/* NetHack 3.7 display.h $NHDT-Date: 1605927391 2020/11/21 02:56:31 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.48 $ */ /* 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 /* types of explosions */ enum explosion_types { EXPL_DARK = 0, EXPL_NOXIOUS = 1, EXPL_MUDDY = 2, EXPL_WET = 3, EXPL_MAGICAL = 4, EXPL_FIERY = 5, EXPL_FROSTY = 6, EXPL_MAX = 7 }; /* * vobj_at() * * Returns the head of the list of objects that the player can see * at location (x,y). */ #define vobj_at(x, y) (g.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)) >= g.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. * * Note: not reliable for concealed mimics. They don't have * 'mon->mundetected' set even when mimicking objects or furniture. * [Fixing this with a pair of mon->m_ap_type checks here (via either * 'typ!=object && typ!=furniture' or 'typ==nothing || typ==monster') * will require reviewing every instance of mon_visible(), canseemon(), * canspotmon(), is_safemon() and perhaps others. Fixing it by setting * mon->mundetected when concealed would be better but also require * reviewing all those instances and also existing mundetected instances.] */ #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_safemon(mon) * * A special case check used in attack() and domove(). Placing the * definition here is convenient. No longer limited to pets. */ #define is_safemon(mon) \ (flags.safe_dog && (mon) && (mon)->mpeaceful && canspotmon(mon) \ && !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() * * Respectively return a random monster or object. */ #define random_monster(rng) rng(NUMMONS) #define random_object(rng) (rng(NUM_OBJECTS - 1) + 1) /* * what_obj() * what_mon() * * 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) /* * 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(g.youmonst.mappearance) \ : (U_AP_TYPE == M_AP_OBJECT) \ ? objnum_to_glyph(g.youmonst.mappearance) \ /* else U_AP_TYPE == M_AP_MONSTER */ \ : monnum_to_glyph(g.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 * * 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 * * unexplored One for unexplored areas of the map * nothing Nothing but background * * 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 GLYPH_UNEXPLORED_OFF (NUMMONS + GLYPH_STATUE_OFF) #define GLYPH_NOTHING_OFF (GLYPH_UNEXPLORED_OFF + 1) #define MAX_GLYPH (GLYPH_NOTHING_OFF + 1) #define NO_GLYPH MAX_GLYPH #define GLYPH_INVISIBLE GLYPH_INVIS_OFF #define GLYPH_UNEXPLORED GLYPH_UNEXPLORED_OFF #define GLYPH_NOTHING GLYPH_NOTHING_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) \ ((g.otg_temp = random_object(rng)) == CORPSE \ ? random_monster(rng) + GLYPH_BODY_OFF \ : g.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) /* briefly used for Qt's "paper doll" inventory which shows map tiles for equipped objects; those vary like floor items during hallucination now so this isn't used anywhere */ #define obj_to_true_glyph(obj) \ (((obj)->otyp == STATUE) \ ? ((int) (obj)->corpsenm + GLYPH_STATUE_OFF) \ : ((obj)->otyp == CORPSE) \ ? ((int) (obj)->corpsenm + GLYPH_BODY_OFF) \ : ((int) (obj)->otyp + GLYPH_OBJ_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) \ cmap_to_glyph(trap_to_defsym((trap)->ttyp)) /* 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 && g.urace.femalenum != NON_PM) \ ? g.urace.femalenum \ : g.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)) #define glyph_is_unexplored(glyph) ((glyph) == GLYPH_UNEXPLORED) #define glyph_is_nothing(glyph) ((glyph) == GLYPH_NOTHING) #endif /* DISPLAY_H */