To render the spatial map of rooms as HTML.
- §1. Building the grids
- §4. Nested HTML Tables
- §5. Icon images
- §6. Room colours
- §7. The major map
- §8. Level rubrics
- §9. Single-room submaps
- §10. Plotting a rectangle of the map
- §10.3.1.1. Substantive cells
- §10.3.1.2. Numbering cells
- §11. Plotting the eight exterior icons
- §12. Plotting the single central square
- §13. The colour chip
- §14. The regions key
§1. Building the grids. Three three-dimensional arrays called "grids" are used to store a rasterised version of the map before we render this on screen.
The room_grid tells us which room can be found at \((x, y, z)\), while the icon_grid is 25 times larger since it splits each room cell into a 5 by 5 subgrid of icons. Bitmaps stored in the 16 icon cells around the perimeter of the 5 by 5 subgrid tell us which exits to mark (and since we map only 12 kinds of exit, this means that four of them are unused). The central 3 by 3 part of the subgrid is not used: nothing can be plotted there since that's where the room icon goes, which is made not with an image tag but using the HTML table routine below. We will often use the wasteful coordinate system \((x, y, z, i_1, i_2)\) to mean the icon at \((i_1, i_2)\) (with $0\leq i_1, i_2\leq 4\() associated with the room cell at \)(x, y, z)$.
The exit_grid stores which direction number is the exit being marked at this icon position, and has the same indexing as the icon grid.
define ROOM_GRID_POS(P) Geometry::cuboid_index(P, session->calc.Universe) define ICON_GRID_POS(P, i1, i2) (25*ROOM_GRID_POS(P) + 5*(i1) + (i2))
faux_instance **room_grid = NULL; int *icon_grid = NULL, *exit_grid = NULL; void HTMLMap::calculate_map_grid(index_session *session) { faux_instance_set *faux_set = Indexing::get_set_of_instances(session); Allocate the three mapping grids1.1; Populate the room grid1.2; Populate the icon and exit grids1.3; Apply the remaining nuance bits to the icon grid1.4; }
§1.1. Allocate the three mapping grids1.1 =
int size_needed = Geometry::cuboid_volume(session->calc.Universe), x; room_grid = (faux_instance **) (Memory::calloc(size_needed, sizeof(faux_instance *), MAP_INDEX_MREASON)); for (x=0; x<size_needed; x++) room_grid[x] = NULL; icon_grid = (int *) (Memory::calloc(25*size_needed, sizeof(int), MAP_INDEX_MREASON)); exit_grid = (int *) (Memory::calloc(25*size_needed, sizeof(int), MAP_INDEX_MREASON)); for (x=0; x<25*size_needed; x++) { icon_grid[x] = 0; exit_grid[x] = -1; }
- This code is used in §1.
§1.2. Populate the room grid1.2 =
faux_instance *R; LOOP_OVER_FAUX_ROOMS(faux_set, R) room_grid[ROOM_GRID_POS(Room_position(R))] = R;
- This code is used in §1.
§1.3. Populate the icon and exit grids1.3 =
faux_instance *R; LOOP_OVER_FAUX_ROOMS(faux_set, R) { int exit; LOOP_OVER_STORY_DIRECTIONS(exit) if (SpatialMap::direction_is_mappable(exit, session)) { faux_instance *D = NULL; door which the exit passes through, if it does faux_instance *T = SpatialMap::room_exit(R, exit, &D); target at the other end if ((T) || (D)) Fill in the grid-square for this exit of room R1.3.4; } }
- This code is used in §1.
§1.3.1. We next define constants needed for the icon bitmap. The information we extract from the map exits is recorded in the low four bits as follows:
define EXIT_MAPBIT 0x00000001 An exit leads this way define DOOR1_MAPBIT 0x00000002 Into a 1-sided door define DOOR2_MAPBIT 0x00000004 Into a 2-sided door define CONNECTIVE_BITMAP (EXIT_MAPBIT+DOOR1_MAPBIT+DOOR2_MAPBIT)
§1.3.2. The higher bits are used for the nuances which improve the map when several rooms are plotted together.
define ADJACENT_MAPBIT 0x00000008 Into the room adjacent in space define ALIGNED_MAPBIT 0x00000010 Into a room in correct direction define FADING_MAPBIT 0x00000020 There's a broken exit on ... define MEET_MAPBIT 0x00000040 This door should meet the adjacent one define CROSSDOOR_MAPBIT 0x00000080 There's a door on the diagonal athwart define CROSSDOT_MAPBIT 0x00000100 There's a plain exit on ...
§1.3.3. Five bits are used for the possible contents of a central square: it may be occupied by an actual room, or it may have a pile of long straight-line connections running through it, in any combination.
define LONGEW_MAPBIT 0x00000200 define LONGNS_MAPBIT 0x00000400 define LONGSWNE_MAPBIT 0x00000800 define LONGNWSE_MAPBIT 0x00001000 define OCCUPIED_MAPBIT 0x10000000 define LONGS_BITMAP (LONGEW_MAPBIT+LONGNS_MAPBIT+LONGSWNE_MAPBIT+LONGNWSE_MAPBIT)
§1.3.4. The following code calculates the low four bits of the icon bitmap grid. Note that the main map grid must already be finished before this stage can even begin.
Fill in the grid-square for this exit of room R1.3.4 =
int i1, i2; SpatialMap::cell_position_for_direction(exit, &i1, &i2, session); int bitmap = 0; if (D) { if (T) bitmap |= DOOR2_MAPBIT; else bitmap |= DOOR1_MAPBIT; } if (T) { bitmap |= EXIT_MAPBIT; vector E = SpatialMap::direction_as_vector(exit, session); if ((Geometry::vec_eq(E, Zero_vector) == FALSE) && (SpatialMap::direction_is_lateral(exit, session))) { Set the adjacent or aligned bit if the target lies in the correct direction1.3.4.1; Set the fading bit if another room lies where the target ought to be1.3.4.2; } } icon_grid[ICON_GRID_POS(Room_position(R), i1, i2)] = bitmap; exit_grid[ICON_GRID_POS(Room_position(R), i1, i2)] = exit;
- This code is used in §1.3.
§1.3.4.1. Suppose we are looking east from the Ballroom to the Kitchens. If the Kitchens will indeed be plotted at the position directly east of the Ballroom, we award the "adjacent" bit; if they will be plotted due east, but further away than a single square distant, then we get the "aligned" bit as a consolation prize.
