*** empty log message ***
This commit is contained in:
393
include/display.h
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393
include/display.h
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/* SCCS Id: @(#)display.h 3.3 1999/11/30 */
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/* Copyright (c) Dean Luick, with acknowledgements to Kevin Darcy */
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/* and Dave Cohrs, 1990. */
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/* NetHack may be freely redistributed. See license for details. */
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#ifndef DISPLAY_H
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#define DISPLAY_H
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#ifndef VISION_H
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#include "vision.h"
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#endif
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#ifndef MONDATA_H
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#include "mondata.h" /* for mindless() */
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#endif
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#ifndef INVISIBLE_OBJECTS
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#define vobj_at(x,y) (level.objects[x][y])
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#endif
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/*
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* sensemon()
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*
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* Returns true if the hero can sense the given monster. This includes
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* monsters that are hiding or mimicing other monsters.
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*/
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#define tp_sensemon(mon) ( /* The hero can always sense a monster IF: */\
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(!mindless(mon->data)) && /* 1. the monster has a brain to sense AND */\
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((Blind && Blind_telepat) || /* 2a. hero is blind and telepathic OR */\
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/* 2b. hero is using a telepathy inducing */\
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/* object and in range */\
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(Unblind_telepat && \
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(distu(mon->mx, mon->my) <= (BOLT_LIM * BOLT_LIM)))) \
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)
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#define sensemon(mon) (tp_sensemon(mon) || Detect_monsters || MATCH_WARN_OF_MON(mon))
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/*
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* mon_warning() is used to warn of any dangerous monsters in your
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* vicinity, and a glyph representing the warning level is displayed.
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*/
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#define mon_warning(mon) (Warning && !(mon)->mpeaceful && \
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(distu((mon)->mx, (mon)->my) < 100) && \
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(((int) ((mon)->m_lev / 4)) >= flags.warnlevel))
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/*
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* mon_visible()
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*
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* Returns true if the hero can see the monster. It is assumed that the
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* hero can physically see the location of the monster. The function
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* vobj_at() returns a pointer to an object that the hero can see there.
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* Infravision is not taken into account.
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*/
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#define mon_visible(mon) ( /* The hero can see the monster */\
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/* IF the monster */\
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(!mon->minvis || See_invisible) && /* 1. is not invisible AND */\
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(!mon->mundetected) && /* 2. not an undetected hider */\
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(!(mon->mburied || u.uburied)) /* 3. neither you or it is buried */\
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)
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/*
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* see_with_infrared()
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*
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* This function is true if the player can see a monster using infravision.
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* The caller must check for invisibility (invisible monsters are also
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* invisible to infravision), because this is usually called from within
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* canseemon() or canspotmon() which already check that.
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*/
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#define see_with_infrared(mon) (!Blind && Infravision && infravisible(mon->data) && couldsee(mon->mx, mon->my))
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/*
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* canseemon()
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*
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* This is the globally used canseemon(). It is not called within the display
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* routines. Like mon_visible(), but it checks to see if the hero sees the
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* location instead of assuming it. (And also considers worms.)
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*/
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#define canseemon(mon) ((mon->wormno ? worm_known(mon) : \
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(cansee(mon->mx, mon->my) || see_with_infrared(mon))) \
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&& mon_visible(mon))
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/*
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* canspotmon(mon)
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*
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* This function checks whether you can either see a monster or sense it by
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* telepathy, and is what you usually call for monsters about which nothing is
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* known.
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*/
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#define canspotmon(mon) \
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(canseemon(mon) || sensemon(mon))
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/* knowninvisible(mon)
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* This one checks to see if you know a monster is both there and invisible.
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* 1) If you can see the monster and have see invisible, it is assumed the
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* monster is transparent, but visible in some manner. (Earlier versions of
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* Nethack were really inconsistent on this.)
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* 2) If you can't see the monster, but can see its location and you have
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* telepathy that works when you can see, you can tell that there is a
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* creature in an apparently empty spot.
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* Infravision is not relevant; we assume that invisible monsters are also
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* invisible to infravision.
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*/
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#define knowninvisible(mon) \
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(mtmp->minvis && \
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((cansee(mon->mx, mon->my) && (See_invisible || Detect_monsters)) || \
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(!Blind && (HTelepat & ~INTRINSIC) && \
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distu(mon->mx, mon->my) <= (BOLT_LIM * BOLT_LIM) \
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) \
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) \
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)
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/*
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* is_safepet(mon)
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*
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* A special case check used in attack() and domove(). Placing the
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* definition here is convenient.
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*/
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#define is_safepet(mon) \
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(mon && mon->mtame && canspotmon(mon) && flags.safe_dog \
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&& !Confusion && !Hallucination && !Stunned)
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/*
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* canseeself()
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*
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* This returns true if the hero can see her/himself.
