Source:NetHack 3.6.0/include/display.h

From NetHackWiki
(Redirected from Display.h)
Jump to: navigation, search

Below is the full text to display.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/display.h#line123]], for example.

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.  /* NetHack 3.6	display.h	$NHDT-Date: 1447729027 2015/11/17 02:57:07 $  $NHDT-Branch: master $:$NHDT-Revision: 1.26 $ */
  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.  #ifndef MONDATA_H
  13.  #include "mondata.h" /* for mindless() */
  14.  #endif
  15.  
  16.  /*
  17.   * vobj_at()
  18.   *
  19.   * Returns the head of the list of objects that the player can see
  20.   * at location (x,y).
  21.   */
  22.  #define vobj_at(x, y) (level.objects[x][y])
  23.  
  24.  /*
  25.   * sensemon()
  26.   *
  27.   * Returns true if the hero can sense the given monster.  This includes
  28.   * monsters that are hiding or mimicing other monsters.
  29.   */
  30.  #define tp_sensemon(mon) \
  31.      (/* The hero can always sense a monster IF:        */  \
  32.       /* 1. the monster has a brain to sense            */  \
  33.       (!mindless(mon->data))                                \
  34.       /* AND     2a. hero is blind and telepathic       */  \
  35.        && ((Blind && Blind_telepat)                         \
  36.            /* OR 2b. hero is using a telepathy inducing */  \
  37.            /*        object and in range                */  \
  38.            || (Unblind_telepat                              \
  39.                && (distu(mon->mx, mon->my) <= (BOLT_LIM * BOLT_LIM)))))
  40.  
  41.  #define sensemon(mon) \
  42.      (tp_sensemon(mon) || Detect_monsters || MATCH_WARN_OF_MON(mon))
  43.  
  44.  /*
  45.   * mon_warning() is used to warn of any dangerous monsters in your
  46.   * vicinity, and a glyph representing the warning level is displayed.
  47.   */
  48.  
  49.  #define mon_warning(mon)                                                 \
  50.      (Warning && !(mon)->mpeaceful && (distu((mon)->mx, (mon)->my) < 100) \
  51.       && (((int) ((mon)->m_lev / 4)) >= context.warnlevel))
  52.  
  53.  /*
  54.   * mon_visible()
  55.   *
  56.   * Returns true if the hero can see the monster.  It is assumed that the
  57.   * hero can physically see the location of the monster.  The function
  58.   * vobj_at() returns a pointer to an object that the hero can see there.
  59.   * Infravision is not taken into account.
  60.   */
  61.  #define mon_visible(mon) \
  62.      (/* The hero can see the monster IF the monster                     */ \
  63.       (!mon->minvis || See_invisible)  /*     1. is not invisible        */ \
  64.       && !mon->mundetected             /* AND 2. not an undetected hider */ \
  65.       && !(mon->mburied || u.uburied)) /* AND 3. neither you nor it is buried */
  66.  
  67.  /*
  68.   * see_with_infrared()
  69.   *
  70.   * This function is true if the player can see a monster using infravision.
  71.   * The caller must check for invisibility (invisible monsters are also
  72.   * invisible to infravision), because this is usually called from within
  73.   * canseemon() or canspotmon() which already check that.
  74.   */
  75.  #define see_with_infrared(mon)                        \
  76.      (!Blind && Infravision && mon && infravisible(mon->data) \
  77.       && couldsee(mon->mx, mon->my))
  78.  
  79.  /*
  80.   * canseemon()
  81.   *
  82.   * This is the globally used canseemon().  It is not called within the display
  83.   * routines.  Like mon_visible(), but it checks to see if the hero sees the
  84.   * location instead of assuming it.  (And also considers worms.)
  85.   */
  86.  #define canseemon(mon)                                                    \
  87.      ((mon->wormno ? worm_known(mon)                                       \
  88.                    : (cansee(mon->mx, mon->my) || see_with_infrared(mon))) \
  89.       && mon_visible(mon))
  90.  