Set the adjacent or aligned bit if the target lies in the correct direction1.3.4.1 =
vector V = Geometry::vec_minus(Room_position(T), Room_position(R)); int lambda; for (lambda=1; lambda<10; lambda++) if (Geometry::vec_eq(V, Geometry::vec_scale(lambda, E))) { if (lambda == 1) bitmap |= ADJACENT_MAPBIT; else bitmap |= ALIGNED_MAPBIT; }
- This code is used in §1.3.4.
§1.3.4.2. If a different room altogether — say, the Tack Room — is being plotted one square east of the Ballroom, even though the map connection leads to the Kitchens, then we get the "fading" bit. (At one time connections like this were going to be plotted in a sort of fading-away grey gradient, hence the name, but in the end a more cartoonish break looked better.) This is not exclusive with the aligned bit: we might have a situation where the map be will be plotted left-to-right as B, TR, K, even though the connection is east from B to K. If so, we get both the fading and aligned bits.
Set the fading bit if another room lies where the target ought to be1.3.4.2 =
vector Farend = Geometry::vec_plus(Room_position(R), E); faux_instance *R; LOOP_OVER_FAUX_ROOMS(faux_set, R) if ((R != T) && (Geometry::vec_eq(Room_position(R), Farend))) bitmap |= FADING_MAPBIT;
- This code is used in §1.3.4.
§1.4. Apply the remaining nuance bits to the icon grid1.4 =
faux_instance *R; LOOP_OVER_FAUX_ROOMS(faux_set, R) icon_grid[ICON_GRID_POS(Room_position(R), 2, 2)] = OCCUPIED_MAPBIT; LOOP_OVER_FAUX_ROOMS(faux_set, R) { vector P = Room_position(R); HTMLMap::correct_pair(P, SW_vector, 0, 4, 4, 0, session); HTMLMap::correct_pair(P, W_vector, 0, 2, 4, 2, session); HTMLMap::correct_pair(P, NW_vector, 0, 0, 4, 4, session); HTMLMap::correct_pair(P, S_vector, 2, 4, 2, 0, session); HTMLMap::correct_pair(P, N_vector, 2, 0, 2, 4, session); HTMLMap::correct_pair(P, SE_vector, 4, 4, 0, 0, session); HTMLMap::correct_pair(P, E_vector, 4, 2, 0, 2, session); HTMLMap::correct_pair(P, NE_vector, 4, 0, 0, 4, session); }
- This code is used in §1.
§2. A process called "pair correction" fills in the nuance bits for all adjacent icons representing the same exit. Thus the east side icon of one room may need to be married up with the west side icon of the adjacent room, and so on. The four by four cornices diagonally in between rooms require special care. To plot a northeast exit blocked by a 2-sided door, for instance, requires all four icons to be plotted, but we need to be careful in case the two icons not occupied by the exit are needed for something else (if a northwest exit crossed over it, for faux_instance).
Here \(P\) is the position of the room we're looking at, and \(D\) an offset vector to one of its eight neighbouring cell positions on the map. If \(P+D\) lies outside the map altogether, we do nothing.
void HTMLMap::correct_pair(vector P, vector D, int from_i1, int from_i2, int to_i1, int to_i2, index_session *session) { vector Q = Geometry::vec_plus(P, D); if (Geometry::within_cuboid(P, session->calc.Universe) == FALSE) return; should never happen if (Geometry::within_cuboid(Q, session->calc.Universe) == FALSE) return; neighbour outside map int from = icon_grid[ICON_GRID_POS(P, from_i1, from_i2)]; int to = icon_grid[ICON_GRID_POS(Q, to_i1, to_i2)]; if ((D.x == 0) || (D.y == 0)) Apply nuance bits for a rank or file direction2.2 else Apply nuance bits for a diagonal direction2.3; if (from & ALIGNED_MAPBIT) Lay out a long roadway towards our destination cell2.1; }
§2.1. Let's see how the "long" bits are added first, since that's easier. The following looks disturbingly like an infinite loop: it lays out the roadway, one cell at a time (adding the direction vector \(D\) to our position \(P\) each turn) but stops when it hits an occupied cell — one with a room plotted in it. This must eventually happen because the exit is "aligned", which means that it leads to a room whose position is some multiple of \(D\) offset from the original. So the loop always terminates.
Lay out a long roadway towards our destination cell2.1 =
while (TRUE) { P = Geometry::vec_plus(P, D); if (icon_grid[ICON_GRID_POS(P, 2, 2)] & OCCUPIED_MAPBIT) break; if ((Geometry::vec_eq(D, E_vector)) || (Geometry::vec_eq(D, W_vector))) { icon_grid[ICON_GRID_POS(P, 0, 2)] = EXIT_MAPBIT; icon_grid[ICON_GRID_POS(P, 2, 2)] |= LONGEW_MAPBIT; icon_grid[ICON_GRID_POS(P, 4, 2)] = EXIT_MAPBIT; } else if ((Geometry::vec_eq(D, N_vector)) || (Geometry::vec_eq(D, S_vector))) { icon_grid[ICON_GRID_POS(P, 2, 0)] = EXIT_MAPBIT; icon_grid[ICON_GRID_POS(P, 2, 2)] |= LONGNS_MAPBIT; icon_grid[ICON_GRID_POS(P, 2, 4)] = EXIT_MAPBIT; } else if ((Geometry::vec_eq(D, SW_vector)) || (Geometry::vec_eq(D, NE_vector))) { icon_grid[ICON_GRID_POS(P, 0, 4)] = EXIT_MAPBIT; icon_grid[ICON_GRID_POS(P, 2, 2)] |= LONGSWNE_MAPBIT; icon_grid[ICON_GRID_POS(P, 4, 0)] = EXIT_MAPBIT; } else if ((Geometry::vec_eq(D, NW_vector)) || (Geometry::vec_eq(D, SE_vector))) { icon_grid[ICON_GRID_POS(P, 0, 0)] = EXIT_MAPBIT; icon_grid[ICON_GRID_POS(P, 2, 2)] |= LONGNWSE_MAPBIT; icon_grid[ICON_GRID_POS(P, 4, 4)] = EXIT_MAPBIT; } }
- This code is used in §2.
