Source:SLASH'EM 0.0.7E7F2/display.h
Jump to navigation
Jump to search
Below is the full text to display.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[Source:SLASH'EM 0.0.7E7F2/display.h#line123]], for example.
Source code for vanilla NetHack is at Source code.
The NetHack General Public License applies to screenshots, source code and other content from NetHack.
This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates.
1. /* SCCS Id: @(#)display.h 3.4 1999/11/30 */ 2. /* Copyright (c) Dean Luick, with acknowledgements to Kevin Darcy */ 3. /* and Dave Cohrs, 1990. */ 4. /* NetHack may be freely redistributed. See license for details. */ 5. 6. #ifndef DISPLAY_H 7. #define DISPLAY_H 8. 9. #ifndef VISION_H 10. #include "vision.h" 11. #endif 12. 13. #ifndef MONDATA_H 14. #include "mondata.h" /* for mindless() */ 15. #endif 16. 17. #ifndef INVISIBLE_OBJECTS 18. #define vobj_at(x,y) (level.objects[x][y]) 19. #endif 20. 21. /* 22. * sensemon() 23. * 24. * Returns true if the hero can sense the given monster. This includes 25. * monsters that are hiding or mimicing other monsters. 26. */ 27. #define tp_sensemon(mon) ( /* The hero can always sense a monster IF: */\ 28. (!mindless((mon)->data)) && /* 1. the monster has a brain to sense AND */\ 29. ((Blind && Blind_telepat) || /* 2a. hero is blind and telepathic OR */\ 30. /* 2b. hero is using a telepathy inducing */\ 31. /* object and in range */\ 32. (Unblind_telepat && \ 33. (distu((mon)->mx, (mon)->my) <= (BOLT_LIM * BOLT_LIM)))) \ 34. ) 35. 36. #define sensemon(mon) (tp_sensemon(mon) || Detect_monsters || MATCH_WARN_OF_MON(mon)) 37. 38. /* 39. * mon_warning() is used to warn of any dangerous monsters in your 40. * vicinity, and a glyph representing the warning level is displayed. 41. */ 42. 43. #define mon_warning(mon) (Warning && !(mon)->mpeaceful && \ 44. (distu((mon)->mx, (mon)->my) < 100) && \ 45. (((int) ((mon)->m_lev / 4)) >= flags.warnlevel)) 46. 47. /* 48. * mon_visible() 49. * 50. * Returns true if the hero can see the monster. It is assumed that the 51. * Infravision is not taken into account. 52. * hero can physically see the location of the monster. The function 53. * vobj_at() returns a pointer to an object that the hero can see there. 54. * Infravision is not taken into account. 55. */ 56. #define mon_visible(mon) ( /* The hero can see the monster */\ 57. /* IF the monster */\ 58. (!((mon)->minvis) || See_invisible) && /* 1. is not invisible AND */\ 59. (!((mon)->mundetected)) && /* 2. not an undetected hider */\ 60. (!((mon)->mburied || u.uburied)) /* 3. neither you or it is buried */\ 61. ) 62. 63. /* 64. * see_with_infrared() 65. * 66. * This function is true if the player can see a monster using infravision. 67. * The caller must check for invisibility (invisible monsters are also 68. * invisible to infravision), because this is usually called from within 69. * canseemon() or canspotmon() which already check that. 70. */ 71. #define see_with_infrared(mon) (!Blind && Infravision && infravisible(mon->data) && couldsee(mon->mx, mon->my)) 72. 73. /* 74. * see_with_infrared() 75. * 76. * This function is true if the player can see a monster using infravision. 77. * The caller must check for invisibility (invisible monsters are also 78. * invisible to infravision), because this is usually called from within 79. * canseemon() or canspotmon() which already check that. 80. */ 81. #define see_with_infrared(mon) (!Blind && Infravision && infravisible(mon->data) && couldsee(mon->mx, mon->my)) 82. 