Source:Display.h

Below is the full text to include/display.h from NetHack 3.4.3. To link to a particular line, write [[display.h#line123 ]], for example. 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.   * hero can physically see the location of the monster. The function 52.   * vobj_at returns a pointer to an object that the hero can see there. 53.   * Infravision is not taken into account. 54.   */  55.   #define mon_visible(mon) (		/* The hero can see the monster     */\  56.   					/* IF the monster		    */\  57.       (!mon->minvis || See_invisible) &&	/* 1. is not invisible AND	    */\  58.       (!mon->mundetected) &&		/* 2. not an undetected hider	    */\  59.       (!(mon->mburied || u.uburied))	/* 3. neither you or it is buried   */\  60.   ) 61.   62.   /*  63.    * see_with_infrared 64.   *  65.    * This function is true if the player can see a monster using infravision. 66.   * The caller must check for invisibility (invisible monsters are also  67.    * invisible to infravision), because this is usually called from within 68.   * canseemon or canspotmon which already check that. 69.   */  70.   #define see_with_infrared(mon) (!Blind && Infravision && infravisible(mon->data) && couldsee(mon->mx, mon->my)) 71.   72.    73.   /*  74.    * canseemon 75.   *  76.    * This is the globally used canseemon. It is not called within the display 77.   * routines. Like mon_visible, but it checks to see if the hero sees the 78.   * location instead of assuming it. (And also considers worms.) 79.   */  80.   #define canseemon(mon) ((mon->wormno ? worm_known(mon) : \ 81.  	    (cansee(mon->mx, mon->my) || see_with_infrared(mon))) \  82.   	&& mon_visible(mon)) 83.   84.    85.   /*  86.    * canspotmon(mon) 87.   *  88.    * This function checks whether you can either see a monster or sense it by  89. * telepathy, and is what you usually call for monsters about which nothing is 90. * known. 91.   */  92.   #define canspotmon(mon) \ 93.  	(canseemon(mon) || sensemon(mon)) 94.   95.   /* knowninvisible(mon) 96.   * This one checks to see if you know a monster is both there and invisible. 97.   * 1) If you can see the monster and have see invisible, it is assumed the  98.    * monster is transparent, but visible in some manner.	(Earlier versions of  99. * Nethack were really inconsistent on this.) 100.   * 2) If you can't see the monster, but can see its location and you have 101.  * telepathy that works when you can see, you can tell that there is a  102. * creature in an apparently empty spot. 103.  * Infravision is not relevant; we assume that invisible monsters are also 104.  * invisible to infravision. 105.  */  106.  #define knowninvisible(mon) \ 107. 	(mtmp->minvis && \  108.  	    ((cansee(mon->mx, mon->my) && (See_invisible || Detect_monsters)) || \ 109. 		(!Blind && (HTelepat & ~INTRINSIC) && \  110.  		    distu(mon->mx, mon->my) <= (BOLT_LIM * BOLT_LIM) \  111.  		) \ 112. 	    ) \  113.  	)  114.   115.  /*  116.   * is_safepet(mon) 117.  *  118.   * A special case check used in attack and domove. Placing the 119.  * definition here is convenient. 120.  */  121.  #define is_safepet(mon) \ 122. 	(mon && mon->mtame && canspotmon(mon) && flags.safe_dog \  123.  		&& !Confusion && !Hallucination && !Stunned) 124.  125.   126.  /*  127.   * canseeself 128.  * senseself 129.  *  130.   * This returns true if the hero can see her/himself. 131.  *  132.   * The u.uswallow check assumes that you can see yourself even if you are 133.  * invisible. If not, then we don't need the check. 134.  */  135.  #define canseeself	(Blind || u.uswallow || (!Invisible && !u.uundetected)) 136. #define senseself	(canseeself || Unblind_telepat || Detect_monsters) 137.  138.  /*  139.   * random_monster 140.  * random_object 141.  * random_trap 142.  *  143.   * Respectively return a random monster, object, or trap number. 144.  */  145.  #define random_monster rn2(NUMMONS) 146. #define random_object  rn1(NUM_OBJECTS-1,1) 147. #define random_trap	 rn1(TRAPNUM-1,1) 148.  149.  /*  150.   * what_obj 151.  * what_mon 152.  * what_trap 153.  *  154.   * If hallucinating, choose a random object/monster, otherwise, use the one 155.  * given. 156.  */  157.  #define what_obj(obj)	(Hallucination ? random_object  : obj) 158. #define what_mon(mon)	(Hallucination ? random_monster : mon) 159. #define what_trap(trp)	(Hallucination ? random_trap	  : trp) 160.  161.  /*  162.   * covers_objects 163.  * covers_traps 164.  *  165.   * These routines are true if what is really at the given location will 166.  * "cover" any objects or traps that might be there. 167.  */  168.  #define covers_objects(xx,yy)						      \ 169.     ((is_pool(xx,yy) && !Underwater) || (levl[xx][yy].typ == LAVAPOOL)) 170.  171.  #define covers_traps(xx,yy)	covers_objects(xx,yy) 172.  173.   174.  /*  175.   * tmp_at control calls. 176.  */  177.  #define DISP_BEAM    (-1)  /* Keep all glyphs showing & clean up at end. */ 178.  #define DISP_FLASH   (-2)  /* Clean up each glyph before displaying new one. */ 179.  #define DISP_ALWAYS  (-3)  /* Like flash, but still displayed if not visible. */ 180.  #define DISP_CHANGE  (-4)  /* Change glyph. */ 181.  #define DISP_END     (-5)  /* Clean up. */ 182.  #define DISP_FREEMEM (-6)  /* Free all memory during exit only. */ 183.   184.   185.  /* Total number of cmap indices in the sheild_static[] array. */ 186.  #define SHIELD_COUNT 21 187.  188.   189.  /*  190.   * display_self 191.  *  192.   * Display the hero. It is assumed that all checks necessary to determine 193.  * _if_ the hero can be seen have already been done. 194.  */  195.  #ifdef STEED 196. #define maybe_display_usteed	(u.usteed && mon_visible(u.usteed)) ? \ 197.  					ridden_mon_to_glyph(u.usteed) : 198. #else 199. #define maybe_display_usteed	/* empty */ 200. #endif 201.  202.  #define display_self							\ 203.     show_glyph(u.ux, u.uy,						\  204.  	maybe_display_usteed			/* else */		\  205.  	youmonst.m_ap_type == M_AP_NOTHING ?				\  206.  				hero_glyph :				\  207.  	youmonst.m_ap_type == M_AP_FURNITURE ?				\  208.  				cmap_to_glyph(youmonst.mappearance) :	\  209.  	youmonst.m_ap_type == M_AP_OBJECT ?				\  210.  				objnum_to_glyph(youmonst.mappearance) : \  211.  	/* else M_AP_MONSTER */ monnum_to_glyph(youmonst.mappearance)) 212.  213.  /*  214.   * A glyph is an abstraction that represents a _unique_ monster, object, 215.  * dungeon part, or effect. The uniqueness is important. For example, 216.  * It is not enough to have four (one for each "direction") zap beam glyphs, 217.  * we need a set of four for each beam type. Why go to so much trouble? 218.  * Because it is possible that any given window dependent display driver 219.  * [print_glyph] can produce something different for each type of glyph. 220.  * That is, a beam of cold and a beam of fire would not only be different 221.  * colors, but would also be represented by different symbols. 222.  *  223.   * Glyphs are grouped for easy accessibility: 224.  *  225.   * monster	Represents all the wild (not tame) monsters. Count: NUMMONS. 226.  *  227.   * pet		Represents all of the tame monsters. Count: NUMMONS 228.  *  229.   * invisible	Invisible monster placeholder. Count: 1 230.  *  231.   * detect	Represents all detected monsters. Count: NUMMONS 232.  *  233.   * corpse	One for each monster. Count: NUMMONS 234.  *  235.   * ridden	Represents all monsters being ridden. Count: NUMMONS 236.  *  237.   * object	One for each object. Count: NUM_OBJECTS 238.  *  239.   * cmap		One for each entry in the character map. The character map 240.  *		is the dungeon features and other miscellaneous things. 241.  *		Count: MAXPCHARS 242.  *  243.   * explosions	A set of nine for each of the following seven explosion types: 244.  *                   dark, noxious, muddy, wet, magical, fiery, frosty. 245.  *              The nine positions represent those surrounding the hero. 246.  *		Count: MAXEXPCHARS * EXPL_MAX (EXPL_MAX is defined in hack.h)  247. * 248.   * zap beam	A set of four (there are four directions) for each beam type. 249.  *		The beam type is shifted over 2 positions and the direction 250.  *		is stored in the lower 2 bits. Count: NUM_ZAP << 2 251.  *  252.   * swallow	A set of eight for each monster. The eight positions rep- 253.  *		resent those surrounding the hero. The monster number is 254. *		shifted over 3 positions and the swallow position is stored 255.  *		in the lower three bits. Count: NUMMONS << 3 256.  *  257.   * warning	A set of six representing the different warning levels. 258.  *  259.   * The following are offsets used to convert to and from a glyph. 260.  */  261.  #define NUM_ZAP 8	/* number of zap beam types */ 262.  263.  #define GLYPH_MON_OFF		0 264. #define GLYPH_PET_OFF		(NUMMONS	+ GLYPH_MON_OFF) 265. #define GLYPH_INVIS_OFF		(NUMMONS	+ GLYPH_PET_OFF) 266. #define GLYPH_DETECT_OFF	(1		+ GLYPH_INVIS_OFF) 267. #define GLYPH_BODY_OFF		(NUMMONS	+ GLYPH_DETECT_OFF) 268. #define GLYPH_RIDDEN_OFF	(NUMMONS	+ GLYPH_BODY_OFF) 269. #define GLYPH_OBJ_OFF		(NUMMONS	+ GLYPH_RIDDEN_OFF) 270. #define GLYPH_CMAP_OFF		(NUM_OBJECTS	+ GLYPH_OBJ_OFF) 271. #define GLYPH_EXPLODE_OFF	((MAXPCHARS - MAXEXPCHARS) + GLYPH_CMAP_OFF) 272. #define GLYPH_ZAP_OFF		((MAXEXPCHARS * EXPL_MAX) + GLYPH_EXPLODE_OFF) 273. #define GLYPH_SWALLOW_OFF	((NUM_ZAP << 2) + GLYPH_ZAP_OFF) 274. #define GLYPH_WARNING_OFF	((NUMMONS << 3) + GLYPH_SWALLOW_OFF) 275. #define MAX_GLYPH		(WARNCOUNT      + GLYPH_WARNING_OFF) 276.  277.  #define NO_GLYPH MAX_GLYPH 278.  279.  #define GLYPH_INVISIBLE GLYPH_INVIS_OFF 280.  281.  #define warning_to_glyph(mwarnlev) ((mwarnlev)+GLYPH_WARNING_OFF) 282. #define mon_to_glyph(mon) ((int) what_mon(monsndx((mon)->data))+GLYPH_MON_OFF) 283. #define detected_mon_to_glyph(mon) ((int) what_mon(monsndx((mon)->data))+GLYPH_DETECT_OFF) 284. #define ridden_mon_to_glyph(mon) ((int) what_mon(monsndx((mon)->data))+GLYPH_RIDDEN_OFF) 285. #define pet_to_glyph(mon) ((int) what_mon(monsndx((mon)->data))+GLYPH_PET_OFF) 286.  287.  /* This has the unfortunate side effect of needing a global variable	*/ 288. /* to store a result. 'otg_temp' is defined and declared in decl.{ch}. */ 289.  #define obj_to_glyph(obj)						      \ 290.     (Hallucination ?							      \  291.  	((otg_temp = random_object) == CORPSE ? \ 292.  	    random_monster + GLYPH_BODY_OFF :				      \ 293. 	    otg_temp + GLYPH_OBJ_OFF)	:				      \  294.  	((obj)->otyp == CORPSE ? \ 295.  	    (int) (obj)->corpsenm + GLYPH_BODY_OFF :			      \ 296. 	    (int) (obj)->otyp + GLYPH_OBJ_OFF)) 297.  298.  #define cmap_to_glyph(cmap_idx) ((int) (cmap_idx)   + GLYPH_CMAP_OFF) 299. #define explosion_to_glyph(expltype,idx)	\ 300. 		((((expltype) * MAXEXPCHARS) + ((idx) - S_explode1)) + GLYPH_EXPLODE_OFF) 301.  302.  #define trap_to_glyph(trap)	\ 303. 			cmap_to_glyph(trap_to_defsym(what_trap((trap)->ttyp))) 304.  305.  /* Not affected by hallucination. Gives a generic body for CORPSE */ 306. #define objnum_to_glyph(onum)	((int) (onum) + GLYPH_OBJ_OFF) 307. #define monnum_to_glyph(mnum)	((int) (mnum) + GLYPH_MON_OFF) 308. #define detected_monnum_to_glyph(mnum)	((int) (mnum) + GLYPH_DETECT_OFF) 309. #define ridden_monnum_to_glyph(mnum)	((int) (mnum) + GLYPH_RIDDEN_OFF) 310. #define petnum_to_glyph(mnum)	((int) (mnum) + GLYPH_PET_OFF) 311.  312.  /* The hero's glyph when seen as a monster. 