§2.2. That leaves just three bits left to set: meet, crossdoor and crossdot. The meet bit is used to show that the door on a connection should be plotted symmetrically between the two rooms it connects. This is easy for the directions N, S, E and W:
Apply nuance bits for a rank or file direction2.2 =
if ((from == to) && (from & ADJACENT_MAPBIT) && (from & DOOR2_MAPBIT)) { icon_grid[ICON_GRID_POS(P, from_i1, from_i2)] |= MEET_MAPBIT; icon_grid[ICON_GRID_POS(Q, to_i1, to_i2)] |= MEET_MAPBIT; }
- This code is used in §2.
§2.3. But the case of a diagonal direction is much harder, because we may need to add cornice-pieces. There are four possible diagonal directions (NE, NW, SE and SW), and in each case the origin \(P\) and the neighbour cell \(P+D\) must live in opposite corners of a \(2\times 2\) box of cells. We set \(N\) to the bottom left cell of this box (which might be one of the two cells we were originally looking at, or might be one of the other two).
Apply nuance bits for a diagonal direction2.3 =
vector N = P; if (D.x < 0) N.x--; if (D.y < 0) N.y--; HTMLMap::correct_diagonal(N, TRUE, session); HTMLMap::correct_diagonal(N, FALSE, session);
- This code is used in §2.
§3. So now the vector \(BL\) represents the bottom left cell (i.e., the southwestern corner of the box). We can obtain the other three cells of the \(2\times 2\) box by offsetting to N, E and NE. Two of these cells form the diagonal of the map connection (are "used"), and two are off-diagonal (are "unused").
void HTMLMap::correct_diagonal(vector BL, int SW_to_NE, index_session *session) { int pos_00, corner icon position of lower cell used by the map connection pos_01, corner icon position of lower cell not used by the map connection pos_10, corner icon position of upper cell not used by the map connection pos_11; corner icon position of upper cell used by the map connection if (SW_to_NE) { pos_00 = ICON_GRID_POS(BL, 4, 0); pos_01 = ICON_GRID_POS(Geometry::vec_plus(BL, N_vector), 4, 4); pos_10 = ICON_GRID_POS(Geometry::vec_plus(BL, E_vector), 0, 0); pos_11 = ICON_GRID_POS(Geometry::vec_plus(BL, NE_vector), 0, 4); } else { pos_00 = ICON_GRID_POS(Geometry::vec_plus(BL, E_vector), 0, 0); pos_01 = ICON_GRID_POS(Geometry::vec_plus(BL, NE_vector), 0, 4); pos_10 = ICON_GRID_POS(BL, 4, 0); pos_11 = ICON_GRID_POS(Geometry::vec_plus(BL, N_vector), 4, 4); } Set the relevant bits to support a door, if there is one3.1; Set the relevant bits to put mortice into the notches in a long diagonal3.2; }
§3.1. Set the relevant bits to support a door, if there is one3.1 =
int from = icon_grid[pos_00], to = icon_grid[pos_11]; if (from == to) { if ((from & ADJACENT_MAPBIT) && (from & DOOR2_MAPBIT) && ((from & MEET_MAPBIT) == 0)) { if ((icon_grid[pos_01] == 0) && (icon_grid[pos_10] == 0)) Make a large, athwart door from icons in all four cells3.1.1 else Make a small door from icons in just the two used cells3.1.2; } }
- This code is used in §3.
§3.1.1. If the off-diagonal cells happen to be free, we can use them to draw a nice large door which is exactly halfway between the two rooms it connects, and is perpendicular to the direction of the map connection.
Make a large, athwart door from icons in all four cells3.1.1 =
icon_grid[pos_00] |= MEET_MAPBIT; icon_grid[pos_11] |= MEET_MAPBIT; icon_grid[pos_01] = CROSSDOOR_MAPBIT; icon_grid[pos_10] = CROSSDOOR_MAPBIT;
- This code is used in §3.1.
§3.1.2. But if the off-diagonal cells aren't free, we have no room for that, and must draw a much smaller door on one end or the other (not both) of the connection.
Make a small door from icons in just the two used cells3.1.2 =
icon_grid[pos_00] = DOOR2_MAPBIT; mark the door on the BL half of the exit icon_grid[pos_11] = EXIT_MAPBIT; with no door on the other half of the exit
- This code is used in §3.1.
§3.2. If the off-diagonal cells happen to be free, we can put little single-pixel icons into them to repair the notches which would otherwise show when the map connection stripe (3 pixels wide) passes through a cell corner.
Set the relevant bits to put mortice into the notches in a long diagonal3.2 =
int from = icon_grid[pos_00], to = icon_grid[pos_11]; if ((from == to) && (from & CONNECTIVE_BITMAP) && (icon_grid[pos_01] == 0) && (icon_grid[pos_10] == 0)) { icon_grid[pos_01] = CROSSDOT_MAPBIT; icon_grid[pos_10] = CROSSDOT_MAPBIT; }
- This code is used in §3.
§4. Nested HTML Tables. In 2010 it is considered something of a heresy to be still doing web page layout using nested tables - supposedly, CSS is now strong enough for all our needs - but the map is unusually well suited to a table approach since it consists, in the end, of tessellations of rectangles.
Here's the code we will use to create each HTML table.
int map_tables_begun = 2; void HTMLMap::begin_variable_width_table(OUTPUT_STREAM) { Include some indentation for a new map table4.2; map_tables_begun++; HTML::begin_html_table(OUT, NULL, FALSE, 0, 0, 0, 0, 0); } void HTMLMap::begin_map_table(OUTPUT_STREAM, int width, int height) { Include some indentation for a new map table4.2; map_tables_begun++; HTML::begin_html_table(OUT, NULL, FALSE, 0, 0, 0, height, width); } void HTMLMap::begin_variable_width_table_with_background(OUTPUT_STREAM, char *bg_image) { Include some indentation for a new map table4.2; map_tables_begun++; TEMPORARY_TEXT(img) WRITE_TO(img, "map_icons/%s", bg_image); HTML::begin_html_table_bg(OUT, NULL, FALSE, 0, 0, 0, 0, 0, img); DISCARD_TEXT(img) }
§4.1. Each table, however begun, concludes with:
void HTMLMap::end_map_table(OUTPUT_STREAM) { map_tables_begun--; Include some indentation for a new map table4.2; HTML::end_html_table(OUT); WRITE("\n"); }
§4.2. Include some indentation for a new map table4.2 =
WRITE("\n"); for (int i=0; i<map_tables_begun; i++) WRITE(" ");
§5. Icon images. The icons we use will all be PNGs, and all stored in the map_icons directory. A "tool tip" is the text which appears over the mouse arrow when it hovers for long enough over the icon.