83. 84. /* 85. * canseemon() 86. * 87. * This is the globally used canseemon(). It is not called within the display 88. * routines. Like mon_visible(), but it checks to see if the hero sees the 89. * location instead of assuming it. (And also considers worms.) 90. */ 91. #define canseemon(mon) (((mon)->wormno ? worm_known(mon) : \ 92. (cansee(mon->mx, mon->my) || see_with_infrared(mon))) \ 93. && mon_visible(mon)) 94. 95. 96. /* 97. * canspotmon(mon) 98. * 99. * This function checks whether you can either see a monster or sense it by 100. * telepathy, and is what you usually call for monsters about which nothing is 101. * known. 102. */ 103. #define canspotmon(mon) \ 104. (canseemon(mon) || sensemon(mon)) 105. 106. /* knowninvisible(mon) 107. * This one checks to see if you know a monster is both there and invisible. 108. * 1) If you can see the monster and have see invisible, it is assumed the 109. * monster is transparent, but visible in some manner. (Earlier versions of 110. * Nethack were really inconsistent on this.) 111. * 2) If you can't see the monster, but can see its location and you have 112. * telepathy that works when you can see, you can tell that there is a 113. * creature in an apparently empty spot. 114. * Infravision is not relevant; we assume that invisible monsters are also 115. * invisible to infravision. 116. */ 117. #define knowninvisible(mon) \ 118. (mon->minvis && \ 119. ((cansee(mon->mx, mon->my) && (See_invisible || Detect_monsters)) || \ 120. (!Blind && (HTelepat & ~INTRINSIC) && \ 121. distu(mon->mx, mon->my) <= (BOLT_LIM * BOLT_LIM) \ 122. ) \ 123. ) \ 124. ) 125. 126. 127. /* 128. * is_safepet(mon) 129. * 130. * A special case check used in attack() and domove(). Placing the 131. * definition here is convenient. 132. */ 133. #define is_safepet(mon) \ 134. ((mon) && (mon)->mtame && canspotmon(mon) && flags.safe_dog \ 135. && !Confusion && !Hallucination && !Stunned) 136. 137. 138. /* 139. * canseeself() 140. * senseself() 141. * 142. * This returns true if the hero can see her/himself. 143. * 144. * The u.uswallow check assumes that you can see yourself even if you are 145. * invisible. If not, then we don't need the check. 146. */ 147. #define canseeself() (Blind || u.uswallow || (!Invisible && !u.uundetected)) 148. #define senseself() (canseeself() || Unblind_telepat || Detect_monsters) 149. 150. /* 151. * random_monster() 152. * random_object() 153. * random_trap() 154. * 155. * Respectively return a random monster, object, or trap number. 156. */ 157. #define random_monster() rn2(NUMMONS) 158. #define random_object() rn1(NUM_OBJECTS-1,1) 159. #define random_trap() rn1(TRAPNUM-1,1) 160. 161. 162. /* 163. * what_obj() 164. * what_mon() 165. * what_trap() 166. * 167. * If hallucinating, choose a random object/monster, otherwise, use the one 168. * given. 169. */ 170. #define what_obj(obj) (Hallucination ? random_object() : obj) 171. #define what_mon(mon) (Hallucination ? random_monster() : mon) 172. #define what_trap(trp) (Hallucination ? random_trap() : trp) 173. 174. /* 175. * covers_objects() 176. * covers_traps() 177. * 178. * These routines are true if what is really at the given location will 179. * "cover" any objects or traps that might be there. 180. */ 181. #define covers_objects(xx,yy) \ 182. ((is_pool(xx,yy) && !Underwater) || (levl[xx][yy].typ == LAVAPOOL)) 183. 184. #define covers_traps(xx,yy) covers_objects(xx,yy) 185. 186. 187. /* 188. * tmp_at() control calls. 189. */ 190. 