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/* NetHack 3.6 display.h $NHDT-Date: 1559994621 2019/06/08 11:50:21 $ $NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.32 $ */
/* Copyright (c) Dean Luick, with acknowledgements to Kevin Darcy */
/* and Dave Cohrs, 1990. */
/* NetHack may be freely redistributed. See license for details. */
#ifndef DISPLAY_H
#define DISPLAY_H
#ifndef VISION_H
#include "vision.h"
#endif
#ifndef MONDATA_H
#include "mondata.h" /* for mindless() */
#endif
/*
* vobj_at()
*
* Returns the head of the list of objects that the player can see
* at location (x,y).
*/
#define vobj_at(x, y) (level.objects[x][y])
/*
* sensemon()
*
* Returns true if the hero can sense the given monster. This includes
* monsters that are hiding or mimicing other monsters.
*/
#define tp_sensemon(mon) \
(/* The hero can always sense a monster IF: */ \
/* 1. the monster has a brain to sense */ \
(!mindless(mon->data)) \
/* AND 2a. hero is blind and telepathic */ \
&& ((Blind && Blind_telepat) \
/* OR 2b. hero is using a telepathy inducing */ \
/* object and in range */ \
|| (Unblind_telepat \
&& (distu(mon->mx, mon->my) <= (BOLT_LIM * BOLT_LIM)))))
#define sensemon(mon) \
(tp_sensemon(mon) || Detect_monsters || MATCH_WARN_OF_MON(mon))
/*
* mon_warning() is used to warn of any dangerous monsters in your
* vicinity, and a glyph representing the warning level is displayed.
*/
#define mon_warning(mon) \
(Warning && !(mon)->mpeaceful && (distu((mon)->mx, (mon)->my) < 100) \
&& (((int) ((mon)->m_lev / 4)) >= context.warnlevel))
/*
* mon_visible()
*
* Returns true if the hero can see the monster. It is assumed that the
* hero can physically see the location of the monster. The function
* vobj_at() returns a pointer to an object that the hero can see there.
* Infravision is not taken into account.
*/
#if 0
#define mon_visible(mon) \
(/* The hero can see the monster IF the monster */ \
(!mon->minvis || See_invisible) /* 1. is not invisible */ \
&& !mon->mundetected /* AND 2. not an undetected hider */ \
&& !(mon->mburied || u.uburied)) /* AND 3. neither you nor it is buried */
#else /* without 'mburied' and 'uburied' */
#define mon_visible(mon) \
(/* The hero can see the monster IF the monster */ \
(!mon->minvis || See_invisible) /* 1. is not invisible */ \
&& !mon->mundetected) /* AND 2. not an undetected hider */
#endif
/*
* see_with_infrared()
*
* This function is true if the player can see a monster using infravision.
* The caller must check for invisibility (invisible monsters are also
* invisible to infravision), because this is usually called from within
* canseemon() or canspotmon() which already check that.
*/
#define see_with_infrared(mon) \
(!Blind && Infravision && mon && infravisible(mon->data) \
&& couldsee(mon->mx, mon->my))
/*
* canseemon()
*
* This is the globally used canseemon(). It is not called within the display
* routines. Like mon_visible(), but it checks to see if the hero sees the
* location instead of assuming it. (And also considers worms.)
*/
#define canseemon(mon) \
((mon->wormno ? worm_known(mon) \
: (cansee(mon->mx, mon->my) || see_with_infrared(mon))) \
&& mon_visible(mon))
/*
* canspotmon(mon)
*
* This function checks whether you can either see a monster or sense it by
* telepathy, and is what you usually call for monsters about which nothing is
* known.
*/
#define canspotmon(mon) (canseemon(mon) || sensemon(mon))
/* knowninvisible(mon)
* This one checks to see if you know a monster is both there and invisible.
* 1) If you can see the monster and have see invisible, it is assumed the
* monster is transparent, but visible in some manner. (Earlier versions of
* Nethack were really inconsistent on this.)