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*
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* The u.uswallow check assumes that you can see yourself even if you are
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* invisible. If not, then we don't need the check.
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*/
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#define canseeself() (Blind || u.uswallow || (!Invisible && !u.uundetected))
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/*
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* random_monster()
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* random_object()
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* random_trap()
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*
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* Respectively return a random monster, object, or trap number.
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*/
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#define random_monster() rn2(NUMMONS)
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#define random_object() rn1(NUM_OBJECTS-1,1)
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#define random_trap() rn1(TRAPNUM-1,1)
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/*
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* what_obj()
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* what_mon()
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* what_trap()
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*
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* If hallucinating, choose a random object/monster, otherwise, use the one
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* given.
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*/
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#define what_obj(obj) (Hallucination ? random_object() : obj)
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#define what_mon(mon) (Hallucination ? random_monster() : mon)
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#define what_trap(trp) (Hallucination ? random_trap() : trp)
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/*
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* covers_objects()
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* covers_traps()
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*
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* These routines are true if what is really at the given location will
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* "cover" any objects or traps that might be there.
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*/
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#define covers_objects(xx,yy) \
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((is_pool(xx,yy) && !Underwater) || (levl[xx][yy].typ == LAVAPOOL))
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#define covers_traps(xx,yy) covers_objects(xx,yy)
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/*
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* tmp_at() control calls.
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*/
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#define DISP_BEAM (-1) /* Keep all glyphs showing & clean up at end. */
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#define DISP_FLASH (-2) /* Clean up each glyph before displaying new one. */
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#define DISP_ALWAYS (-3) /* Like flash, but still displayed if not visible. */
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#define DISP_CHANGE (-4) /* Change glyph. */
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#define DISP_END (-5) /* Clean up. */
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#define DISP_FREEMEM (-6) /* Free all memory during exit only. */
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/* Total number of cmap indices in the sheild_static[] array. */
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#define SHIELD_COUNT 21
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/*
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* display_self()
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*
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* Display the hero. It is assumed that all checks necessary to determine
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* _if_ the hero can be seen have already been done.
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*/
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#ifdef STEED
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#define display_self() \
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show_glyph(u.ux, u.uy, \
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(u.usteed && mon_visible(u.usteed)) ? \
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ridden_mon_to_glyph(u.usteed) : \
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youmonst.m_ap_type == M_AP_NOTHING ? \
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hero_glyph : \
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youmonst.m_ap_type == M_AP_FURNITURE ? \
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cmap_to_glyph(youmonst.mappearance) : \
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youmonst.m_ap_type == M_AP_OBJECT ? \
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objnum_to_glyph(youmonst.mappearance) : \
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/* else M_AP_MONSTER */ monnum_to_glyph(youmonst.mappearance))
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#else
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#define display_self() \
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show_glyph(u.ux, u.uy, \
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youmonst.m_ap_type == M_AP_NOTHING ? \
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hero_glyph : \
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youmonst.m_ap_type == M_AP_FURNITURE ? \
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cmap_to_glyph(youmonst.mappearance) : \
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youmonst.m_ap_type == M_AP_OBJECT ? \
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objnum_to_glyph(youmonst.mappearance) : \
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/* else M_AP_MONSTER */ monnum_to_glyph(youmonst.mappearance))
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#endif
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/*
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* A glyph is an abstraction that represents a _unique_ monster, object,
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* dungeon part, or effect. The uniqueness is important. For example,
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* It is not enough to have four (one for each "direction") zap beam glyphs,
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* we need a set of four for each beam type. Why go to so much trouble?
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* Because it is possible that any given window dependent display driver
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* [print_glyph()] can produce something different for each type of glyph.
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* That is, a beam of cold and a beam of fire would not only be different
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* colors, but would also be represented by different symbols.
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*
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* Glyphs are grouped for easy accessibility:
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*
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* monster Represents all the wild (not tame) monsters. Count: NUMMONS.
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*
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* pet Represents all of the tame monsters. Count: NUMMONS
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*
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* invisible Invisible monster placeholder. Count: 1
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*
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* detect Represents all detected monsters. Count: NUMMONS
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*
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* corpse One for each monster. Count: NUMMONS
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*
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* ridden Represents all monsters being ridden. Count: NUMMONS
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*
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* object One for each object. Count: NUM_OBJECTS
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*
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* cmap One for each entry in the character map. The character map
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* is the dungeon features and other miscellaneous things.
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* Count: MAXPCHARS
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*
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* explosions A set of nine for each of the following seven explosion types:
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* dark, noxious, muddy, wet, magical, fiery, frosty.