191. #define DISP_BEAM (-1) /* Keep all glyphs showing & clean up at end. */ 192. #define DISP_BEAM_ALWAYS (-2) /* Like beam, but still displayed if not visible. */ 193. #define DISP_FLASH (-3) /* Clean up each glyph before displaying new one. */ 194. #define DISP_ALWAYS (-4) /* Like flash, but still displayed if not visible. */ 195. #define DISP_CHANGE (-5) /* Change glyph. */ 196. #define DISP_END (-6) /* Clean up. */ 197. #define DISP_FREEMEM (-7) /* Free all memory during exit only. */ 198. 199. 200. /* Total number of cmap indices in the sheild_static[] array. */ 201. #define SHIELD_COUNT 21 202. 203. /* 204. * display_self() 205. * 206. * Display the hero. It is assumed that all checks necessary to determine 207. * _if_ the hero can be seen have already been done. 208. */ 209. #ifdef STEED 210. #define maybe_display_usteed (u.usteed && mon_visible(u.usteed)) ? \ 211. ridden_mon_to_glyph(u.usteed) : 212. #else 213. #define maybe_display_usteed /* empty */ 214. #endif 215. 216. #define display_self() \ 217. show_glyph(u.ux, u.uy, \ 218. maybe_display_usteed /* else */ \ 219. youmonst.m_ap_type == M_AP_NOTHING ? \ 220. hero_glyph : \ 221. youmonst.m_ap_type == M_AP_FURNITURE ? \ 222. cmap_to_glyph(youmonst.mappearance) : \ 223. youmonst.m_ap_type == M_AP_OBJECT ? \ 224. objnum_to_glyph(youmonst.mappearance) : \ 225. /* else M_AP_MONSTER */ monnum_to_glyph(youmonst.mappearance)) 226. 227. 228. /* 229. * A glyph is an abstraction that represents a _unique_ monster, object, 230. * dungeon part, or effect. The uniqueness is important. For example, 231. * It is not enough to have four (one for each "direction") zap beam glyphs, 232. * we need a set of four for each beam type. Why go to so much trouble? 233. * Because it is possible that any given window dependent display driver 234. * [print_glyph()] can produce something different for each type of glyph. 235. * That is, a beam of cold and a beam of fire would not only be different 236. * colors, but would also be represented by different symbols. 237. * 238. * Glyphs are grouped for easy accessibility: 239. * 240. * monster Represents all the wild (not tame) monsters. Count: NUMMONS. 241. * 242. * pet Represents all of the tame monsters. Count: NUMMONS 243. * 244. * invisible Invisible monster placeholder. Count: 1 245. * 246. * detect Represents all detected monsters. Count: NUMMONS 247. * 248. * corpse One for each monster. Count: NUMMONS 249. * 250. * ridden Represents all monsters being ridden. Count: NUMMONS 251. * 252. * object One for each object. Count: NUM_OBJECTS 253. * 254. * cmap One for each entry in the character map. The character map 255. * is the dungeon features and other miscellaneous things. 256. * Count: MAXPCHARS 257. * 258. * explosions A set of nine for each of the following seven explosion types: 259. * dark, noxious, muddy, wet, magical, fiery, frosty. 260. * The nine positions represent those surrounding the hero. 261. * Count: MAXEXPCHARS * EXPL_MAX (EXPL_MAX is defined in hack.h) 262. * 263. * zap beam A set of four (there are four directions) for each beam type. 264. * The beam type is shifted over 2 positions and the direction 265. * is stored in the lower 2 bits. Count: NUM_ZAP << 2 266. * 267. * swallow A set of eight for each monster. The eight positions rep- 268. * resent those surrounding the hero. The monster number is 269. * shifted over 3 positions and the swallow position is stored 270. * in the lower three bits. Count: NUMMONS << 3 271. * 272. * warning A set of six representing the different warning levels. 