void HTMLMap::plot_map_icon(OUTPUT_STREAM, text_stream *icon_name) { HTML_TAG_WITH("img", "border=0 src=inform:/map_icons/%S.png", icon_name); } void HTMLMap::plot_map_icon_with_tip(OUTPUT_STREAM, text_stream *icon_name, text_stream *tool_tip) { HTML_TAG_WITH("img", "border=0 src=inform:/map_icons/%S.png %S", icon_name, tool_tip); }
§6. Room colours. We give different colours to the first 20 regions defined, then repeat the cycle for the next 20, and so on. (It's unlikely that there are that many regions, but even if there are, regions 20 apart are unlikely to come into contact, since they would be created in source text a long way distant from each other.)
define NO_REGION_COLOURS 20
void HTMLMap::compute_room_colours(index_session *session) { faux_instance_set *faux_set = Indexing::get_set_of_instances(session); inchar32_t *some_map_colours[NO_REGION_COLOURS] = { U"Pale Green", U"Light Blue", U"Plum", U"Light Sea Green", U"Light Slate Blue", U"Navajo White", U"Violet Red", U"Light Cyan", U"Light Coral", U"Light Pink", U"Medium Aquamarine", U"Medium Blue", U"Medium Orchid", U"Medium Purple", U"Medium Sea Green", U"Medium Slate Blue", U"Medium Spring Green", U"Medium Turquoise", U"Medium Violet Red", U"Light Golden Rod Yellow" }; faux_instance *RG; int regc = 0; LOOP_OVER_FAUX_REGIONS(faux_set, RG) if (RG->fimd.colour == NULL) { RG->fimd.colour = Str::new(); WRITE_TO(RG->fimd.colour, "%w", HTML::translate_colour_name( some_map_colours[(regc++) % NO_REGION_COLOURS])); } text_stream *default_room_col = Str::new(); WRITE_TO(default_room_col, "%w", HTML::translate_colour_name(U"Light Grey")); faux_instance *R; LOOP_OVER_FAUX_ROOMS(faux_set, R) if (R->fimd.colour == NULL) { faux_instance *reg = FauxInstances::region_of(R); if (reg) R->fimd.colour = Str::duplicate(reg->fimd.colour); else R->fimd.colour = Str::duplicate(default_room_col); } }
§7. The major map. Note that we check to see if there is more than one room in the world: if there isn't, we don't bother with a full map, but we still calculate as far as the icon grid in order to be sure that the little 1 by 1 map for it (in the details part of the World Index page) will be all right.
void HTMLMap::render_map_as_HTML(OUTPUT_STREAM, index_session *session) { localisation_dictionary *LD = Indexing::get_localisation(session); faux_instance_set *faux_set = Indexing::get_set_of_instances(session); HTMLMap::calculate_map_grid(session); HTMLMap::compute_room_colours(session); if (FauxInstances::no_rooms(session) >= 2) { WRITE("\n\n"); HTML::comment(OUT, I"WORLD WRITE MAP BEGINS"); HTML_OPEN("p"); WRITE("\n"); Draw an HTML map for the whole Universe of rooms7.1; HTML_CLOSE("p"); HTML::comment(OUT, I"WORLD WRITE MAP ENDS"); } }
§7.1. Draw an HTML map for the whole Universe of rooms7.1 =
HTMLMap::begin_variable_width_table(OUT); int z; for (z=session->calc.Universe.corner1.z; z>=session->calc.Universe.corner0.z; z--) { Draw the rubric row which labels this level of the map7.1.1; Draw this level of the map7.1.2; } Draw the baseline rubric row which concludes the map7.1.3; HTMLMap::end_map_table(OUT); Add a paragraph describing how non-standard directions are mapped7.1.4;
- This code is used in §7.
§7.1.1. Draw the rubric row which labels this level of the map7.1.1 =
TEMPORARY_TEXT(level_rubric) HTMLMap::devise_level_rubric(z, level_rubric, session); HTML_OPEN("tr"); HTML_OPEN("td"); int rounding = 0; if (z == session->calc.Universe.corner1.z) rounding = ROUND_BOX_TOP; HTML::open_coloured_box(OUT, I"indexmorebox", rounding); WRITE("<i>%S</i>", level_rubric); HTML::close_coloured_box(OUT, I"indexmorebox", rounding); HTML_CLOSE("td"); HTML_CLOSE("tr"); DISCARD_TEXT(level_rubric)
- This code is used in §7.1.
§7.1.2. Draw this level of the map7.1.2 =
int y_max = -1000000000, y_min = 1000000000; assuming there are fewer than 1 billion rooms faux_instance *R; LOOP_OVER_FAUX_ROOMS(faux_set, R) if (Room_position(R).z == z) { if (Room_position(R).y < y_min) y_min = Room_position(R).y; if (Room_position(R).y > y_max) y_max = Room_position(R).y; } if (y_max < y_min) continue; LOGIF(SPATIAL_MAP, "Level %d has rooms with %d <= y <= %d\n", z, y_min, y_max); HTML_OPEN("tr"); HTML_OPEN("td"); HTMLMap::plot_map_level(OUT, session->calc.Universe.corner0.x, session->calc.Universe.corner1.x, y_min, y_max, z, 1, session); HTML_CLOSE("td"); HTML_CLOSE("tr"); WRITE("\n");
- This code is used in §7.1.
§7.1.3. Draw the baseline rubric row which concludes the map7.1.3 =
HTML_OPEN("tr"); HTML_OPEN("td"); HTML::open_coloured_box(OUT, I"indexmorebox", ROUND_BOX_BOTTOM); HTML::close_coloured_box(OUT, I"indexmorebox", ROUND_BOX_BOTTOM); HTML_CLOSE("td"); HTML_CLOSE("tr");
- This code is used in §7.1.
