add MALE, FEMALE, and gender-neutral names for individual monster species
to the mons array. The gender-neutral name (NEUTRAL) is mandatory, the
MALE and FEMALE versions are not.
replace code uses of the mname field of permonst with one of the three
potentially-available gender-specific names.
consolidate some separate mons entries that differed only by species into a
single mons entry (caveman, cavewoman and priest,priestess etc.)
consolidate several "* lord" and "* queen/* king" monst entries into
their single species, and allow both genders on some where it makes some
sense (there is probably more work and cleanup to come out of this at some
point, and the chosen gender-neutral name variations are not cast in stone
if someone has better suggestions).
related function or macro additions:
pmname(pm, gender) to get the gender variation of the permonst name. It
guards against monsters that haven't got anything except NEUTRAL naming
and falls back to the NEUTRAL version if FEMALE and MALE versions are
missing.
Ugender to obtain the current hero gender.
Mgender(mtmp) to obtain the gender of a monster
While the code can safely refer directly to pmnames[NEUTRAL] safely in the
code because it always exists, the other two (pmnames[MALE] and
pmnames[FEMALE] may not exist so use:
pmname(ptr, gidx)
where -ptr is a permonst *
-gidx is an index into the pmnames array field of the
permonst struct
pmname() checks for a valid index and checks for null-pointers for
pmnames[MALE] and pmnames[FEMALE], and will fall back to pmnames[NEUTRAL] if
the pointer requested if the requested variation is unavailable, or if the
gidx is out-of-range.
Allow code to specify makemon flags to request female or male (via MM_MALE
and MM_FEMALE flags respectively)to makedefs, since the species alone doesn't
distinguish male/female anymore. Specifying MM_MALE or MM_FEMALE won't
override the pm M2_MALE and M2_FEMALE flags on a mons[] entry.
male and female tiles have been added to win/share/monsters.txt.
The majority are duplicated placeholders except for those that were
separate mons entries before. Perhaps someone will contribute artwork in the
future to make the male and female variations visually distinguishable.
tilemapping via has the MALE tile indexes in the glyph2tile[]
array produced at build time. If a window port has information that the
FEMALE tile is required, it just has to increment the index returned
from the glyph2tile[] array by 1.
statues already preserved gender of the monster through STATUE_FEMALE
and STATUE_MALE, so ensure that pmnames takes that into consideration.
I expect some refinement will be required after broad play-testing puts it to
the test.
consolidate caveman,cavewoman and priest,priestess monst.c entries etc
This commit will require a bump of editlevel in patchlevel.h because it alters
the index numbers of the monsters due to the consolidation of some. Those
index numbers are saved in some other structures, even though the mons[] array
itself is not part of the savefile.
Window Port Interface Change
Also add a parameter to print_glyph to convey additional information beyond
the glyph to the window ports. Every single window port was calling back to
mapglyph for the information anyway, so just included it in the interface and
produce the information right in the display core.
The mapglyph() function uses will be eliminated, although there are still some
in the code yet to be dealt with.
win32, tty, x11, Qt, msdos window ports have all had adjustments done to
utilize the new parameter instead of calling mapglyph, but some of those
window ports have not been thoroughly tested since the changes.
Interface change additional info:
print_glyph(window, x, y, glyph, bkglyph, *glyphmod)
-- Print the glyph at (x,y) on the given window. Glyphs are
integers at the interface, mapped to whatever the window-
port wants (symbol, font, color, attributes, ...there's
a 1-1 map between glyphs and distinct things on the map).
-- bkglyph is a background glyph for potential use by some
graphical or tiled environments to allow the depiction
to fall against a background consistent with the grid
around x,y. If bkglyph is NO_GLYPH, then the parameter
should be ignored (do nothing with it).
-- glyphmod provides extended information about the glyph
that window ports can use to enhance the display in
various ways.
unsigned int glyphmod[NUM_GLYPHMOD]
where:
glyphmod[GM_TTYCHAR] is the text characters associated
with the original NetHack display.
glyphmod[GM_FLAGS] are the special flags that denote
additional information that window
ports can use.
glyphmod[GM_COLOR] is the text character
color associated with the original
NetHack display.