  91.  /*
  92.   * canspotmon(mon)
  93.   *
  94.   * This function checks whether you can either see a monster or sense it by
  95.   * telepathy, and is what you usually call for monsters about which nothing is
  96.   * known.
  97.   */
  98.  #define canspotmon(mon) (canseemon(mon) || sensemon(mon))
  99.  
  100.  /* knowninvisible(mon)
  101.   * This one checks to see if you know a monster is both there and invisible.
  102.   * 1) If you can see the monster and have see invisible, it is assumed the
  103.   * monster is transparent, but visible in some manner.  (Earlier versions of
  104.   * Nethack were really inconsistent on this.)
  105.   * 2) If you can't see the monster, but can see its location and you have
  106.   * telepathy that works when you can see, you can tell that there is a
  107.   * creature in an apparently empty spot.
  108.   * Infravision is not relevant; we assume that invisible monsters are also
  109.   * invisible to infravision.
  110.   */
  111.  #define knowninvisible(mon)                                               \
  112.      (mtmp->minvis                                                         \
  113.       && ((cansee(mon->mx, mon->my) && (See_invisible || Detect_monsters)) \
  114.           || (!Blind && (HTelepat & ~INTRINSIC)                            \
  115.               && distu(mon->mx, mon->my) <= (BOLT_LIM * BOLT_LIM))))
  116.  
  117.  /*
  118.   * is_safepet(mon)
  119.   *
  120.   * A special case check used in attack() and domove().  Placing the
  121.   * definition here is convenient.
  122.   */
  123.  #define is_safepet(mon)                                                   \
  124.      (mon && mon->mtame && canspotmon(mon) && flags.safe_dog && !Confusion \
  125.       && !Hallucination && !Stunned)
  126.  
  127.  /*
  128.   * canseeself()
  129.   * senseself()
  130.   * canspotself()
  131.   *
  132.   * This returns true if the hero can see her/himself.
  133.   *
  134.   * Sensing yourself by touch is treated as seeing yourself, even if
  135.   * unable to see.  So when blind, being invisible won't affect your
  136.   * self-perception, and when swallowed, the enclosing monster touches.
  137.   */
  138.  #define canseeself() (Blind || u.uswallow || (!Invisible && !u.uundetected))
  139.  #define senseself() (Unblind_telepat || Detect_monsters)
  140.  #define canspotself() (canseeself() || senseself())
  141.  
  142.  /*
  143.   * random_monster()
  144.   * random_object()
  145.   * random_trap()
  146.   *
  147.   * Respectively return a random monster, object, or trap number.
  148.   */
  149.  #define random_monster() rn2(NUMMONS)
  150.  #define random_object() rn1(NUM_OBJECTS - 1, 1)
  151.  #define random_trap() rn1(TRAPNUM - 1, 1)
  152.  
  153.  /*
  154.   * what_obj()
  155.   * what_mon()
  156.   * what_trap()
  157.   *
  158.   * If hallucinating, choose a random object/monster, otherwise, use the one
  159.   * given.
  160.   */
  161.  #define what_obj(obj) (Hallucination ? random_object() : obj)
  162.  #define what_mon(mon) (Hallucination ? random_monster() : mon)
  163.  #define what_trap(trp) (Hallucination ? random_trap() : trp)
  164.  
  165.  /*
  166.   * covers_objects()
  167.   * covers_traps()
  168.   *
  169.   * These routines are true if what is really at the given location will
  170.   * "cover" any objects or traps that might be there.
  171.   */
  172.  #define covers_objects(xx, yy) \
  173.      ((is_pool(xx, yy) && !Underwater) || (levl[xx][yy].typ == LAVAPOOL))
  174.  
  175.  #define covers_traps(xx, yy) covers_objects(xx, yy)
  176.  