313.  */  314.  #define hero_glyph \ 315. 	monnum_to_glyph((Upolyd || !iflags.showrace) ? u.umonnum : \  316.  	                (flags.female && urace.femalenum != NON_PM) ? urace.femalenum : \  317.  	                urace.malenum) 318.  319.   320.  /*  321.   * Change the given glyph into it's given type. Note: 322.  *	1) Pets, detected, and ridden monsters are animals and are converted  323.   *	   to the proper monster number.  324.   *	2) Bodies are all mapped into the generic CORPSE object 325.  *	3) If handed a glyph out of range for the type, these functions  326.   *	   will return NO_GLYPH (see exception below)  327.   *	4) glyph_to_swallow does not return a showsyms[] index, but an  328. *	  offset from the first swallow symbol. If handed something 329.  *	   out of range, it will return zero (for lack of anything better  330.   *	   to return). 331.  */  332.  #define glyph_to_mon(glyph)						\ 333. 	(glyph_is_normal_monster(glyph) ? ((glyph)-GLYPH_MON_OFF) :	\  334.  	glyph_is_pet(glyph) ? ((glyph)-GLYPH_PET_OFF) :			\  335.  	glyph_is_detected_monster(glyph) ? ((glyph)-GLYPH_DETECT_OFF) :	\  336.  	glyph_is_ridden_monster(glyph) ? ((glyph)-GLYPH_RIDDEN_OFF) :	\  337.  	NO_GLYPH) 338. #define glyph_to_obj(glyph)						\ 339. 	(glyph_is_body(glyph) ? CORPSE :				\  340.  	glyph_is_normal_object(glyph) ? ((glyph)-GLYPH_OBJ_OFF) :	\  341.  	NO_GLYPH) 342. #define glyph_to_trap(glyph)						\ 343. 	(glyph_is_trap(glyph) ?						\  344.  		((int) defsym_to_trap((glyph) - GLYPH_CMAP_OFF)) :	\  345.  	NO_GLYPH) 346. #define glyph_to_cmap(glyph)						\ 347. 	(glyph_is_cmap(glyph) ? ((glyph) - GLYPH_CMAP_OFF) :		\  348.  	NO_GLYPH) 349. #define glyph_to_swallow(glyph)						\ 350. 	(glyph_is_swallow(glyph) ? (((glyph) - GLYPH_SWALLOW_OFF) & 0x7) : \  351.  	0) 352. #define glyph_to_warning(glyph)						\ 353. 	(glyph_is_warning(glyph) ? ((glyph) - GLYPH_WARNING_OFF) :	\  354.  	NO_GLYPH); 355.  356.  /*  357.   * Return true if the given glyph is what we want. Note that bodies are 358.  * considered objects. 359.  */  360.  #define glyph_is_monster(glyph)						\ 361. 		(glyph_is_normal_monster(glyph)				\  362.  		|| glyph_is_pet(glyph)					\  363.  		|| glyph_is_ridden_monster(glyph)			\  364.  		|| glyph_is_detected_monster(glyph)) 365. #define glyph_is_normal_monster(glyph)					\ 366.     ((glyph) >= GLYPH_MON_OFF && (glyph) < (GLYPH_MON_OFF+NUMMONS)) 367. #define glyph_is_pet(glyph)						\ 368.     ((glyph) >= GLYPH_PET_OFF && (glyph) < (GLYPH_PET_OFF+NUMMONS)) 369. #define glyph_is_body(glyph)						\ 370.     ((glyph) >= GLYPH_BODY_OFF && (glyph) < (GLYPH_BODY_OFF+NUMMONS)) 371. #define glyph_is_ridden_monster(glyph)					\ 372.     ((glyph) >= GLYPH_RIDDEN_OFF && (glyph) < (GLYPH_RIDDEN_OFF+NUMMONS)) 373. #define glyph_is_detected_monster(glyph)				\ 374.     ((glyph) >= GLYPH_DETECT_OFF && (glyph) < (GLYPH_DETECT_OFF+NUMMONS)) 375. #define glyph_is_invisible(glyph) ((glyph) == GLYPH_INVISIBLE) 376. #define glyph_is_normal_object(glyph)					\ 377.     ((glyph) >= GLYPH_OBJ_OFF && (glyph) < (GLYPH_OBJ_OFF+NUM_OBJECTS)) 378. #define glyph_is_object(glyph)						\ 379. 		(glyph_is_normal_object(glyph)				\  380.  		|| glyph_is_body(glyph)) 381. #define glyph_is_trap(glyph)						\ 382.     ((glyph) >= (GLYPH_CMAP_OFF+trap_to_defsym(1)) &&			\  383.       (glyph) <	(GLYPH_CMAP_OFF+trap_to_defsym(1)+TRAPNUM)) 384. #define glyph_is_cmap(glyph)						\ 385.     ((glyph) >= GLYPH_CMAP_OFF && (glyph) < (GLYPH_CMAP_OFF+MAXPCHARS)) 386. #define glyph_is_swallow(glyph) \ 387.     ((glyph) >= GLYPH_SWALLOW_OFF && (glyph) < (GLYPH_SWALLOW_OFF+(NUMMONS << 3))) 388. #define glyph_is_warning(glyph)	\ 389.     ((glyph) >= GLYPH_WARNING_OFF && (glyph) < (GLYPH_WARNING_OFF + WARNCOUNT)) 390. #endif /* DISPLAY_H */