Support for including the glyphmod info in the display glyph buffer
alongside the glyph itself was added and is the default operation.
That can be turned off by defining UNBUFFERED_GLYPHMOD at compile time.
With UNBUFFERED_GLYPHMOD operation, a call will be placed to map_glyphmod()
immediately prior to every print_glyph() call.
502 lines
21 KiB
C
502 lines
21 KiB
C
/* NetHack 3.7 display.h $NHDT-Date: 1605927391 2020/11/21 02:56:31 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.48 $ */
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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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/* types of explosions */
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enum explosion_types {
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EXPL_DARK = 0,
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EXPL_NOXIOUS = 1,
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EXPL_MUDDY = 2,
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EXPL_WET = 3,
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EXPL_MAGICAL = 4,
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EXPL_FIERY = 5,
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EXPL_FROSTY = 6,
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EXPL_MAX = 7
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};
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/*
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* vobj_at()
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*
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* Returns the head of the list of objects that the player can see
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* at location (x,y).
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*/
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#define vobj_at(x, y) (g.level.objects[x][y])
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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) \
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(/* The hero can always sense a monster IF: */ \
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/* 1. the monster has a brain to sense */ \
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(!mindless(mon->data)) \
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/* AND 2a. hero is blind and telepathic */ \
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&& ((Blind && Blind_telepat) \
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/* OR 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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#define sensemon(mon) \
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(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) \
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(Warning && !(mon)->mpeaceful && (distu((mon)->mx, (mon)->my) < 100) \
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&& (((int) ((mon)->m_lev / 4)) >= g.context.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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* Note: not reliable for concealed mimics. They don't have
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* 'mon->mundetected' set even when mimicking objects or furniture.
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* [Fixing this with a pair of mon->m_ap_type checks here (via either
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* 'typ!=object && typ!=furniture' or 'typ==nothing || typ==monster')
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* will require reviewing every instance of mon_visible(), canseemon(),
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* canspotmon(), is_safemon() and perhaps others. Fixing it by setting
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* mon->mundetected when concealed would be better but also require
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* reviewing all those instances and also existing mundetected instances.]
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*/
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#if 0
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#define mon_visible(mon) \
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(/* The hero can see the monster IF the monster */ \
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(!mon->minvis || See_invisible) /* 1. is not invisible */ \
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&& !mon->mundetected /* AND 2. not an undetected hider */ \
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&& !(mon->mburied || u.uburied)) /* AND 3. neither you nor it is buried */
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#else /* without 'mburied' and 'uburied' */
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#define mon_visible(mon) \
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(/* The hero can see the monster IF the monster */ \
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(!mon->minvis || See_invisible) /* 1. is not invisible */ \
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&& !mon->mundetected) /* AND 2. not an undetected hider */
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#endif
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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) \
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(!Blind && Infravision && mon && infravisible(mon->data) \
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&& 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) \
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((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) (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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* is_safemon(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. No longer limited to pets.
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*/
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#define is_safemon(mon) \
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(flags.safe_dog && (mon) && (mon)->mpeaceful && canspotmon(mon) \
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&& !Confusion && !Hallucination && !Stunned)
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/*
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* canseeself()
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* senseself()
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* canspotself()
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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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* Sensing yourself by touch is treated as seeing yourself, even if
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* unable to see. So when blind, being invisible won't affect your
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* self-perception, and when swallowed, the enclosing monster touches.
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*/
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#define canseeself() (Blind || u.uswallow || (!Invisible && !u.uundetected))
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#define senseself() (Unblind_telepat || Detect_monsters)
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#define canspotself() (canseeself() || senseself())
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/*
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* random_monster()
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* random_object()
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*
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* Respectively return a random monster or object.
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*/
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#define random_monster(rng) rng(NUMMONS)
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#define random_object(rng) (rng(NUM_OBJECTS - 1) + 1)
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/*
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* what_obj()
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* what_mon()
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*
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* If hallucinating, choose a random object/monster, otherwise, use the one
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* given. Use the given rng to handle hallucination.
