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#include "AppHdr.h"

#include "colour.h"

#include "env.h"
#include "mon-util.h"
#include "player.h"
#include "random.h"

unsigned char random_colour(void)
{
    return (1 + random2(15));
}

unsigned char random_uncommon_colour()
{
    unsigned char result;

    do
        result = random_colour();
    while (result == LIGHTCYAN || result == CYAN || result == BROWN);

    return (result);
}

unsigned char make_low_colour(unsigned char colour)
{
    if (colour >= 8 && colour <= 15)
        return (colour - 8);

    return (colour);
}

unsigned char make_high_colour(unsigned char colour)
{
    if (colour <= 7)
        return (colour + 8);

    return (colour);
}

// returns if a colour is one of the special element colours (ie not regular)
bool is_element_colour( int col )
{
    // stripping any COLFLAGS (just in case)
    return ((col & 0x007f) >= ETC_FIRE);
}

int element_colour( int element, bool no_random )
{
    // Doing this so that we don't have to do recursion here at all
    // (these were the only cases which had possible double evaluation):
    if (element == ETC_FLOOR)
        element = env.floor_colour;
    else if (element == ETC_ROCK)
        element = env.rock_colour;

    // pass regular colours through for safety.
    if (!is_element_colour( element ))
        return (element);

    int ret = BLACK;

    // Setting no_random to true will get the first colour in the cases
    // below.  This is potentially useful for calls to this function
    // which might want a consistent result.
    int tmp_rand = (no_random ? 0 : random2(120));

    // Strip COLFLAGs just in case.
    element &= 0x007f;

    switch (element)
    {
    case ETC_FIRE:
        ret = (tmp_rand < 40) ? RED :
              (tmp_rand < 80) ? YELLOW
                              : LIGHTRED;
        break;

    case ETC_ICE:
        ret = (tmp_rand < 40) ? LIGHTBLUE :
              (tmp_rand < 80) ? BLUE
                              : WHITE;
        break;

    case ETC_EARTH:
        ret = (tmp_rand < 60) ? BROWN : LIGHTRED;
        break;

    case ETC_AIR:
        ret = (tmp_rand < 60) ? LIGHTGREY : WHITE;
        break;

    case ETC_ELECTRICITY:
        ret = (tmp_rand < 40) ? LIGHTCYAN :
              (tmp_rand < 80) ? LIGHTBLUE
                              : CYAN;
        break;

    case ETC_POISON:
        ret = (tmp_rand < 60) ? LIGHTGREEN : GREEN;
        break;

    case ETC_WATER:
        ret = (tmp_rand < 60) ? BLUE : CYAN;
        break;

    case ETC_MAGIC:
        ret = (tmp_rand < 30) ? LIGHTMAGENTA :
              (tmp_rand < 60) ? LIGHTBLUE :
              (tmp_rand < 90) ? MAGENTA
                              : BLUE;
        break;

    case ETC_MUTAGENIC:
    case ETC_WARP:
        ret = (tmp_rand < 60) ? LIGHTMAGENTA : MAGENTA;
        break;

    case ETC_ENCHANT:
        ret = (tmp_rand < 60) ? LIGHTBLUE : BLUE;
        break;

    case ETC_HEAL:
        ret = (tmp_rand < 60) ? LIGHTBLUE : YELLOW;
        break;

    case ETC_BLOOD:
        ret = (tmp_rand < 60) ? RED : DARKGREY;
        break;

    case ETC_DEATH:      // assassin
    case ETC_NECRO:      // necromancer
        ret = (tmp_rand < 80) ? DARKGREY : MAGENTA;
        break;

    case ETC_UNHOLY:     // ie demonology
        ret = (tmp_rand < 80) ? DARKGREY : RED;
        break;

    case ETC_DARK:
        ret = (tmp_rand < 80) ? DARKGREY : LIGHTGREY;
        break;

    case ETC_HOLY:
        ret = (tmp_rand < 60) ? YELLOW : WHITE;
        break;

    case ETC_VEHUMET:
        ret = (tmp_rand < 40) ? LIGHTRED :
              (tmp_rand < 80) ? LIGHTMAGENTA
                              : LIGHTBLUE;
        break;

    case ETC_BEOGH:
        ret = (tmp_rand < 60) ? LIGHTRED // plain Orc colour
                              : BROWN;   // Orcish mines wall/idol colour
        break;

    case ETC_CRYSTAL:
        ret = (tmp_rand < 40) ? LIGHTGREY :
              (tmp_rand < 80) ? GREEN
                              : LIGHTRED;
        break;

    case ETC_SLIME:
        ret = (tmp_rand < 40) ? GREEN :
              (tmp_rand < 80) ? BROWN
                              : LIGHTGREEN;
        break;

    case ETC_SMOKE:
        ret = (tmp_rand < 30) ? LIGHTGREY :
              (tmp_rand < 60) ? DARKGREY :
              (tmp_rand < 90) ? LIGHTBLUE
                              : MAGENTA;
        break;

    case ETC_JEWEL:
        ret = (tmp_rand <  12) ? WHITE :
              (tmp_rand <  24) ? YELLOW :
              (tmp_rand <  36) ? LIGHTMAGENTA :
              (tmp_rand <  48) ? LIGHTRED :
              (tmp_rand <  60) ? LIGHTGREEN :
              (tmp_rand <  72) ? LIGHTBLUE :
              (tmp_rand <  84) ? MAGENTA :
              (tmp_rand <  96) ? RED :
              (tmp_rand < 108) ? GREEN
                               : BLUE;
        break;