273. * 274. * The following are offsets used to convert to and from a glyph. 275. */ 276. #define NUM_ZAP 8 /* number of zap beam types */ 277. 278. #define GLYPH_MON_OFF 0 279. #define GLYPH_PET_OFF (NUMMONS + GLYPH_MON_OFF) 280. #define GLYPH_INVIS_OFF (NUMMONS + GLYPH_PET_OFF) 281. #define GLYPH_DETECT_OFF (1 + GLYPH_INVIS_OFF) 282. #define GLYPH_BODY_OFF (NUMMONS + GLYPH_DETECT_OFF) 283. #define GLYPH_RIDDEN_OFF (NUMMONS + GLYPH_BODY_OFF) 284. #define GLYPH_OBJ_OFF (NUMMONS + GLYPH_RIDDEN_OFF) 285. #define GLYPH_CMAP_OFF (NUM_OBJECTS + GLYPH_OBJ_OFF) 286. #define GLYPH_EXPLODE_OFF ((MAXPCHARS - MAXEXPCHARS) + GLYPH_CMAP_OFF) 287. #define GLYPH_ZAP_OFF ((MAXEXPCHARS * EXPL_MAX) + GLYPH_EXPLODE_OFF) 288. #define GLYPH_SWALLOW_OFF ((NUM_ZAP << 2) + GLYPH_ZAP_OFF) 289. #define GLYPH_WARNING_OFF ((NUMMONS << 3) + GLYPH_SWALLOW_OFF) 290. #define MAX_GLYPH (WARNCOUNT + GLYPH_WARNING_OFF) 291. 292. #define NO_GLYPH MAX_GLYPH 293. 294. #define GLYPH_INVISIBLE GLYPH_INVIS_OFF 295. 296. #define warning_to_glyph(mwarnlev) ((mwarnlev)+GLYPH_WARNING_OFF) 297. #define mon_to_glyph(mon) ((int) what_mon(monsndx((mon)->data))+GLYPH_MON_OFF) 298. #define detected_mon_to_glyph(mon) ((int) what_mon(monsndx((mon)->data))+GLYPH_DETECT_OFF) 299. #define ridden_mon_to_glyph(mon) ((int) what_mon(monsndx((mon)->data))+GLYPH_RIDDEN_OFF) 300. #define pet_to_glyph(mon) ((int) what_mon(monsndx((mon)->data))+GLYPH_PET_OFF) 301. 302. /* This has the unfortunate side effect of needing a global variable */ 303. /* to store a result. 'otg_temp' is defined and declared in decl.{ch}. */ 304. #define obj_to_glyph(obj) \ 305. (Hallucination ? \ 306. ((otg_temp = random_object()) == CORPSE ? \ 307. random_monster() + GLYPH_BODY_OFF : \ 308. otg_temp + GLYPH_OBJ_OFF) : \ 309. ((obj)->otyp == CORPSE ? \ 310. (int) (obj)->corpsenm + GLYPH_BODY_OFF : \ 311. (int) (obj)->otyp + GLYPH_OBJ_OFF)) 312. 313. #define cmap_to_glyph(cmap_idx) ((int) (cmap_idx) + GLYPH_CMAP_OFF) 314. #define explosion_to_glyph(expltype,idx) \ 315. ((((expltype) * MAXEXPCHARS) + ((idx) - S_explode1)) + GLYPH_EXPLODE_OFF) 316. #define trap_to_cmap(trap) trap_to_defsym(what_trap((trap)->ttyp)) 317. #define trap_to_glyph(trap) cmap_to_glyph(trap_to_cmap(trap)) 318. 319. /* Not affected by hallucination. Gives a generic body for CORPSE */ 320. #define objnum_to_glyph(onum) ((int) (onum) + GLYPH_OBJ_OFF) 321. #define monnum_to_glyph(mnum) ((int) (mnum) + GLYPH_MON_OFF) 322. #define detected_monnum_to_glyph(mnum) ((int) (mnum) + GLYPH_DETECT_OFF) 323. #define ridden_monnum_to_glyph(mnum) ((int) (mnum) + GLYPH_RIDDEN_OFF) 324. #define petnum_to_glyph(mnum) ((int) (mnum) + GLYPH_PET_OFF) 325. #define body_to_glyph(mnum) ((int) (mnum) + GLYPH_BODY_OFF) 326. 327. /* The hero's glyph when seen as a monster. 328. */ 329. #define hero_glyph \ 330. monnum_to_glyph((Upolyd || !iflags.showrace) ? u.umonnum : \ 331. (flags.female && urace.femalenum != NON_PM) ? urace.femalenum : \ 332. urace.malenum) 333. 334. 335. /* 336. * Change the given glyph into it's given type. Note: 337. * 1) Pets, detected, and ridden monsters are animals and are converted 338. * to the proper monster number. 339. * 2) Bodies are all mapped into the generic CORPSE object 340. * 3) If handed a glyph out of range for the type, these functions 341. * will return NO_GLYPH (see exception below) 342. * 4) glyph_to_swallow() does not return a showsyms[] index, but an 343. * offset from the first swallow symbol. If handed something 344. * out of range, it will return zero (for lack of anything better 345. * to return). 