  177.  /*
  178.   * tmp_at() control calls.
  179.   */
  180.  #define DISP_BEAM    (-1) /* Keep all glyphs showing & clean up at end. */
  181.  #define DISP_ALL     (-2) /* Like beam, but still displayed if not visible. */
  182.  #define DISP_FLASH   (-3) /* Clean up each glyph before displaying new one. */
  183.  #define DISP_ALWAYS  (-4) /* Like flash, but still displayed if not visible. */
  184.  #define DISP_CHANGE  (-5) /* Change glyph. */
  185.  #define DISP_END     (-6) /* Clean up. */
  186.  #define DISP_FREEMEM (-7) /* Free all memory during exit only. */
  187.  
  188.  /* Total number of cmap indices in the shield_static[] array. */
  189.  #define SHIELD_COUNT 21
  190.  
  191.  /*
  192.   * display_self()
  193.   *
  194.   * Display the hero.  It is assumed that all checks necessary to determine
  195.   * _if_ the hero can be seen have already been done.
  196.   */
  197.  #define maybe_display_usteed(otherwise_self)                             \
  198.      ((u.usteed && mon_visible(u.usteed)) ? ridden_mon_to_glyph(u.usteed) \
  199.                                           : (otherwise_self))
  200.  
  201.  #define display_self() \
  202.      show_glyph(u.ux, u.uy,                                                  \
  203.             maybe_display_usteed((youmonst.m_ap_type == M_AP_NOTHING)        \
  204.                                  ? hero_glyph                                \
  205.                                  : (youmonst.m_ap_type == M_AP_FURNITURE)    \
  206.                                    ? cmap_to_glyph(youmonst.mappearance)     \
  207.                                    : (youmonst.m_ap_type == M_AP_OBJECT)     \
  208.                                      ? objnum_to_glyph(youmonst.mappearance) \
  209.                                      /* else M_AP_MONSTER */                 \
  210.                                      : monnum_to_glyph(youmonst.mappearance)))
  211.  
  212.  /*
  213.   * A glyph is an abstraction that represents a _unique_ monster, object,
  214.   * dungeon part, or effect.  The uniqueness is important.  For example,
  215.   * It is not enough to have four (one for each "direction") zap beam glyphs,
  216.   * we need a set of four for each beam type.  Why go to so much trouble?
  217.   * Because it is possible that any given window dependent display driver
  218.   * [print_glyph()] can produce something different for each type of glyph.
  219.   * That is, a beam of cold and a beam of fire would not only be different
  220.   * colors, but would also be represented by different symbols.
  221.   *
  222.   * Glyphs are grouped for easy accessibility:
  223.   *
  224.   * monster      Represents all the wild (not tame) monsters.  Count: NUMMONS.
  225.   *
  226.   * pet          Represents all of the tame monsters.  Count: NUMMONS
  227.   *
  228.   * invisible    Invisible monster placeholder.  Count: 1
  229.   *
  230.   * detect       Represents all detected monsters.  Count: NUMMONS
  231.   *
  232.   * corpse       One for each monster.  Count: NUMMONS
  233.   *
  234.   * ridden       Represents all monsters being ridden.  Count: NUMMONS
  235.   *
  236.   * object       One for each object.  Count: NUM_OBJECTS
  237.   *
  238.   * cmap         One for each entry in the character map.  The character map
  239.   *              is the dungeon features and other miscellaneous things.
  240.   *              Count: MAXPCHARS
  241.   *
  242.   * explosions   A set of nine for each of the following seven explosion types:
  243.   *                   dark, noxious, muddy, wet, magical, fiery, frosty.
  244.   *              The nine positions represent those surrounding the hero.
  245.   *              Count: MAXEXPCHARS * EXPL_MAX (EXPL_MAX is defined in hack.h)
  246.   *
  247.   * zap beam     A set of four (there are four directions) for each beam type.
