Source:NetHack 3.2.0/display.h

Below is the full text to display.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/display.h#line123 ]], for example.

Warning! This is the source code from an old release. For the latest release, see Source code

1.   /*	SCCS Id: @(#)display.h	3.2	95/04/23	*/ 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 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 && Telepat) ||	/* 2a. hero is blind and telepathic OR     */\ 30.  				/* 2b. hero is using a telepathy inducing  */\ 31.  				/*	 object and in range		    */\ 32.        ((HTelepat & ~INTRINSIC) &&					      \  33.   	(distu(mon->mx, mon->my) <= (BOLT_LIM * BOLT_LIM))))		      \  34.   ) 35.   36.    37.   /*  38.    * mon_visible 39.   *  40.    * Returns true if the hero can see the monster. It is assumed that the 41.   * hero can physically see the location of the monster. The function 42.   * vobj_at returns a pointer to an object that the hero can see there. 43.   */  44.   #define mon_visible(mon) (		/* The hero can see the monster	    */\  45.   					/* IF the monster		    */\  46.       (!mon->minvis || See_invisible) &&	/* 1. is not invisible AND	    */\  47.       (!mon->mundetected)	&&		/* 2. not an undetected hider	    */\  48.       (!(mon->mburied || u.uburied))	/* 3. neither you or it is buried   */\  49.   ) 50.   51.    52.   /*  53.    * canseemon 54.   *  55.    * This is the globally used canseemon. It is not called within the display 56.   * routines. Like mon_visible, but it checks to see if the hero sees the 57.   * location instead of assuming it. (And also considers worms.) 58.   */  59.   #define canseemon(mon) ((mon->wormno ? worm_known(mon) : \ 60.  	cansee(mon->mx, mon->my)) && mon_visible(mon)) 61.   62.    63.   /*  64.    * canspotmon(mon) 65.   *  66.    * This function checks whether you can either see a monster or sense it by  67. * telepathy, and is what you usually call for monsters about which nothing is 68. * known. 69.   */  70.   #define canspotmon(mon)	\ 71.  	(canseemon(mon) || sensemon(mon)) 72.   73.   /*  74.    * is_safepet(mon) 75.   *  76.    * A special case check used in attack and domove. Placing the 77.   * definition here is convenient. 78.   */  79.   #define is_safepet(mon)	\ 80.  	(mon && mon->mtame && canspotmon(mon) && flags.safe_dog \  81.   		&& !Confusion && !Hallucination && !Stunned) 82.   83.    84.   /*  85.    * canseeself 86.   *  87.    * This returns true if the hero can see her/himself. 88.   *  89.    * The u.uswallow check assumes that you can see yourself even if you are 90.   * invisible. If not, then we don't need the check. 91.   */  92.   #define canseeself	(Blind || u.uswallow || (!Invisible && !u.uundetected)) 93.   94.    95.   /*  96.    * random_monster 97.   * random_object 98.   *  99.    * Respectively return a random monster or object number. 100.  */  101.  #define random_monster rn2(NUMMONS) 102. #define random_object  (rn2(NUM_OBJECTS-1) + 1) 103.  104.   105.  /*  106.   * what_obj 107.  * what_mon 108.  *  109.   * If hallucinating, choose a random object/monster, otherwise, use the one 110.  * given. 111.  */  112.  #define what_obj(obj)	(Hallucination ? random_object  : obj) 113. #define what_mon(mon)	(Hallucination ? random_monster : mon) 114.  115.   116.  /*  117.   * covers_objects 118.  * covers_traps 119.  *  120.   * These routines are true if what is really at the given location will 121.  * "cover" any objects or traps that might be there. 122.  */  123.  #define covers_objects(xx,yy)						      \ 124.     ((is_pool(xx,yy) && !Underwater) || (levl[xx][yy].typ == LAVAPOOL)) 125.  126.  #define covers_traps(xx,yy)	covers_objects(xx,yy) 127.  128.   129.  /*  130.   * tmp_at control calls. 131.  */  132.  #define DISP_BEAM   (-1)  /* Keep all glyphs showing & clean up at end. */ 133.  #define DISP_FLASH  (-2)  /* Clean up each glyph before displaying new one. */ 134.  #define DISP_ALWAYS (-3)  /* Like flash, but still displayed if not visible. */ 135.  #define DISP_CHANGE (-4)  /* Change glyph. */ 136.  #define DISP_END    (-5)  /* Clean up. */ 137.   138.   139.  /* Total number of cmap indices in the sheild_static[] array. */ 140.  #define SHIELD_COUNT 21 141.  142.   143.  /*  144.   *  display_self 145.  *  146.   *  Display the hero. This has degenerated down to this. Perhaps there is 147. * more needed here, but I can't think of any cases. 148.  */  149.  #define display_self						\ 150.     show_glyph(u.ux, u.uy,					\  151.  	u.usym == 0 ? objnum_to_glyph(GOLD_PIECE) :		\  152.  	monnum_to_glyph((Upolyd ? u.umonnum : u.umonster))) 153.  154.   155.  /*  156.   * A glyph is an abstraction that represents a _unique_ monster, object, 157.  * dungeon part, or effect. The uniqueness is important. For example, 158.  * It is not enough to have four (one for each "direction") zap beam glyphs, 159.  * we need a set of four for each beam type. Why go to so much trouble? 160.  * Because it is possible that any given window dependent display driver 161.  * [print_glyph] can produce something different for each type of glyph. 162.  * That is, a beam of cold and a beam of fire would not only be different 163.  * colors, but would also be represented by different symbols. 164.  *  165.   * Glyphs are grouped for easy accessibility: 166.  *  167.   * monster	Represents all the wild (not tame) monsters. Count: NUMMONS. 168.  *  169.   * pet		Represents all of the tame monsters. Count: NUMMONS 170.  *  171.   * corpse	One for each monster. Count: NUMMONS 172.  *  173.   * object	One for each object. Count: NUM_OBJECTS 174.  *  175.   * cmap		One for each entry in the character map. The character map 176.  *		is the dungeon features and other miscellaneous things. 177.  *		Count: MAXPCHARS 178.  *  179.   * zap beam	A set of four (there are four directions) for each beam type. 180.  *		The beam type is shifted over 2 positions and the direction 181.  *		is stored in the lower 2 bits. Count: NUM_ZAP << 2 182.  *  183.   * swallow	A set of eight for each monster. The eight positions rep- 184.  *		resent those surrounding the hero. The monster number is 185. *		shifted over 3 positions and the swallow position is stored 186.  *		in the lower three bits. Count: NUMMONS << 3 187.  *  188.   * The following are offsets used to convert to and from a glyph. 189.  */  190.  #define NUM_ZAP	8	/* number of zap beam types */ 191.  192.  #define GLYPH_MON_OFF	  0 193. #define GLYPH_PET_OFF	  (NUMMONS        + GLYPH_MON_OFF) 194. #define GLYPH_BODY_OFF	  (NUMMONS        + GLYPH_PET_OFF) 195. #define GLYPH_OBJ_OFF	  (NUMMONS        + GLYPH_BODY_OFF) 196. #define GLYPH_CMAP_OFF	  (NUM_OBJECTS	  + GLYPH_OBJ_OFF) 197. #define GLYPH_ZAP_OFF	  (MAXPCHARS      + GLYPH_CMAP_OFF) 198. #define GLYPH_SWALLOW_OFF ((NUM_ZAP << 2) + GLYPH_ZAP_OFF) 199.  