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* The nine positions represent those surrounding the hero.
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* Count: MAXEXPCHARS * EXPL_MAX (EXPL_MAX is defined in hack.h)
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*
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* zap beam A set of four (there are four directions) for each beam type.
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* The beam type is shifted over 2 positions and the direction
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* is stored in the lower 2 bits. Count: NUM_ZAP << 2
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*
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* swallow A set of eight for each monster. The eight positions rep-
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* resent those surrounding the hero. The monster number is
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* shifted over 3 positions and the swallow position is stored
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* in the lower three bits. Count: NUMMONS << 3
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*
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* warning A set of six representing the different warning levels.
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*
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* The following are offsets used to convert to and from a glyph.
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*/
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#define NUM_ZAP 8 /* number of zap beam types */
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#define GLYPH_MON_OFF 0
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#define GLYPH_PET_OFF (NUMMONS + GLYPH_MON_OFF)
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#define GLYPH_INVIS_OFF (NUMMONS + GLYPH_PET_OFF)
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#define GLYPH_DETECT_OFF (1 + GLYPH_INVIS_OFF)
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#define GLYPH_BODY_OFF (NUMMONS + GLYPH_DETECT_OFF)
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#define GLYPH_RIDDEN_OFF (NUMMONS + GLYPH_BODY_OFF)
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#define GLYPH_OBJ_OFF (NUMMONS + GLYPH_RIDDEN_OFF)
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#define GLYPH_CMAP_OFF (NUM_OBJECTS + GLYPH_OBJ_OFF)
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#define GLYPH_EXPLODE_OFF ((MAXPCHARS - MAXEXPCHARS) + GLYPH_CMAP_OFF)
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#define GLYPH_ZAP_OFF ((MAXEXPCHARS * EXPL_MAX) + GLYPH_EXPLODE_OFF)
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#define GLYPH_SWALLOW_OFF ((NUM_ZAP << 2) + GLYPH_ZAP_OFF)
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#define GLYPH_WARNING_OFF ((NUMMONS << 3) + GLYPH_SWALLOW_OFF)
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#define MAX_GLYPH (WARNCOUNT + GLYPH_WARNING_OFF)
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#define NO_GLYPH MAX_GLYPH
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#define GLYPH_INVISIBLE GLYPH_INVIS_OFF
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#define warning_to_glyph(mwarnlev) ((mwarnlev)+GLYPH_WARNING_OFF)
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#define mon_to_glyph(mon) ((int) what_mon(monsndx((mon)->data))+GLYPH_MON_OFF)
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#define detected_mon_to_glyph(mon) ((int) what_mon(monsndx((mon)->data))+GLYPH_DETECT_OFF)
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#define ridden_mon_to_glyph(mon) ((int) what_mon(monsndx((mon)->data))+GLYPH_RIDDEN_OFF)
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#define pet_to_glyph(mon) ((int) what_mon(monsndx((mon)->data))+GLYPH_PET_OFF)
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/* This has the unfortunate side effect of needing a global variable */
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/* to store a result. 'otg_temp' is defined and declared in decl.{ch}. */
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#define obj_to_glyph(obj) \
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(Hallucination ? \
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((otg_temp = random_object()) == CORPSE ? \
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random_monster() + GLYPH_BODY_OFF : \
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otg_temp + GLYPH_OBJ_OFF) : \
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((obj)->otyp == CORPSE ? \
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(int) (obj)->corpsenm + GLYPH_BODY_OFF : \
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(int) (obj)->otyp + GLYPH_OBJ_OFF))
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#define cmap_to_glyph(cmap_idx) ((int) (cmap_idx) + GLYPH_CMAP_OFF)
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#define explosion_to_glyph(expltype,idx) \
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((((expltype) * MAXEXPCHARS) + ((idx) - S_explode1)) + GLYPH_EXPLODE_OFF)
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#define trap_to_glyph(trap) \
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cmap_to_glyph(trap_to_defsym(what_trap((trap)->ttyp)))
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/* Not affected by hallucination. Gives a generic body for CORPSE */
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#define objnum_to_glyph(onum) ((int) (onum) + GLYPH_OBJ_OFF)
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#define monnum_to_glyph(mnum) ((int) (mnum) + GLYPH_MON_OFF)
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#define detected_monnum_to_glyph(mnum) ((int) (mnum) + GLYPH_DETECT_OFF)
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#define ridden_monnum_to_glyph(mnum) ((int) (mnum) + GLYPH_RIDDEN_OFF)
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#define petnum_to_glyph(mnum) ((int) (mnum) + GLYPH_PET_OFF)
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/* The hero's glyph when seen as a monster. Could also be...