§7.1.4. Add a paragraph describing how non-standard directions are mapped7.1.4 =
faux_instance *D; int k = 0; LOOP_OVER_FAUX_DIRECTIONS(faux_set, D) { faux_instance *A = SpatialMap::mapped_as_if(D, session); if (A) { k++; if (k == 1) { HTML_OPEN("p"); } else WRITE("; "); Localisation::italic_tt(OUT, LD, I"Index.Elements.Mp.MappingAs", FauxInstances::get_name(D), FauxInstances::get_name(A)); } } if (k > 0) { HTML_CLOSE("p"); }
- This code is used in §7.1.
void HTMLMap::devise_level_rubric(int z, text_stream *level_rubric, index_session *session) { localisation_dictionary *LD = Indexing::get_localisation(session); text_stream *key = I"Index.Elements.Mp.DefaultLevel"; int par = 0; switch(session->calc.Universe.corner1.z - session->calc.Universe.corner0.z) { case 0: break; case 1: if (z == session->calc.Universe.corner0.z) key = I"Index.Elements.Mp.LowerLevel"; if (z == session->calc.Universe.corner1.z) key = I"Index.Elements.Mp.UpperLevel"; break; default: { int z_offset = z - SpatialMap::benchmark_level(session); switch(z_offset) { case 0: key = I"Index.Elements.Mp.StartingLevel"; break; case 1: key = I"Index.Elements.Mp.FirstLevelUp"; break; case -1: key = I"Index.Elements.Mp.FirstLevelDown"; break; case 2: key = I"Index.Elements.Mp.SecondLevelUp"; break; case -2: key = I"Index.Elements.Mp.SecondLevelDown"; break; case 3: key = I"Index.Elements.Mp.ThirdLevelUp"; break; case -3: key = I"Index.Elements.Mp.ThirdLevelDown"; break; default: if (z_offset > 0) { par = z_offset; key = I"Index.Elements.Mp.LevelUp"; } if (z_offset < 0) { par = -z_offset; key = I"Index.Elements.Mp.LevelDown"; } break; } break; } } Localisation::roman_i(level_rubric, LD, key, par); }
§9. Single-room submaps. The following provides the "details" portion of the World index: there are two columns, the first containing a \(1\times 1\) submap of just the room in question, the second containing its indexing details.
This will only work if the main routine above has already been called, so that the grids are calculated, the region colours decided, and so on.
void HTMLMap::render_single_room_as_HTML(OUTPUT_STREAM, faux_instance *R, index_session *session) { WRITE("\n\n"); HTML_OPEN("p"); IndexUtilities::anchor(OUT, R->anchor_text); HTML_TAG_WITH("a", "name=wo_%d", R->allocation_id); HTML::begin_plain_html_table(OUT); HTML::first_html_column(OUT, 0); vector P = Room_position(R); HTMLMap::plot_map_level(OUT, P.x, P.x, P.y, P.y, P.z, 2, session); HTML::next_html_column(OUT, 0); WRITE(" "); HTML::next_html_column(OUT, 0); MapElement::index(OUT, R, 1, FALSE, session); HTML::end_html_row(OUT); HTML::end_html_table(OUT); HTML_CLOSE("p"); }
§10. Plotting a rectangle of the map. Either way, then, we end up calling the following routine, which plots a map of a rectangular X-Y area at a given fixed Z coordinate. The pass is 1 for the main mapping, 2 for single-room-only mapping lower down on the index page.
void HTMLMap::plot_map_level(OUTPUT_STREAM, int x0, int x1, int y0, int y1, int z, int pass, index_session *session) { if (pass == 1) LOGIF(SPATIAL_MAP, "Plot: [%d, %d] x [%d, %d] x {%d}\n", x0, x1, y0, y1, z); int with_numbering = FALSE; if ((pass == 1) && (session->calc.Universe.corner1.z != session->calc.Universe.corner0.z)) with_numbering = TRUE; WRITE("\n\n"); HTMLMap::begin_variable_width_table_with_background(OUT, "grid.png"); int y, just_dislocated = FALSE; for (y=y1; y>=y0; y--) { int x, c = 0; for (x=x0; x<=x1; x++) if (room_grid[ROOM_GRID_POS(Geometry::vec(x, y, z))]) c++; if (c == 0) { if (just_dislocated == FALSE) { just_dislocated = TRUE; Render a row of grid dislocation icons10.2; } continue; } just_dislocated = FALSE; Render a row of map cells10.3; } HTMLMap::end_map_table(OUT); }
§10.1. Cells in the map as drawn are divided into three stripes. The top stripe contains the icons for the NW, N, NE exits, the middle stripe the icon for W, then the central square, then the icon for E, and the bottom stripe the three icons for SW, S, SE exits. We can therefore divide the pixel width of a cell as \(x_o + x_i + x_o\), where \(x_i\) is the width of the central square.
It follows that any icon to be plotted in the four corner positions must be square and have pixel dimensions \(x_o\times x_o\); icons for the E and W exit positions are \(x_o\times x_i\); icons for the N and S positions are \(x_i\times x_o\); and the central square is, of course, \(x_i\times x_i\), though in fact we don't plot an image there.
The grid background must have pixel dimensions \((2x_o+x_i)\times (2x_o+x_i)\).
define MAP_CELL_OUTER_SIZE 13 i.e., \(x_o\) define MAP_CELL_INNER_SIZE 27 i.e., \(x_i\) define MAP_CELL_SIZE (MAP_CELL_OUTER_SIZE + MAP_CELL_INNER_SIZE + MAP_CELL_OUTER_SIZE)
§10.2. This is going to be a height-19 blank row of a table with a different background image to the regular grid background — it's an icon of the grid with breaks in it. So we need to end the existing table, start a new one, end it again, and start another table like the original.
The cells in a dislocation row have the usual width, but a foreshortened height, and they're drawn with a single stripe.
define MAP_DISLOCATION_HEIGHT 19 the reduced height
Render a row of grid dislocation icons10.2 =
HTMLMap::end_map_table(OUT); HTMLMap::begin_variable_width_table_with_background(OUT, "dislocation.png"); HTML_OPEN("tr"); int i, cells = x1-x0+1; if (with_numbering) cells += 2; for (i=0; i<cells; i++) { HTML_OPEN("td"); WRITE("\n"); HTMLMap::begin_map_table(OUT, MAP_CELL_SIZE, MAP_DISLOCATION_HEIGHT); HTML_OPEN("tr"); WRITE("\n"); HTML_OPEN("td"); WRITE("\n"); HTML_CLOSE("td"); HTML_CLOSE("tr"); WRITE("\n"); HTMLMap::end_map_table(OUT); WRITE("\n"); HTML_CLOSE("td"); } HTML_CLOSE("tr"); HTMLMap::end_map_table(OUT); HTMLMap::begin_variable_width_table_with_background(OUT, "grid.png");
- This code is used in §10.
§10.3. Render a row of map cells10.3 =
Render the top stripe of the map row10.3.1; Render the middle stripe of the map row10.3.2; Render the bottom stripe of the map row10.3.3;
- This code is used in §10.