* 2) If you can't see the monster, but can see its location and you have
* telepathy that works when you can see, you can tell that there is a
* creature in an apparently empty spot.
* Infravision is not relevant; we assume that invisible monsters are also
* invisible to infravision.
*/
#define knowninvisible(mon) \
(mtmp->minvis \
&& ((cansee(mon->mx, mon->my) && (See_invisible || Detect_monsters)) \
|| (!Blind && (HTelepat & ~INTRINSIC) \
&& distu(mon->mx, mon->my) <= (BOLT_LIM * BOLT_LIM))))
/*
* is_safepet(mon)
*
* A special case check used in attack() and domove(). Placing the
* definition here is convenient.
*/
#define is_safepet(mon) \
(mon && mon->mtame && canspotmon(mon) && flags.safe_dog && !Confusion \
&& !Hallucination && !Stunned)
/*
* canseeself()
* senseself()
* canspotself()
*
* This returns true if the hero can see her/himself.
*
* Sensing yourself by touch is treated as seeing yourself, even if
* unable to see. So when blind, being invisible won't affect your
* self-perception, and when swallowed, the enclosing monster touches.
*/
#define canseeself() (Blind || u.uswallow || (!Invisible && !u.uundetected))
#define senseself() (Unblind_telepat || Detect_monsters)
#define canspotself() (canseeself() || senseself())
/*
* random_monster()
* random_object()
* random_trap()
*
* Respectively return a random monster, object, or trap number.
*/
#define random_monster(rng) rng(NUMMONS)
#define random_object(rng) (rng(NUM_OBJECTS - 1) + 1)
#define random_trap(rng) (rng(TRAPNUM - 1) + 1)
/*
* what_obj()
* what_mon()
* what_trap()
*
* If hallucinating, choose a random object/monster, otherwise, use the one
* given. Use the given rng to handle hallucination.
*/
#define what_obj(obj, rng) (Hallucination ? random_object(rng) : obj)
#define what_mon(mon, rng) (Hallucination ? random_monster(rng) : mon)
#define what_trap(trp, rng) (Hallucination ? random_trap(rng) : trp)
/*
* newsym_rn2
*
* An appropriate random number generator for use with newsym(), when
* randomness is needed there. This is currently hardcoded as
* rn2_on_display_rng, but is futureproofed for cases where we might
* want to prevent display-random objects entering the character's
* memory (this isn't important at present but may be if we need
* reproducible gameplay for some reason).
*/
#define newsym_rn2 rn2_on_display_rng
/*
* covers_objects()
* covers_traps()
*
* These routines are true if what is really at the given location will
* "cover" any objects or traps that might be there.
*/
#define covers_objects(xx, yy) \
((is_pool(xx, yy) && !Underwater) || (levl[xx][yy].typ == LAVAPOOL))
#define covers_traps(xx, yy) covers_objects(xx, yy)
/*
* tmp_at() control calls.
*/
#define DISP_BEAM (-1) /* Keep all glyphs showing & clean up at end. */
#define DISP_ALL (-2) /* Like beam, but still displayed if not visible. */
#define DISP_TETHER (-3) /* Like beam, but tether glyph differs from final */
#define DISP_FLASH (-4) /* Clean up each glyph before displaying new one. */
#define DISP_ALWAYS (-5) /* Like flash, but still displayed if not visible. */
#define DISP_CHANGE (-6) /* Change glyph. */
#define DISP_END (-7) /* Clean up. */
#define DISP_FREEMEM (-8) /* Free all memory during exit only. */
/* Total number of cmap indices in the shield_static[] array. */
#define SHIELD_COUNT 21
#define BACKTRACK (-1) /* flag for DISP_END to display each prior location */
/*
* display_self()
*
* Display the hero. It is assumed that all checks necessary to determine
* _if_ the hero can be seen have already been done.
