/* SCCS Id: @(#)display.h 3.4 1999/11/30 */ /* 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 #ifndef INVISIBLE_OBJECTS #define vobj_at(x,y) (level.objects[x][y]) #endif /* * 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: */\ (!mindless(mon->data)) && /* 1. the monster has a brain to sense AND */\ ((Blind && Blind_telepat) || /* 2a. hero is blind and telepathic 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. */ #define mon_visible(mon) ( /* The hero can see the monster */\ /* IF the monster */\ (!mon->minvis || See_invisible) && /* 1. is not invisible AND */\ (!mon->mundetected) && /* 2. not an undetected hider */\ (!(mon->mburied || u.uburied)) /* 3. neither you or it is buried */\ ) /* * 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 && 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() * * This returns true if the hero can see her/himself. * * The u.uswallow check assumes that you can see yourself even if you are * invisible. If not, then we don't need the check. */ #define canseeself() (Blind || u.uswallow || (!Invisible && !u.uundetected)) #define senseself() (canseeself() || Unblind_telepat || Detect_monsters) /* * random_monster() * random_object() * random_trap() * * Respectively return a random monster, object, or trap number. */ #define random_monster() rn2(NUMMONS) #define random_object() rn1(NUM_OBJECTS-1,1) #define random_trap() rn1(TRAPNUM-1,1) /* * what_obj() * what_mon() * what_trap() * * If hallucinating, choose a random object/monster, otherwise, use the one * given. */ #define what_obj(obj) (Hallucination ? random_object() : obj) #define what_mon(mon) (Hallucination ? random_monster() : mon) #define what_trap(trp) (Hallucination ? random_trap() : trp) /* * 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_FLASH (-3) /* Clean up each glyph before displaying new one. */ #define DISP_ALWAYS (-4) /* Like flash, but still displayed if not visible. */ #define DISP_CHANGE (-5) /* Change glyph. */ #define DISP_END (-6) /* Clean up. */ #define DISP_FREEMEM (-7) /* Free all memory during exit only. */ /* Total number of cmap indices in the sheild_static[] array. */ #define SHIELD_COUNT 21 /* * display_self() * * Display the hero. It is assumed that all checks necessary to determine * _if_ the hero can be seen have already been done. */ #ifdef STEED #define maybe_display_usteed (u.usteed && mon_visible(u.usteed)) ? \ ridden_mon_to_glyph(u.usteed) : #else #define maybe_display_usteed /* empty */ #endif #define display_self() \ show_glyph(u.ux, u.uy, \ maybe_display_usteed /* else */ \ youmonst.m_ap_type == M_AP_NOTHING ? \ hero_glyph : \ youmonst.m_ap_type == M_AP_FURNITURE ? \ cmap_to_glyph(youmonst.mappearance) : \ youmonst.m_ap_type == M_AP_OBJECT ? \ objnum_to_glyph(youmonst.mappearance) : \ /* else 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. * * 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 MAX_GLYPH (WARNCOUNT + GLYPH_WARNING_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) ((int) what_mon(monsndx((mon)->data))+GLYPH_MON_OFF) #define detected_mon_to_glyph(mon) ((int) what_mon(monsndx((mon)->data))+GLYPH_DETECT_OFF) #define ridden_mon_to_glyph(mon) ((int) what_mon(monsndx((mon)->data))+GLYPH_RIDDEN_OFF) #define pet_to_glyph(mon) ((int) what_mon(monsndx((mon)->data))+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 obj_to_glyph(obj) \ (Hallucination ? \ ((otg_temp = random_object()) == CORPSE ? \ random_monster() + GLYPH_BODY_OFF : \ otg_temp + GLYPH_OBJ_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(what_trap((trap)->ttyp))) /* Not affected by hallucination. Gives a generic body for CORPSE */ #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) : \ NO_GLYPH) #define glyph_to_obj(glyph) \ (glyph_is_body(glyph) ? CORPSE : \ 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_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_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 */