§10.3.1. The top stripe has height \(x_o\).
Render the top stripe of the map row10.3.1 =
HTML_OPEN("tr"); if (with_numbering) Render a top or bottom stripe for a blank cell10.3.1.2; for (x=x0; x<=x1; x++) Render a top stripe for a substantive cell10.3.1.1; if (with_numbering) Render a top or bottom stripe for a blank cell10.3.1.2 HTML_CLOSE("tr");
- This code is used in §10.3.
§10.3.2. The middle stripe has height \(x_i\).
Render the middle stripe of the map row10.3.2 =
HTML_OPEN("tr"); if (with_numbering) Render a middle stripe for a numbering cell10.3.2.2; for (x=x0; x<=x1; x++) Render a middle stripe for a substantive cell10.3.2.1; if (with_numbering) Render a middle stripe for a numbering cell10.3.2.2; HTML_CLOSE("tr");
- This code is used in §10.3.
§10.3.3. The bottom stripe has height \(x_o\).
Render the bottom stripe of the map row10.3.3 =
HTML_OPEN("tr"); if (with_numbering) Render a top or bottom stripe for a blank cell10.3.1.2 for (x=x0; x<=x1; x++) Render a bottom stripe for a substantive cell10.3.3.1; if (with_numbering) Render a top or bottom stripe for a blank cell10.3.1.2 HTML_CLOSE("tr");
- This code is used in §10.3.
§10.3.1.1. Substantive cells. Render a top stripe for a substantive cell10.3.1.1 =
vector P = Geometry::vec(x, y, z); HTML_OPEN("td"); HTMLMap::begin_map_table(OUT, MAP_CELL_SIZE, MAP_CELL_OUTER_SIZE); HTML_OPEN("tr"); HTML_OPEN("td"); HTMLMap::plot_map_cell(OUT, pass, P, 0, 0, 2, session); if (icon_grid[ICON_GRID_POS(P, 0, 0)] & CONNECTIVE_BITMAP) HTMLMap::plot_map_icon(OUT, I"s_dot"); else HTMLMap::plot_map_icon(OUT, I"ns_spacer"); HTMLMap::plot_map_cell(OUT, pass, P, 1, 0, 8, session); HTMLMap::plot_map_cell(OUT, pass, P, 2, 0, 0, session); HTMLMap::plot_map_cell(OUT, pass, P, 3, 0, -1, session); if (icon_grid[ICON_GRID_POS(P, 4, 0)] & CONNECTIVE_BITMAP) HTMLMap::plot_map_icon(OUT, I"s_dot"); else HTMLMap::plot_map_icon(OUT, I"ns_spacer"); HTMLMap::plot_map_cell(OUT, pass, P, 4, 0, 1, session); HTML_CLOSE("td"); HTML_CLOSE("tr"); HTMLMap::end_map_table(OUT); HTML_CLOSE("td");
- This code is used in §10.3.1.
§10.3.2.1. Render a middle stripe for a substantive cell10.3.2.1 =
vector P = Geometry::vec(x, y, z); HTML_OPEN("td"); HTMLMap::begin_map_table(OUT, MAP_CELL_SIZE, MAP_CELL_INNER_SIZE); HTML_OPEN("tr"); HTML_OPEN("td"); HTMLMap::begin_variable_width_table(OUT); HTML_OPEN("tr"); HTML_OPEN("td"); if (icon_grid[ICON_GRID_POS(P, 0, 0)] & CONNECTIVE_BITMAP) HTMLMap::plot_map_icon(OUT, I"e_dot"); else HTMLMap::plot_map_icon(OUT, I"ew_spacer"); HTML_TAG("br"); HTMLMap::plot_map_cell(OUT, pass, P, 0, 1, 11, session); HTML_TAG("br"); HTMLMap::plot_map_cell(OUT, pass, P, 0, 2, 7, session); HTML_TAG("br"); HTMLMap::plot_map_cell(OUT, pass, P, 0, 3, -1, session); HTML_TAG("br"); if (icon_grid[ICON_GRID_POS(P, 0, 4)] & CONNECTIVE_BITMAP) HTMLMap::plot_map_icon(OUT, I"e_dot"); else HTMLMap::plot_map_icon(OUT, I"ew_spacer"); HTML_CLOSE("td"); HTML_CLOSE("tr"); HTMLMap::end_map_table(OUT); HTML_CLOSE("td"); Render the central square for a substantive cell10.3.2.1.1; HTML_OPEN("td"); HTMLMap::begin_map_table(OUT, MAP_CELL_OUTER_SIZE, MAP_CELL_INNER_SIZE); HTML_OPEN("tr"); HTML_OPEN("td"); if (icon_grid[ICON_GRID_POS(P, 4, 0)] & CONNECTIVE_BITMAP) HTMLMap::plot_map_icon(OUT, I"w_dot"); else HTMLMap::plot_map_icon(OUT, I"ew_spacer"); HTML_TAG("br"); HTMLMap::plot_map_cell(OUT, pass, P, 4, 1, -1, session); HTML_TAG("br"); HTMLMap::plot_map_cell(OUT, pass, P, 4, 2, 6, session); HTML_TAG("br"); HTMLMap::plot_map_cell(OUT, pass, P, 4, 3, 10, session); HTML_TAG("br"); if (icon_grid[ICON_GRID_POS(P, 4, 4)] & CONNECTIVE_BITMAP) HTMLMap::plot_map_icon(OUT, I"w_dot"); else HTMLMap::plot_map_icon(OUT, I"ew_spacer"); HTML_CLOSE("td"); HTML_CLOSE("tr"); HTMLMap::end_map_table(OUT); HTML_CLOSE("td"); HTML_CLOSE("tr"); HTMLMap::end_map_table(OUT); HTML_CLOSE("td");
- This code is used in §10.3.2.
§10.3.2.1.1. The centre of a cell might be a room, or it might be an icon showing the continuation of one or more long connections running through this cell. There are 15 possibilities, and their icons are named as the following shows:
Render the central square for a substantive cell10.3.2.1.1 =
HTML_OPEN("td"); int bits = (icon_grid[ICON_GRID_POS(P, 2, 2)]) & LONGS_BITMAP; if (bits == 0) HTMLMap::index_room_square(OUT, room_grid[ROOM_GRID_POS(P)], pass, session); else { TEMPORARY_TEXT(icon_name) WRITE_TO(icon_name, "long"); if (bits & LONGEW_MAPBIT) WRITE_TO(icon_name, "_ew"); if (bits & LONGNS_MAPBIT) WRITE_TO(icon_name, "_ns"); if (bits & LONGSWNE_MAPBIT) WRITE_TO(icon_name, "_swne"); if (bits & LONGNWSE_MAPBIT) WRITE_TO(icon_name, "_nwse"); HTMLMap::plot_map_icon(OUT, icon_name); DISCARD_TEXT(icon_name) } HTML_CLOSE("td");
- This code is used in §10.3.2.1.