    case ETC_ELVEN:
        ret = (tmp_rand <  40) ? LIGHTGREEN :
              (tmp_rand <  80) ? GREEN :
              (tmp_rand < 100) ? LIGHTBLUE
                               : BLUE;
        break;

    case ETC_DWARVEN:
        ret = (tmp_rand <  40) ? BROWN :
              (tmp_rand <  80) ? LIGHTRED :
              (tmp_rand < 100) ? LIGHTGREY
                               : CYAN;
        break;

    case ETC_ORCISH:
        ret = (tmp_rand <  40) ? DARKGREY :
              (tmp_rand <  80) ? RED :
              (tmp_rand < 100) ? BROWN
                               : MAGENTA;
        break;

    case ETC_GILA:
        ret = (tmp_rand <  30) ? LIGHTMAGENTA :
              (tmp_rand <  60) ? MAGENTA :
              (tmp_rand <  90) ? YELLOW :
              (tmp_rand < 105) ? LIGHTRED
                               : RED;
        break;

    case ETC_STONE:
        if (player_in_branch( BRANCH_HALL_OF_ZOT ))
            ret = env.rock_colour;
        else
            ret = LIGHTGREY;
        break;

    case ETC_MIST:
        ret = tmp_rand < 100? CYAN : BLUE;
        break;

    case ETC_SHIMMER_BLUE:
        ret = random_choose_weighted(80, BLUE, 20, LIGHTBLUE, 5, CYAN, 0);
        break;

    case ETC_DECAY:
        ret = (tmp_rand < 60) ? BROWN : GREEN;
        break;

    case ETC_SILVER:
        ret = (tmp_rand < 90) ? LIGHTGREY : WHITE;
        break;

    case ETC_GOLD:
        ret = (tmp_rand < 60) ? YELLOW : BROWN;
        break;

    case ETC_IRON:
        ret = (tmp_rand < 40) ? CYAN :
              (tmp_rand < 80) ? LIGHTGREY :
                                DARKGREY;
        break;

    case ETC_BONE:
        ret = (tmp_rand < 90) ? WHITE : LIGHTGREY;
        break;

    case ETC_UGLY:
    case ETC_VERY_UGLY:
        ret = ugly_thing_random_colour();
        ret = (element == ETC_VERY_UGLY) ? make_high_colour(ret)
                                         : make_low_colour(ret);
        break;

    case ETC_RANDOM:
        ret = random_colour();              // always random
        break;

    case ETC_FLOOR: // should already be handled
    case ETC_ROCK:  // should already be handled
    default:
        break;
    }

    ASSERT(!is_element_colour(ret));

    return ((ret == BLACK) ? GREEN : ret);
}

#ifdef USE_TILE
static std::string tile_cols[24] =
{
    "black", "darkgrey", "grey", "lightgrey", "white",
    "blue", "lightblue", "darkblue",
    "green", "lightgreen", "darkgreen",
    "cyan", "lightcyan", "darkcyan",
    "red", "lightred", "darkred",
    "magenta", "lightmagenta", "darkmagenta",
    "yellow", "lightyellow", "darkyellow", "brown"
};

unsigned int str_to_tile_colour(std::string colour)
{
    if (colour.empty())
        return (0);

    lowercase(colour);

    if (colour == "darkgray")
        colour = "darkgrey";
    else if (colour == "gray")
        colour = "grey";
    else if (colour == "lightgray")
        colour = "lightgrey";

    for (unsigned int i = 0; i < 24; i++)
    {
         if (tile_cols[i] == colour)
             return (i);
    }
    return (0);
}
#endif

const std::string cols[16] =
{
    "black", "blue", "green", "cyan", "red", "magenta", "brown",
    "lightgrey", "darkgrey", "lightblue", "lightgreen", "lightcyan",
    "lightred", "lightmagenta", "yellow", "white"
};

const std::string colour_to_str(unsigned char colour)
{
    if ( colour >= 16 )
        return "lightgrey";
    else
        return cols[colour];
}

// Returns -1 if unmatched else returns 0-15.
int str_to_colour( const std::string &str, int default_colour,
                   bool accept_number )
{
    int ret;

    static const std::string element_cols[] =
    {
        "fire", "ice", "earth", "electricity", "air", "poison",
        "water", "magic", "mutagenic", "warp", "enchant", "heal",
        "holy", "dark", "death", "necro", "unholy", "vehumet",
        "beogh", "crystal", "blood", "smoke", "slime", "jewel",
        "elven", "dwarven", "orcish", "gila", "floor", "rock",
        "stone", "mist", "shimmer_blue", "decay", "silver", "gold",
        "iron", "bone", "ugly", "very_ugly", "random"
    };

    ASSERT(ARRAYSZ(element_cols) == (ETC_RANDOM - ETC_FIRE) + 1);
    for (ret = 0; ret < 16; ++ret)
    {
        if (str == cols[ret])
            break;
    }

    // Check for alternate spellings.
    if (ret == 16)
    {
        if (str == "lightgray")
            ret = 7;
        else if (str == "darkgray")
            ret = 8;
    }

    if (ret == 16)
    {
        // Maybe we have an element colour attribute.
        for (unsigned i = 0; i < sizeof(element_cols) / sizeof(*element_cols);
                ++i)
        {
            if (str == element_cols[i])
            {
                // Ugh.
                ret = element_type(ETC_FIRE + i);
                break;
            }
        }
    }

    if (ret == 16 && accept_number)
    {
        // Check if we have a direct colour index.
        const char *s = str.c_str();
        char *es = NULL;
        const int ci = static_cast<int>(strtol(s, &es, 10));
        if (s != (const char *) es && es && ci >= 0 && ci < 16)
            ret = ci;
    }

    return ((ret == 16) ? default_colour : ret);
}