*/
#define maybe_display_usteed(otherwise_self) \
((u.usteed && mon_visible(u.usteed)) \
? ridden_mon_to_glyph(u.usteed, rn2_on_display_rng) \
: (otherwise_self))
#define display_self() \
show_glyph(u.ux, u.uy, \
maybe_display_usteed((U_AP_TYPE == M_AP_NOTHING) \
? hero_glyph \
: (U_AP_TYPE == M_AP_FURNITURE) \
? cmap_to_glyph(youmonst.mappearance) \
: (U_AP_TYPE == M_AP_OBJECT) \
? objnum_to_glyph(youmonst.mappearance) \
/* else U_AP_TYPE == M_AP_MONSTER */ \
: monnum_to_glyph(youmonst.mappearance)))
/*
* A glyph is an abstraction that represents a _unique_ monster, object,
* dungeon part, or effect. The uniqueness is important. For example,
* It is not enough to have four (one for each "direction") zap beam glyphs,
* we need a set of four for each beam type. Why go to so much trouble?
* Because it is possible that any given window dependent display driver
* [print_glyph()] can produce something different for each type of glyph.
* That is, a beam of cold and a beam of fire would not only be different
* colors, but would also be represented by different symbols.
*
* Glyphs are grouped for easy accessibility:
*
* monster Represents all the wild (not tame) monsters. Count: NUMMONS.
*
* pet Represents all of the tame monsters. Count: NUMMONS
*
* invisible Invisible monster placeholder. Count: 1
*
* detect Represents all detected monsters. Count: NUMMONS
*
* corpse One for each monster. Count: NUMMONS
*
* ridden Represents all monsters being ridden. Count: NUMMONS
*
* object One for each object. Count: NUM_OBJECTS
*
* cmap One for each entry in the character map. The character map
* is the dungeon features and other miscellaneous things.
* Count: MAXPCHARS
*
* explosions A set of nine for each of the following seven explosion types:
* dark, noxious, muddy, wet, magical, fiery, frosty.
* The nine positions represent those surrounding the hero.
* Count: MAXEXPCHARS * EXPL_MAX (EXPL_MAX is defined in hack.h)
*
* zap beam A set of four (there are four directions) for each beam type.
* The beam type is shifted over 2 positions and the direction
* is stored in the lower 2 bits. Count: NUM_ZAP << 2
*
* swallow A set of eight for each monster. The eight positions rep-
* resent those surrounding the hero. The monster number is
* shifted over 3 positions and the swallow position is stored
* in the lower three bits. Count: NUMMONS << 3
*
* warning A set of six representing the different warning levels.
*
* statue One for each monster. Count: NUMMONS
*
* The following are offsets used to convert to and from a glyph.
*/
#define NUM_ZAP 8 /* number of zap beam types */
#define GLYPH_MON_OFF 0
#define GLYPH_PET_OFF (NUMMONS + GLYPH_MON_OFF)
#define GLYPH_INVIS_OFF (NUMMONS + GLYPH_PET_OFF)
#define GLYPH_DETECT_OFF (1 + GLYPH_INVIS_OFF)
#define GLYPH_BODY_OFF (NUMMONS + GLYPH_DETECT_OFF)
#define GLYPH_RIDDEN_OFF (NUMMONS + GLYPH_BODY_OFF)
#define GLYPH_OBJ_OFF (NUMMONS + GLYPH_RIDDEN_OFF)
#define GLYPH_CMAP_OFF (NUM_OBJECTS + GLYPH_OBJ_OFF)
#define GLYPH_EXPLODE_OFF ((MAXPCHARS - MAXEXPCHARS) + GLYPH_CMAP_OFF)