  248.   *              The beam type is shifted over 2 positions and the direction
  249.   *              is stored in the lower 2 bits.  Count: NUM_ZAP << 2
  250.   *
  251.   * swallow      A set of eight for each monster.  The eight positions rep-
  252.   *              resent those surrounding the hero.  The monster number is
  253.   *              shifted over 3 positions and the swallow position is stored
  254.   *              in the lower three bits.  Count: NUMMONS << 3
  255.   *
  256.   * warning      A set of six representing the different warning levels.
  257.   *
  258.   * The following are offsets used to convert to and from a glyph.
  259.   */
  260.  #define NUM_ZAP 8 /* number of zap beam types */
  261.  
  262.  #define GLYPH_MON_OFF     0
  263.  #define GLYPH_PET_OFF     (NUMMONS + GLYPH_MON_OFF)
  264.  #define GLYPH_INVIS_OFF   (NUMMONS + GLYPH_PET_OFF)
  265.  #define GLYPH_DETECT_OFF  (1 + GLYPH_INVIS_OFF)
  266.  #define GLYPH_BODY_OFF    (NUMMONS + GLYPH_DETECT_OFF)
  267.  #define GLYPH_RIDDEN_OFF  (NUMMONS + GLYPH_BODY_OFF)
  268.  #define GLYPH_OBJ_OFF     (NUMMONS + GLYPH_RIDDEN_OFF)
  269.  #define GLYPH_CMAP_OFF    (NUM_OBJECTS + GLYPH_OBJ_OFF)
  270.  #define GLYPH_EXPLODE_OFF ((MAXPCHARS - MAXEXPCHARS) + GLYPH_CMAP_OFF)
  271.  #define GLYPH_ZAP_OFF     ((MAXEXPCHARS * EXPL_MAX) + GLYPH_EXPLODE_OFF)
  272.  #define GLYPH_SWALLOW_OFF ((NUM_ZAP << 2) + GLYPH_ZAP_OFF)
  273.  #define GLYPH_WARNING_OFF ((NUMMONS << 3) + GLYPH_SWALLOW_OFF)
  274.  #define GLYPH_STATUE_OFF  (WARNCOUNT + GLYPH_WARNING_OFF)
  275.  #define MAX_GLYPH         (NUMMONS + GLYPH_STATUE_OFF)
  276.  
  277.  #define NO_GLYPH          MAX_GLYPH
  278.  #define GLYPH_INVISIBLE   GLYPH_INVIS_OFF
  279.  
  280.  #define warning_to_glyph(mwarnlev) ((mwarnlev) + GLYPH_WARNING_OFF)
  281.  #define mon_to_glyph(mon) \
  282.      ((int) what_mon(monsndx((mon)->data)) + GLYPH_MON_OFF)
  283.  #define detected_mon_to_glyph(mon) \
  284.      ((int) what_mon(monsndx((mon)->data)) + GLYPH_DETECT_OFF)
  285.  #define ridden_mon_to_glyph(mon) \
  286.      ((int) what_mon(monsndx((mon)->data)) + GLYPH_RIDDEN_OFF)
  287.  #define pet_to_glyph(mon) \
  288.      ((int) what_mon(monsndx((mon)->data)) + GLYPH_PET_OFF)
  289.  
  290.  /* This has the unfortunate side effect of needing a global variable    */
  291.  /* to store a result. 'otg_temp' is defined and declared in decl.{ch}.  */
  292.  #define random_obj_to_glyph()                \
  293.      ((otg_temp = random_object()) == CORPSE  \
  294.           ? random_monster() + GLYPH_BODY_OFF \
  295.           : otg_temp + GLYPH_OBJ_OFF)
  296.  
