_Left: Spell_Duration_List);
Begin
if (looksLikeWall(leftLeftRoom.front)) then
wallFarFrontLeftLeft(looksLikeDoor(2, leftLeftRoom.front, Member, current_Party_size, Rounds_Left));
if (looksLikeWall(leftRoom.front)) then
wallFarFrontLeft(looksLikeDoor(2, leftRoom.front, Member, current_Party_size, Rounds_Left));
if (looksLikeWall(centerRoom.front)) then
wallFarFrontCenter(looksLikeDoor(2, centerRoom.front, Member, current_Party_size, Rounds_Left));
if (looksLikeWall(rightRoom.front)) then
wallFarFrontRight(looksLikeDoor(2, rightRoom.front, Member, current_Party_size, Rounds_Left));
if (looksLikeWall(rightRightRoom.front)) then
wallFarFrontRightRight(looksLikeDoor(2, rightRightRoom.front, Member, current_Party_size, Rounds_Left));
if (looksLikeWall(leftRoom.left)) then
wallFarLeftLeftSide(looksLikeDoor(2, leftRoom.left, Member, current_Party_size, Rounds_Left));
if (looksLikeWall(centerRoom.left)) then
wallFarLeftSide(looksLikeDoor(2, centerRoom.left, Member, current_Party_size, Rounds_Left));
if (looksLikeWall(centerRoom.right)) then
wallFarRightSide(looksLikeDoor(2, centerRoom.right, Member, current_Party_size, Rounds_Left));
if (looksLikeWall(rightRoom.right)) then
wallFarRightRightSide(looksLikeDoor(2, rightRoom.right, Member, current_Party_size, Rounds_Left));
End;
{********************************************************************************************************************}
Procedure middle(leftRoom: NewISpot; centerRoom: NewISpot; rightRoom: NewISpot; Member: Party_Type; Current_Party_Size: Party_Size_Type;
Rounds_Left: Spell_Duration_List);
Begin
if (looksLikeWall(leftRoom.front)) then
Begin
wallMiddleFrontLeft(looksLikeDoor(1, leftRoom.front, Member, current_Party_size, Rounds_Left));
End;
if (looksLikeWall(rightRoom.front)) then
Begin
wallMiddleFrontRight(looksLikeDoor(1, rightRoom.front, Member, current_Party_size, Rounds_Left));
End;
if (looksLikeWall(centerRoom.front)) then
Begin
wallMiddleFrontCenter(looksLikeDoor(1, centerRoom.front, Member, current_Party_size, Rounds_Left));
End;
if (looksLikeWall(centerRoom.left)) then
Begin
wallMiddleLeftSide(looksLikeDoor(1, centerRoom.left, Member, current_Party_size, Rounds_Left));
End;
if (looksLikeWall(centerRoom.right)) then
Begin
wallMiddleRightSide(looksLikeDoor(1, centerRoom.right, Member, current_Party_size, Rounds_Left));
End;
End;
{********************************************************************************************************************}
Procedure near(leftRoom: NewISpot; centerRoom: NewISpot; rightRoom: NewISpot; Member: Party_Type;
Current_Party_Size: Party_Size_Type; Rounds_Left: Spell_Duration_List);
Begin
if (looksLikeWall(leftRoom.front)) then
Begin
wallNearFrontLeft(looksLikeDoor(0, leftRoom.front, Member, current_Party_size, Rounds_Left));
End;
if (looksLikeWall(rightRoom.front)) then
Begin
wallNearFrontRight(looksLikeDoor(0, rightRoom.front, Member, current_Party_size, Rounds_Left));
End;
if (looksLikeWall(centerRoom.front)) then
Begin
wallNearFrontCenter(looksLikeDoor(0, centerRoom.front, Member, current_Party_size, Rounds_Left));
End;
if (looksLikeWall(centerRoom.left)) then
Begin
wallNearLeftSide(looksLikeDoor(0, centerRoom.left, Member, current_Party_size, Rounds_Left));
End;
if (looksLikeWall(centerRoom.right)) then
Begin
wallNearRightSide(looksLikeDoor(0, centerRoom.right, Member, current_Party_size, Rounds_Left));
End;
End;
{********************************************************************************************************************}
[Global]Procedure printView3D (Direction: Direction_Type; Member: Party_Type; Current_Party_Size: Party_Size_Type;
Rounds_Left: Spell_Duration_List);
var
leftNear,centerNear,rightNear: NewISpot;
Begin
SMG$Begin_Display_Update(ViewDisplay);
far(
getLeftLeftFar(Direction),
getLeftFar(Direction),
getCenterFar(Direction),
getRightFar(Direction),
getRightRightFar(Direction),
member,
current_Party_Size,
Rounds_Left
);
middle(
getLeftMiddle(Direction),
getCenterMiddle(Direction),
getRightMiddle(Direction),
member,
current_Party_Size,
Rounds_Left
);
leftNear:=getLeftNear(Direction);
centerNear:=getCenterNear(Direction);
rightNear:=getRightNear(Direction);
near(
leftNear,
centerNear,
rightNear,
member,
current_Party_Size,
Rounds_Left
);
SMG$End_Display_Update(ViewDisplay);
End;
End.