#define GLYPH_ZAP_OFF ((MAXEXPCHARS * EXPL_MAX) + GLYPH_EXPLODE_OFF)
#define GLYPH_SWALLOW_OFF ((NUM_ZAP << 2) + GLYPH_ZAP_OFF)
#define GLYPH_WARNING_OFF ((NUMMONS << 3) + GLYPH_SWALLOW_OFF)
#define GLYPH_STATUE_OFF (WARNCOUNT + GLYPH_WARNING_OFF)
#define MAX_GLYPH (NUMMONS + GLYPH_STATUE_OFF)
#define NO_GLYPH MAX_GLYPH
#define GLYPH_INVISIBLE GLYPH_INVIS_OFF
#define warning_to_glyph(mwarnlev) ((mwarnlev) + GLYPH_WARNING_OFF)
#define mon_to_glyph(mon, rng) \
((int) what_mon(monsndx((mon)->data), rng) + GLYPH_MON_OFF)
#define detected_mon_to_glyph(mon, rng) \
((int) what_mon(monsndx((mon)->data), rng) + GLYPH_DETECT_OFF)
#define ridden_mon_to_glyph(mon, rng) \
((int) what_mon(monsndx((mon)->data), rng) + GLYPH_RIDDEN_OFF)
#define pet_to_glyph(mon, rng) \
((int) what_mon(monsndx((mon)->data), rng) + GLYPH_PET_OFF)
/* This has the unfortunate side effect of needing a global variable */
/* to store a result. 'otg_temp' is defined and declared in decl.{ch}. */
#define random_obj_to_glyph(rng) \
((otg_temp = random_object(rng)) == CORPSE \
? random_monster(rng) + GLYPH_BODY_OFF \
: otg_temp + GLYPH_OBJ_OFF)
#define obj_to_glyph(obj, rng) \
(((obj)->otyp == STATUE) \
? statue_to_glyph(obj, rng) \
: Hallucination \
? random_obj_to_glyph(rng) \
: ((obj)->otyp == CORPSE) \
? (int) (obj)->corpsenm + GLYPH_BODY_OFF \
: (int) (obj)->otyp + GLYPH_OBJ_OFF)
/* MRKR: Statues now have glyphs corresponding to the monster they */
/* represent and look like monsters when you are hallucinating. */
#define statue_to_glyph(obj, rng) \
(Hallucination ? random_monster(rng) + GLYPH_MON_OFF \
: (int) (obj)->corpsenm + GLYPH_STATUE_OFF)
#define cmap_to_glyph(cmap_idx) ((int) (cmap_idx) + GLYPH_CMAP_OFF)
#define explosion_to_glyph(expltype, idx) \
((((expltype) * MAXEXPCHARS) + ((idx) - S_explode1)) + GLYPH_EXPLODE_OFF)
#define trap_to_glyph(trap, rng) \
cmap_to_glyph(trap_to_defsym(what_trap((trap)->ttyp, rng)))
/* Not affected by hallucination. Gives a generic body for CORPSE */
/* MRKR: ...and the generic statue */
#define objnum_to_glyph(onum) ((int) (onum) + GLYPH_OBJ_OFF)
#define monnum_to_glyph(mnum) ((int) (mnum) + GLYPH_MON_OFF)
#define detected_monnum_to_glyph(mnum) ((int) (mnum) + GLYPH_DETECT_OFF)
#define ridden_monnum_to_glyph(mnum) ((int) (mnum) + GLYPH_RIDDEN_OFF)
#define petnum_to_glyph(mnum) ((int) (mnum) + GLYPH_PET_OFF)
/* The hero's glyph when seen as a monster.
*/
#define hero_glyph \
monnum_to_glyph((Upolyd || !flags.showrace) \
? u.umonnum \
: (flags.female && urace.femalenum != NON_PM) \
? urace.femalenum \
: urace.malenum)
/*
* Change the given glyph into it's given type. Note:
* 1) Pets, detected, and ridden monsters are animals and are converted
* to the proper monster number.
* 2) Bodies are all mapped into the generic CORPSE object
* 3) If handed a glyph out of range for the type, these functions
* will return NO_GLYPH (see exception below)
* 4) glyph_to_swallow() does not return a showsyms[] index, but an
* offset from the first swallow symbol. If handed something
* out of range, it will return zero (for lack of anything better
* to return).