§10.3.3.1. Render a bottom stripe for a substantive cell10.3.3.1 =
vector P = Geometry::vec(x, y, z); HTML_OPEN("td"); HTMLMap::begin_map_table(OUT, MAP_CELL_SIZE, MAP_CELL_OUTER_SIZE); HTML_OPEN("tr"); HTML_OPEN("td"); HTMLMap::plot_map_cell(OUT, pass, P, 0, 4, 5, session); if (icon_grid[ICON_GRID_POS(P, 0, 4)] & CONNECTIVE_BITMAP) HTMLMap::plot_map_icon(OUT, I"n_dot"); else HTMLMap::plot_map_icon(OUT, I"ns_spacer"); HTMLMap::plot_map_cell(OUT, pass, P, 1, 4, -1, session); HTMLMap::plot_map_cell(OUT, pass, P, 2, 4, 3, session); HTMLMap::plot_map_cell(OUT, pass, P, 3, 4, 9, session); if (icon_grid[ICON_GRID_POS(P, 4, 4)] & CONNECTIVE_BITMAP) HTMLMap::plot_map_icon(OUT, I"n_dot"); else HTMLMap::plot_map_icon(OUT, I"ns_spacer"); HTMLMap::plot_map_cell(OUT, pass, P, 4, 4, 4, session); HTML_CLOSE("td"); HTML_CLOSE("tr"); HTMLMap::end_map_table(OUT); HTML_CLOSE("td");
- This code is used in §10.3.3.
§10.3.1.2. Numbering cells. If we're displaying a numbering in the map, that means there are two columns — the first and last — which don't contain rooms or exits, but are simply blank except for an italic row number.
Render a top or bottom stripe for a blank cell10.3.1.2 =
HTML_OPEN("td"); HTMLMap::begin_map_table(OUT, MAP_CELL_SIZE, MAP_CELL_OUTER_SIZE); HTML_OPEN("tr"); HTML_OPEN("td"); HTML_CLOSE("td"); HTML_CLOSE("tr"); HTMLMap::end_map_table(OUT); HTML_CLOSE("td");
§10.3.2.2. Note that the row number is with respect to the entire Universe, not to the current rectangle being rendered. The two aren't the same, because the rectangle may be for a level in which we've omitted blank rows at the north and south ends.
Render a middle stripe for a numbering cell10.3.2.2 =
HTML_OPEN("td"); HTMLMap::begin_map_table(OUT, MAP_CELL_SIZE, MAP_CELL_INNER_SIZE); HTML_OPEN("tr"); HTML_OPEN("td"); HTML_OPEN("center"); HTML_OPEN("i"); HTML::begin_span(OUT, I"indexmaplevelnumbers"); WRITE("%d", y-session->calc.Universe.corner0.y+1); HTML::end_span(OUT); HTML_CLOSE("i"); HTML_CLOSE("center"); HTML_CLOSE("td"); HTML_CLOSE("tr"); HTMLMap::end_map_table(OUT); HTML_CLOSE("td");
- This code is used in §10.3.2 (twice).
§11. Plotting the eight exterior icons. That leaves just the low-level routines to handle the nine individual pieces of the cell. First, the eight cells around the outside:
void HTMLMap::plot_map_cell(OUTPUT_STREAM, int pass, vector P, int i1, int i2, int faux_exit, index_session *session) { localisation_dictionary *LD = Indexing::get_localisation(session); faux_instance_set *faux_set = Indexing::get_set_of_instances(session); int bitmap = icon_grid[ICON_GRID_POS(P, i1, i2)]; if (pass == 2) bitmap &= CONNECTIVE_BITMAP; if (bitmap == 0) This map cell is empty11.1 else There's something in this map cell11.2; }
§11.1. This map cell is empty11.1 =
if ((i1 == 1) || (i1 == 3)) HTMLMap::plot_map_icon(OUT, I"blank_ns"); else { if ((i2 == 1) || (i2 == 3)) HTMLMap::plot_map_icon(OUT, I"blank_ew"); else HTMLMap::plot_map_icon(OUT, I"blank_square"); }
- This code is used in §11.
§11.2. There's something in this map cell11.2 =
int exit = exit_grid[ICON_GRID_POS(P, i1, i2)]; TEMPORARY_TEXT(icon_name) TEMPORARY_TEXT(tool_tip) Compose the icon name for this exit11.2.1; Compose a tool tip for this exit icon11.2.2; if (Str::len(tool_tip) > 0) HTMLMap::plot_map_icon_with_tip(OUT, icon_name, tool_tip); else HTMLMap::plot_map_icon(OUT, icon_name); DISCARD_TEXT(icon_name) DISCARD_TEXT(tool_tip)
- This code is used in §11.
§11.2.1. Compose the icon name for this exit11.2.1 =
char *clue = SpatialMap::find_icon_label(exit, session); if (clue == NULL) clue = SpatialMap::find_icon_label(faux_exit, session); if (clue == NULL) clue = ""; should never happen char *addendum = ""; if (bitmap & DOOR2_MAPBIT) { addendum = "_door"; if (bitmap & MEET_MAPBIT) addendum = "_door_meet"; } if (bitmap & DOOR1_MAPBIT) addendum = "_door_blocked"; if (bitmap & CROSSDOOR_MAPBIT) addendum = "_corner_door"; if (bitmap & CROSSDOT_MAPBIT) addendum = "_dot"; if ((addendum[0] == 0) && (bitmap & FADING_MAPBIT)) addendum = "_fading"; WRITE_TO(icon_name, "%s_arrow%s", clue, addendum);
- This code is used in §11.2.