346. */ 347. #define glyph_to_mon(glyph) \ 348. (glyph_is_normal_monster(glyph) ? ((glyph)-GLYPH_MON_OFF) : \ 349. glyph_is_pet(glyph) ? ((glyph)-GLYPH_PET_OFF) : \ 350. glyph_is_detected_monster(glyph) ? ((glyph)-GLYPH_DETECT_OFF) : \ 351. glyph_is_ridden_monster(glyph) ? ((glyph)-GLYPH_RIDDEN_OFF) : \ 352. NO_GLYPH) 353. #define glyph_to_body(glyph) \ 354. (glyph_is_body(glyph) ? ((glyph) - GLYPH_BODY_OFF) : \ 355. NO_GLYPH) 356. #define glyph_to_obj(glyph) \ 357. (glyph_is_body(glyph) ? CORPSE : \ 358. glyph_is_normal_object(glyph) ? ((glyph)-GLYPH_OBJ_OFF) : \ 359. NO_GLYPH) 360. #define glyph_to_trap(glyph) \ 361. (glyph_is_trap(glyph) ? \ 362. ((int) defsym_to_trap((glyph) - GLYPH_CMAP_OFF)) : \ 363. NO_GLYPH) 364. #define glyph_to_cmap(glyph) \ 365. (glyph_is_cmap(glyph) ? ((glyph) - GLYPH_CMAP_OFF) : \ 366. NO_GLYPH) 367. #define glyph_to_swallow(glyph) \ 368. (glyph_is_swallow(glyph) ? (((glyph) - GLYPH_SWALLOW_OFF) & 0x7) : \ 369. 0) 370. #define glyph_to_warning(glyph) \ 371. (glyph_is_warning(glyph) ? ((glyph) - GLYPH_WARNING_OFF) : \ 372. NO_GLYPH); 373. 374. /* 375. * Return true if the given glyph is what we want. Note that bodies are 376. * considered objects. 377. */ 378. #define glyph_is_monster(glyph) \ 379. (glyph_is_normal_monster(glyph) \ 380. || glyph_is_pet(glyph) \ 381. || glyph_is_ridden_monster(glyph) \ 382. || glyph_is_detected_monster(glyph)) 383. #define glyph_is_normal_monster(glyph) \ 384. ((glyph) >= GLYPH_MON_OFF && (glyph) < (GLYPH_MON_OFF+NUMMONS)) 385. #define glyph_is_pet(glyph) \ 386. ((glyph) >= GLYPH_PET_OFF && (glyph) < (GLYPH_PET_OFF+NUMMONS)) 387. #define glyph_is_body(glyph) \ 388. ((glyph) >= GLYPH_BODY_OFF && (glyph) < (GLYPH_BODY_OFF+NUMMONS)) 389. #define glyph_is_ridden_monster(glyph) \ 390. ((glyph) >= GLYPH_RIDDEN_OFF && (glyph) < (GLYPH_RIDDEN_OFF+NUMMONS)) 391. #define glyph_is_detected_monster(glyph) \ 392. ((glyph) >= GLYPH_DETECT_OFF && (glyph) < (GLYPH_DETECT_OFF+NUMMONS)) 393. #define glyph_is_invisible(glyph) ((glyph) == GLYPH_INVISIBLE) 394. #define glyph_is_normal_object(glyph) \ 395. ((glyph) >= GLYPH_OBJ_OFF && (glyph) < (GLYPH_OBJ_OFF+NUM_OBJECTS)) 396. #define glyph_is_object(glyph) \ 397. (glyph_is_normal_object(glyph) \ 398. || glyph_is_body(glyph)) 399. #define glyph_is_trap(glyph) \ 400. ((glyph) >= (GLYPH_CMAP_OFF+trap_to_defsym(1)) && \ 401. (glyph) < (GLYPH_CMAP_OFF+trap_to_defsym(1)+TRAPNUM)) 402. #define glyph_is_cmap(glyph) \ 403. ((glyph) >= GLYPH_CMAP_OFF && (glyph) < (GLYPH_CMAP_OFF+MAXPCHARS)) 404. #define glyph_is_explosion(glyph) \ 405. ((glyph) >= GLYPH_EXPLODE_OFF && \ 406. (glyph) < (GLYPH_EXPLODE_OFF + MAXEXPCHARS * EXPL_MAX)) 407. #define glyph_is_zap_beam(glyph) \ 408. ((glyph) >= GLYPH_ZAP_OFF && (glyph) < (GLYPH_ZAP_OFF + (NUM_ZAP << 2))) 409. #define glyph_is_swallow(glyph) \ 410. ((glyph) >= GLYPH_SWALLOW_OFF && (glyph) < (GLYPH_SWALLOW_OFF+(NUMMONS << 3))) 411. #define glyph_is_warning(glyph) \ 412. ((glyph) >= GLYPH_WARNING_OFF && (glyph) < (GLYPH_WARNING_OFF + WARNCOUNT)) 413. 414. #ifdef DISPLAY_LAYERS 415. #define memory_is_invisible(x,y) (levl[x][y].mem_invis) 416. #define remembered_object(x,y) \ 417. (levl[x][y].mem_corpse ? CORPSE : \ 418. levl[x][y].mem_obj ? levl[x][y].mem_obj - 1 : NO_GLYPH) 419. #else 420. #define memory_is_invisible(x,y) glyph_is_invisible(levl[x][y].glyph) 421. #define remembered_object(x,y) glyph_to_obj(levl[x][y].glyph) 422. #endif 423. #endif /* DISPLAY_H */