200.  #define MAX_GLYPH	  ((NUMMONS << 3) + GLYPH_SWALLOW_OFF) 201. #define NO_GLYPH MAX_GLYPH 202.  203.   204.  #define mon_to_glyph(mon) ((int) what_mon(monsndx((mon)->data))+GLYPH_MON_OFF) 205. #define pet_to_glyph(mon) ((int) what_mon(monsndx((mon)->data))+GLYPH_PET_OFF) 206.  207.  /* This has the unfortunate side effect of needing a global variable	*/ 208. /* to store a result. 'otg_temp' is defined and declared in decl.{ch}. */ 209.  #define obj_to_glyph(obj)						      \ 210.     (Hallucination ?							      \  211.  	((otg_temp = random_object) == CORPSE ? \ 212.  	    random_monster + GLYPH_BODY_OFF :				      \ 213. 	    otg_temp + GLYPH_OBJ_OFF)	:				      \  214.  	((obj)->otyp == CORPSE ? \ 215.  	    (int) (obj)->corpsenm + GLYPH_BODY_OFF :			      \ 216. 	    (int) (obj)->otyp + GLYPH_OBJ_OFF)) 217.  218.  #define cmap_to_glyph(cmap_idx)	((int) (cmap_idx)   + GLYPH_CMAP_OFF) 219. #define trap_to_glyph(trap) cmap_to_glyph(trap_to_defsym((trap)->ttyp)) 220.  221.  /* Not affected by hallucination. Gives a generic body for CORPSE */ 222. #define objnum_to_glyph(onum)	((int) (onum) + GLYPH_OBJ_OFF) 223. #define monnum_to_glyph(mnum)	((int) (mnum) + GLYPH_MON_OFF) 224. #define petnum_to_glyph(mnum)	((int) (mnum) + GLYPH_PET_OFF) 225.  226.   227.  /*  228.   * Change the given glyph into it's given type. Note: 229.  *	1) Pets are animals and are converted to the proper monster number.  230.   *	2) Bodies are all mapped into the generic CORPSE object 231.  *	3) glyph_to_swallow does not return a showsyms[] index, but an  232.   *	   offset from the first swallow symbol.  233.   *	4) These functions assume that the glyph type has already been 234.  *	   determined. That is, you have checked it with a glyph_is_XXXX 235.  *	   call. 236.  */  237.  #define glyph_to_mon(glyph)	((int) ((glyph) < GLYPH_PET_OFF ? \ 238.  				glyph - GLYPH_MON_OFF : glyph - GLYPH_PET_OFF)) 239. #define glyph_to_obj(glyph)	((int) ((glyph) < GLYPH_OBJ_OFF ? \ 240.  				CORPSE : (glyph) - GLYPH_OBJ_OFF)) 241. #define glyph_to_trap(glyph)	((int) defsym_to_trap((glyph) - GLYPH_CMAP_OFF)) 242. #define glyph_to_cmap(glyph)	((int) (glyph) - GLYPH_CMAP_OFF) 243. #define glyph_to_swallow(glyph) (((glyph) - GLYPH_SWALLOW_OFF) & 0x7) 244.  245.  /*  246.   * Return true if the given glyph is what we want. Note that bodies are 247.  * considered objects. 248.  */  249.  #define glyph_is_monster(glyph)						      \ 250.     ((glyph) >= GLYPH_MON_OFF && (glyph) < GLYPH_BODY_OFF) 251. #define glyph_is_pet(glyph)						      \ 252.     ((glyph) >= GLYPH_PET_OFF && (glyph) < GLYPH_BODY_OFF) 253. #define glyph_is_object(glyph)						      \ 254.     ((glyph) >= GLYPH_BODY_OFF && (glyph) < GLYPH_CMAP_OFF) 255. #define glyph_is_trap(glyph)						      \ 256.     ((glyph) >= (GLYPH_CMAP_OFF+trap_to_defsym(1)) &&			      \  257.       (glyph) <  (GLYPH_CMAP_OFF+trap_to_defsym(1)+TRAPNUM)) 258. #define glyph_is_cmap(glyph)						      \ 259.     ((glyph) >= GLYPH_CMAP_OFF && (glyph) < GLYPH_ZAP_OFF) 260. #define glyph_is_swallow(glyph) \ 261.     ((glyph) >= GLYPH_SWALLOW_OFF && (glyph) < MAX_GLYPH) 262.  263.  #endif /* DISPLAY_H */