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* mon_to_glyph(Upolyd || Race_if(PM_HUMAN) ? u.umonnum : urace.malenum)
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*/
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#define hero_glyph monnum_to_glyph(u.umonnum)
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/*
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* Change the given glyph into it's given type. Note:
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* 1) Pets, detected, and ridden monsters are animals and are converted
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* to the proper monster number.
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* 2) Bodies are all mapped into the generic CORPSE object
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* 3) If handed a glyph out of range for the type, these functions
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* will return NO_GLYPH (see exception below)
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* 4) glyph_to_swallow() does not return a showsyms[] index, but an
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* offset from the first swallow symbol. If handed something
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* out of range, it will return zero (for lack of anything better
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* to return).
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*/
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#define glyph_to_mon(glyph) \
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(glyph_is_normal_monster(glyph) ? ((glyph)-GLYPH_MON_OFF) : \
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glyph_is_pet(glyph) ? ((glyph)-GLYPH_PET_OFF) : \
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glyph_is_detected_monster(glyph) ? ((glyph)-GLYPH_DETECT_OFF) : \
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glyph_is_ridden_monster(glyph) ? ((glyph)-GLYPH_RIDDEN_OFF) : \
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NO_GLYPH)
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#define glyph_to_obj(glyph) \
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(glyph_is_body(glyph) ? CORPSE : \
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glyph_is_normal_object(glyph) ? ((glyph)-GLYPH_OBJ_OFF) : \
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NO_GLYPH)
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#define glyph_to_trap(glyph) \
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(glyph_is_trap(glyph) ? \
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((int) defsym_to_trap((glyph) - GLYPH_CMAP_OFF)) : \
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NO_GLYPH)
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#define glyph_to_cmap(glyph) \
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(glyph_is_cmap(glyph) ? ((glyph) - GLYPH_CMAP_OFF) : \
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NO_GLYPH)
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#define glyph_to_swallow(glyph) \
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(glyph_is_swallow(glyph) ? (((glyph) - GLYPH_SWALLOW_OFF) & 0x7) : \
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0)
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#define glyph_to_warning(glyph) \
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(glyph_is_warning(glyph) ? ((glyph) - GLYPH_WARNING_OFF) : \
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NO_GLYPH);
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/*
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* Return true if the given glyph is what we want. Note that bodies are
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* considered objects.
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*/
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#define glyph_is_monster(glyph) \
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(glyph_is_normal_monster(glyph) \
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|| glyph_is_pet(glyph) \
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|| glyph_is_ridden_monster(glyph) \
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|| glyph_is_detected_monster(glyph))
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#define glyph_is_normal_monster(glyph) \
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((glyph) >= GLYPH_MON_OFF && (glyph) < (GLYPH_MON_OFF+NUMMONS))
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#define glyph_is_pet(glyph) \
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((glyph) >= GLYPH_PET_OFF && (glyph) < (GLYPH_PET_OFF+NUMMONS))
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#define glyph_is_body(glyph) \
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((glyph) >= GLYPH_BODY_OFF && (glyph) < (GLYPH_BODY_OFF+NUMMONS))
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#define glyph_is_ridden_monster(glyph) \
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((glyph) >= GLYPH_RIDDEN_OFF && (glyph) < (GLYPH_RIDDEN_OFF+NUMMONS))
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#define glyph_is_detected_monster(glyph) \
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((glyph) >= GLYPH_DETECT_OFF && (glyph) < (GLYPH_DETECT_OFF+NUMMONS))
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#define glyph_is_invisible(glyph) ((glyph) == GLYPH_INVISIBLE)
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#define glyph_is_normal_object(glyph) \
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((glyph) >= GLYPH_OBJ_OFF && (glyph) < (GLYPH_OBJ_OFF+NUM_OBJECTS))
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#define glyph_is_object(glyph) \
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(glyph_is_normal_object(glyph) \
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|| glyph_is_body(glyph))
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#define glyph_is_trap(glyph) \
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((glyph) >= (GLYPH_CMAP_OFF+trap_to_defsym(1)) && \
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(glyph) < (GLYPH_CMAP_OFF+trap_to_defsym(1)+TRAPNUM))
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#define glyph_is_cmap(glyph) \
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((glyph) >= GLYPH_CMAP_OFF && (glyph) < (GLYPH_CMAP_OFF+MAXPCHARS))
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#define glyph_is_swallow(glyph) \
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((glyph) >= GLYPH_SWALLOW_OFF && (glyph) < (GLYPH_SWALLOW_OFF+(NUMMONS << 3)))
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#define glyph_is_warning(glyph) \
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((glyph) >= GLYPH_WARNING_OFF && (glyph) < (GLYPH_WARNING_OFF + WARNCOUNT))
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#endif /* DISPLAY_H */
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