  297.  #define obj_to_glyph(obj) \
  298.      (((obj)->otyp == STATUE)                                            \
  299.           ? statue_to_glyph(obj)                                         \
  300.           : Hallucination                                                \
  301.                 ? random_obj_to_glyph()                                  \
  302.                 : ((obj)->otyp == CORPSE)                                \
  303.                       ? (int) (obj)->corpsenm + GLYPH_BODY_OFF           \
  304.                       : (int) (obj)->otyp + GLYPH_OBJ_OFF)
  305.  
  306.  /* MRKR: Statues now have glyphs corresponding to the monster they    */
  307.  /*       represent and look like monsters when you are hallucinating. */
  308.  
  309.  #define statue_to_glyph(obj)                          \
  310.      (Hallucination ? random_monster() + GLYPH_MON_OFF \
  311.                     : (int) (obj)->corpsenm + GLYPH_STATUE_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.  
  317.  #define trap_to_glyph(trap) \
  318.      cmap_to_glyph(trap_to_defsym(what_trap((trap)->ttyp)))
  319.  
  320.  /* Not affected by hallucination.  Gives a generic body for CORPSE */
  321.  /* MRKR: ...and the generic statue */
  322.  #define objnum_to_glyph(onum) ((int) (onum) + GLYPH_OBJ_OFF)
  323.  #define monnum_to_glyph(mnum) ((int) (mnum) + GLYPH_MON_OFF)
  324.  #define detected_monnum_to_glyph(mnum) ((int) (mnum) + GLYPH_DETECT_OFF)
  325.  #define ridden_monnum_to_glyph(mnum) ((int) (mnum) + GLYPH_RIDDEN_OFF)
  326.  #define petnum_to_glyph(mnum) ((int) (mnum) + GLYPH_PET_OFF)
  327.  
  328.  /* The hero's glyph when seen as a monster.
  329.   */
  330.  #define hero_glyph                                                    \
  331.      monnum_to_glyph((Upolyd || !flags.showrace)                       \
  332.                          ? u.umonnum                                   \
  333.                          : (flags.female && urace.femalenum != NON_PM) \
  334.                                ? urace.femalenum                       \
  335.                                : urace.malenum)
  336.  
  337.  /*
  338.   * Change the given glyph into it's given type.  Note:
  339.   *      1) Pets, detected, and ridden monsters are animals and are converted
  340.   *         to the proper monster number.
  341.   *      2) Bodies are all mapped into the generic CORPSE object
  342.   *      3) If handed a glyph out of range for the type, these functions
  343.   *         will return NO_GLYPH (see exception below)
  344.   *      4) glyph_to_swallow() does not return a showsyms[] index, but an
  345.   *         offset from the first swallow symbol.  If handed something
  346.   *         out of range, it will return zero (for lack of anything better
  347.   *         to return).
  348.   */
  349.  #define glyph_to_mon(glyph) \
  350.      (glyph_is_normal_monster(glyph)                             \
  351.           ? ((glyph) - GLYPH_MON_OFF)                            \
  352.           : glyph_is_pet(glyph)                                  \
  353.                 ? ((glyph) - GLYPH_PET_OFF)                      \
  354.                 : glyph_is_detected_monster(glyph)               \
  355.                       ? ((glyph) - GLYPH_DETECT_OFF)             \
  356.                       : glyph_is_ridden_monster(glyph)           \
  357.                             ? ((glyph) - GLYPH_RIDDEN_OFF)       \
  358.                             : glyph_is_statue(glyph)             \
  359.                                   ? ((glyph) - GLYPH_STATUE_OFF) \
  360.                                   : NO_GLYPH)
  361.  #define glyph_to_obj(glyph) \
  362.      (glyph_is_body(glyph)                        \
  363.           ? CORPSE                                \
  364.           : glyph_is_statue(glyph)                \
  365.                 ? STATUE                          \
  366.                 : glyph_is_normal_object(glyph)   \
  367.                       ? ((glyph) - GLYPH_OBJ_OFF) \
  368.                       : NO_GLYPH)
  369.  #define glyph_to_trap(glyph) \
  370.      (glyph_is_trap(glyph) ? ((int) defsym_to_trap((glyph) - GLYPH_CMAP_OFF)) \
  371.                            : NO_GLYPH)
  372.  #define glyph_to_cmap(glyph) \
  373.      (glyph_is_cmap(glyph) ? ((glyph) - GLYPH_CMAP_OFF) : NO_GLYPH)
  374.  #define glyph_to_swallow(glyph) \
  375.      (glyph_is_swallow(glyph) ? (((glyph) - GLYPH_SWALLOW_OFF) & 0x7) : 0)
  376.  #define glyph_to_warning(glyph) \
  377.      (glyph_is_warning(glyph) ? ((glyph) - GLYPH_WARNING_OFF) : NO_GLYPH);
  378.  