*/
#define glyph_to_mon(glyph) \
(glyph_is_normal_monster(glyph) \
? ((glyph) - GLYPH_MON_OFF) \
: glyph_is_pet(glyph) \
? ((glyph) - GLYPH_PET_OFF) \
: glyph_is_detected_monster(glyph) \
? ((glyph) - GLYPH_DETECT_OFF) \
: glyph_is_ridden_monster(glyph) \
? ((glyph) - GLYPH_RIDDEN_OFF) \
: glyph_is_statue(glyph) \
? ((glyph) - GLYPH_STATUE_OFF) \
: NO_GLYPH)
#define glyph_to_obj(glyph) \
(glyph_is_body(glyph) \
? CORPSE \
: glyph_is_statue(glyph) \
? STATUE \
: glyph_is_normal_object(glyph) \
? ((glyph) - GLYPH_OBJ_OFF) \
: NO_GLYPH)
#define glyph_to_trap(glyph) \
(glyph_is_trap(glyph) ? ((int) defsym_to_trap((glyph) - GLYPH_CMAP_OFF)) \
: NO_GLYPH)
#define glyph_to_cmap(glyph) \
(glyph_is_cmap(glyph) ? ((glyph) - GLYPH_CMAP_OFF) : NO_GLYPH)
#define glyph_to_swallow(glyph) \
(glyph_is_swallow(glyph) ? (((glyph) - GLYPH_SWALLOW_OFF) & 0x7) : 0)
#define glyph_to_warning(glyph) \
(glyph_is_warning(glyph) ? ((glyph) - GLYPH_WARNING_OFF) : NO_GLYPH);
/*
* Return true if the given glyph is what we want. Note that bodies are
* considered objects.
*/
#define glyph_is_monster(glyph) \
(glyph_is_normal_monster(glyph) || glyph_is_pet(glyph) \
|| glyph_is_ridden_monster(glyph) || glyph_is_detected_monster(glyph))
#define glyph_is_normal_monster(glyph) \
((glyph) >= GLYPH_MON_OFF && (glyph) < (GLYPH_MON_OFF + NUMMONS))
#define glyph_is_pet(glyph) \
((glyph) >= GLYPH_PET_OFF && (glyph) < (GLYPH_PET_OFF + NUMMONS))
#define glyph_is_body(glyph) \
((glyph) >= GLYPH_BODY_OFF && (glyph) < (GLYPH_BODY_OFF + NUMMONS))
#define glyph_is_statue(glyph) \
((glyph) >= GLYPH_STATUE_OFF && (glyph) < (GLYPH_STATUE_OFF + NUMMONS))
#define glyph_is_ridden_monster(glyph) \
((glyph) >= GLYPH_RIDDEN_OFF && (glyph) < (GLYPH_RIDDEN_OFF + NUMMONS))
#define glyph_is_detected_monster(glyph) \
((glyph) >= GLYPH_DETECT_OFF && (glyph) < (GLYPH_DETECT_OFF + NUMMONS))
#define glyph_is_invisible(glyph) ((glyph) == GLYPH_INVISIBLE)
#define glyph_is_normal_object(glyph) \
((glyph) >= GLYPH_OBJ_OFF && (glyph) < (GLYPH_OBJ_OFF + NUM_OBJECTS))
#define glyph_is_object(glyph) \
(glyph_is_normal_object(glyph) || glyph_is_statue(glyph) \
|| glyph_is_body(glyph))
#define glyph_is_trap(glyph) \
((glyph) >= (GLYPH_CMAP_OFF + trap_to_defsym(1)) \
&& (glyph) < (GLYPH_CMAP_OFF + trap_to_defsym(1) + TRAPNUM))
#define glyph_is_cmap(glyph) \
((glyph) >= GLYPH_CMAP_OFF && (glyph) < (GLYPH_CMAP_OFF + MAXPCHARS))
#define glyph_is_swallow(glyph) \
((glyph) >= GLYPH_SWALLOW_OFF \
&& (glyph) < (GLYPH_SWALLOW_OFF + (NUMMONS << 3)))
#define glyph_is_warning(glyph) \
((glyph) >= GLYPH_WARNING_OFF \
&& (glyph) < (GLYPH_WARNING_OFF + WARNCOUNT))
#endif /* DISPLAY_H */
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