§11.2.2. Compose a tool tip for this exit icon11.2.2 =
faux_instance *D = NULL; faux_instance *I3 = SpatialMap::room_exit(room_grid[ROOM_GRID_POS(P)], exit, &D); if ((I3) || (D)) { WRITE_TO(tool_tip, "title=\""); TEMPORARY_TEXT(direction_name) TEMPORARY_TEXT(door_name) TEMPORARY_TEXT(destination_name) faux_instance *I; LOOP_OVER_FAUX_INSTANCES(faux_set, I) if (I->direction_index == exit) { FauxInstances::write_name(direction_name, I); break; } if (D) FauxInstances::write_name(door_name, D); if (I3) FauxInstances::write_name(destination_name, I3); if (D) { if (I3) Localisation::write_ttt(tool_tip, LD, I"Index.Elements.Mp.ExitThroughTooltip", direction_name, door_name, destination_name); else Localisation::roman_tt(tool_tip, LD, I"Index.Elements.Mp.ExitBlockedTooltip", direction_name, door_name); } else { if (I3) Localisation::roman_tt(tool_tip, LD, I"Index.Elements.Mp.ExitTooltip", direction_name, destination_name); } WRITE_TO(tool_tip, "\""); DISCARD_TEXT(direction_name) DISCARD_TEXT(door_name) DISCARD_TEXT(destination_name) }
- This code is used in §11.2.
§12. Plotting the single central square. The following routine renders the square icons for the rooms themselves, which are bordered and coloured single-cell tables.
define ROOM_BORDER_SIZE 1 define B_ROOM_BORDER_SIZE 2
void HTMLMap::index_room_square(OUTPUT_STREAM, faux_instance *I, int pass, index_session *session) { if (I) { int b = ROOM_BORDER_SIZE; if ((I == FauxInstances::benchmark(session)) && (pass == 1)) b = B_ROOM_BORDER_SIZE; HTML_OPEN_WITH("table", "border=\"%d\" cellpadding=\"0\" cellspacing=\"0\" " "class=\"indexmaproom\" width=\"%d\" height=\"%d\" title=\"%S\"", b, MAP_CELL_INNER_SIZE, MAP_CELL_INNER_SIZE, FauxInstances::get_name(I)); HTML_OPEN("tr"); HTML_OPEN_WITH("td", "valign=\"middle\" align=\"center\" bgcolor=\"#%S\"", I->fimd.colour); Enter the text colour12.2; Write the text of the abbreviated name of the room12.1; Exit the text colour12.3; HTML_CLOSE("td"); HTML_CLOSE("tr"); HTML_CLOSE("table"); WRITE("\n"); } }
§12.1. Write the text of the abbreviated name of the room12.1 =
if (pass == 1) { HTML_OPEN_WITH("a", "href=#wo_%d style=\"text-decoration: none\"", I->allocation_id); Enter the text colour12.2; } if ((pass == 1) && (I == FauxInstances::benchmark(session))) HTML_OPEN("b"); TEMPORARY_TEXT(abbrev) WRITE_TO(abbrev, "%S", I->abbrev); LOOP_THROUGH_TEXT(pos, abbrev) HTML::put(OUT, Str::get(pos)); if ((pass == 1) && (I == FauxInstances::benchmark(session))) HTML_CLOSE("b"); if (pass == 1) { Exit the text colour12.3; HTML_CLOSE("a"); } DISCARD_TEXT(abbrev)
- This code is used in §12.
§12.2. Enter the text colour12.2 =
if (Str::len(I->fimd.text_colour) > 0) HTML::begin_colour(OUT, I->fimd.text_colour); else HTML::begin_span(OUT, I"indexblack");
§12.3. Exit the text colour12.3 =
if (Str::len(I->fimd.text_colour) > 0) HTML::end_colour(OUT); else HTML::end_span(OUT);
§13. The colour chip. The first of two extras, which aren't strictly speaking part of the HTML map. This is the chip shown on the "details" box for a room in the World Index.
void HTMLMap::colour_chip(OUTPUT_STREAM, faux_instance *I, faux_instance *Reg, int at) { HTML_OPEN_WITH("table", "border=\"%d\" cellpadding=\"0\" cellspacing=\"0\" " "bordercolor=\"indexmaproom\" height=\"%d\"", ROOM_BORDER_SIZE, MAP_CELL_INNER_SIZE); HTML_OPEN("tr"); HTML_OPEN_WITH("td", "valign=\"middle\" align=\"center\" bgcolor=\"#%S\"", Reg->fimd.colour); WRITE(" "); FauxInstances::write_name(OUT, Reg); WRITE(" region"); if (at > 0) IndexUtilities::link(OUT, at); WRITE(" "); HTML_CLOSE("td"); HTML_CLOSE("tr"); HTML_CLOSE("table"); WRITE("\n"); }
§14. The regions key. The part of the World Index showing which rooms belong to which regions. Note that nothing is shown if all of the rooms are outside of regions.
void HTMLMap::add_region_key(OUTPUT_STREAM, index_session *session) { faux_instance_set *faux_set = Indexing::get_set_of_instances(session); faux_instance *reg; int count = 0; LOOP_OVER_FAUX_REGIONS(faux_set, reg) count += HTMLMap::add_key_for(OUT, reg, session); if (count > 0) count += HTMLMap::add_key_for(OUT, NULL, session); if (count > 0) HTML_TAG("hr"); } int HTMLMap::add_key_for(OUTPUT_STREAM, faux_instance *reg, index_session *session) { faux_instance_set *faux_set = Indexing::get_set_of_instances(session); int count = 0; faux_instance *R; LOOP_OVER_FAUX_ROOMS(faux_set, R) { if (FauxInstances::region_of(R) == reg) { if (count++ == 0) { Start the region key table for this region14.1; } else { WRITE(", "); } WRITE("%S", FauxInstances::get_name(R)); } } if (count > 0) End the region key table for this region14.2; return count; }
§14.1. Start the region key table for this region14.1 =
HTML_OPEN("p"); HTML::begin_plain_html_table(OUT); HTML_OPEN("tr"); WRITE("\n"); HTML_OPEN_WITH("td", "width=\"40\" valign=\"middle\" align=\"left\""); HTMLMap::index_room_square(OUT, R, 1, session); HTML_CLOSE("td"); WRITE("\n"); HTML_OPEN_WITH("td", "valign=\"middle\" align=\"left\""); WRITE("<b>"); if (reg) WRITE("%S", FauxInstances::get_name(reg)); else WRITE("<i>Not in any region</i>"); WRITE("</b>: ");
- This code is used in §14.
§14.2. End the region key table for this region14.2 =
HTML::end_html_row(OUT); HTML::end_html_table(OUT); HTML_CLOSE("p");
- This code is used in §14.