  379.  /*
  380.   * Return true if the given glyph is what we want.  Note that bodies are
  381.   * considered objects.
  382.   */
  383.  #define glyph_is_monster(glyph)                            \
  384.      (glyph_is_normal_monster(glyph) || glyph_is_pet(glyph) \
  385.       || glyph_is_ridden_monster(glyph) || glyph_is_detected_monster(glyph))
  386.  #define glyph_is_normal_monster(glyph) \
  387.      ((glyph) >= GLYPH_MON_OFF && (glyph) < (GLYPH_MON_OFF + NUMMONS))
  388.  #define glyph_is_pet(glyph) \
  389.      ((glyph) >= GLYPH_PET_OFF && (glyph) < (GLYPH_PET_OFF + NUMMONS))
  390.  #define glyph_is_body(glyph) \
  391.      ((glyph) >= GLYPH_BODY_OFF && (glyph) < (GLYPH_BODY_OFF + NUMMONS))
  392.  
  393.  #define glyph_is_statue(glyph) \
  394.      ((glyph) >= GLYPH_STATUE_OFF && (glyph) < (GLYPH_STATUE_OFF + NUMMONS))
  395.  
  396.  #define glyph_is_ridden_monster(glyph) \
  397.      ((glyph) >= GLYPH_RIDDEN_OFF && (glyph) < (GLYPH_RIDDEN_OFF + NUMMONS))
  398.  #define glyph_is_detected_monster(glyph) \
  399.      ((glyph) >= GLYPH_DETECT_OFF && (glyph) < (GLYPH_DETECT_OFF + NUMMONS))
  400.  #define glyph_is_invisible(glyph) ((glyph) == GLYPH_INVISIBLE)
  401.  #define glyph_is_normal_object(glyph) \
  402.      ((glyph) >= GLYPH_OBJ_OFF && (glyph) < (GLYPH_OBJ_OFF + NUM_OBJECTS))
  403.  #define glyph_is_object(glyph)                               \
  404.      (glyph_is_normal_object(glyph) || glyph_is_statue(glyph) \
  405.       || glyph_is_body(glyph))
  406.  #define glyph_is_trap(glyph)                         \
  407.      ((glyph) >= (GLYPH_CMAP_OFF + trap_to_defsym(1)) \
  408.       && (glyph) < (GLYPH_CMAP_OFF + trap_to_defsym(1) + TRAPNUM))
  409.  #define glyph_is_cmap(glyph) \
  410.      ((glyph) >= GLYPH_CMAP_OFF && (glyph) < (GLYPH_CMAP_OFF + MAXPCHARS))
  411.  #define glyph_is_swallow(glyph)   \
  412.      ((glyph) >= GLYPH_SWALLOW_OFF \
  413.       && (glyph) < (GLYPH_SWALLOW_OFF + (NUMMONS << 3)))
  414.  #define glyph_is_warning(glyph)   \
  415.      ((glyph) >= GLYPH_WARNING_OFF \
  416.       && (glyph) < (GLYPH_WARNING_OFF + WARNCOUNT))
  417.  
  418.  #endif /* DISPLAY_H */