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*/
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#define what_obj(obj, rng) (Hallucination ? random_object(rng) : obj)
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#define what_mon(mon, rng) (Hallucination ? random_monster(rng) : mon)
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/*
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* newsym_rn2
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*
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* An appropriate random number generator for use with newsym(), when
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* randomness is needed there. This is currently hardcoded as
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* rn2_on_display_rng, but is futureproofed for cases where we might
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* want to prevent display-random objects entering the character's
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* memory (this isn't important at present but may be if we need
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* reproducible gameplay for some reason).
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*/
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#define newsym_rn2 rn2_on_display_rng
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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_ALL (-2) /* Like beam, but still displayed if not visible. */
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#define DISP_TETHER (-3) /* Like beam, but tether glyph differs from final */
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#define DISP_FLASH (-4) /* Clean up each glyph before displaying new one. */
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#define DISP_ALWAYS (-5) /* Like flash, but still displayed if not visible. */
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#define DISP_CHANGE (-6) /* Change glyph. */
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#define DISP_END (-7) /* Clean up. */
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#define DISP_FREEMEM (-8) /* Free all memory during exit only. */
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/* Total number of cmap indices in the shield_static[] array. */
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#define SHIELD_COUNT 21
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#define BACKTRACK (-1) /* flag for DISP_END to display each prior location */
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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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#define maybe_display_usteed(otherwise_self) \
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((u.usteed && mon_visible(u.usteed)) \
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? ridden_mon_to_glyph(u.usteed, rn2_on_display_rng) \
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: (otherwise_self))
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#define display_self() \
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show_glyph(u.ux, u.uy, \
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maybe_display_usteed((U_AP_TYPE == M_AP_NOTHING) \
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? hero_glyph \
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: (U_AP_TYPE == M_AP_FURNITURE) \
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? cmap_to_glyph(g.youmonst.mappearance) \
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: (U_AP_TYPE == M_AP_OBJECT) \
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? objnum_to_glyph(g.youmonst.mappearance) \
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/* else U_AP_TYPE == M_AP_MONSTER */ \
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: monnum_to_glyph(g.youmonst.mappearance)))
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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
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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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* statue One for each monster. Count: NUMMONS
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*
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* unexplored One for unexplored areas of the map
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* nothing Nothing but background
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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 GLYPH_STATUE_OFF (WARNCOUNT + GLYPH_WARNING_OFF)
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#define GLYPH_UNEXPLORED_OFF (NUMMONS + GLYPH_STATUE_OFF)
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#define GLYPH_NOTHING_OFF (GLYPH_UNEXPLORED_OFF + 1)
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#define MAX_GLYPH (GLYPH_NOTHING_OFF + 1)
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#define NO_GLYPH MAX_GLYPH
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#define GLYPH_INVISIBLE GLYPH_INVIS_OFF
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#define GLYPH_UNEXPLORED GLYPH_UNEXPLORED_OFF
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#define GLYPH_NOTHING GLYPH_NOTHING_OFF
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#define warning_to_glyph(mwarnlev) ((mwarnlev) + GLYPH_WARNING_OFF)
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#define mon_to_glyph(mon, rng) \
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((int) what_mon(monsndx((mon)->data), rng) + GLYPH_MON_OFF)
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#define detected_mon_to_glyph(mon, rng) \
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((int) what_mon(monsndx((mon)->data), rng) + GLYPH_DETECT_OFF)
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#define ridden_mon_to_glyph(mon, rng) \
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((int) what_mon(monsndx((mon)->data), rng) + GLYPH_RIDDEN_OFF)
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#define pet_to_glyph(mon, rng) \
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((int) what_mon(monsndx((mon)->data), rng) + 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 random_obj_to_glyph(rng) \
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((g.otg_temp = random_object(rng)) == CORPSE \
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? random_monster(rng) + GLYPH_BODY_OFF \
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: g.otg_temp + GLYPH_OBJ_OFF)
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#define obj_to_glyph(obj, rng) \
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(((obj)->otyp == STATUE) \
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? statue_to_glyph(obj, rng) \
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: Hallucination \
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? random_obj_to_glyph(rng) \
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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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/* MRKR: Statues now have glyphs corresponding to the monster they */
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/* represent and look like monsters when you are hallucinating. */
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#define statue_to_glyph(obj, rng) \
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(Hallucination ? random_monster(rng) + GLYPH_MON_OFF \
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: (int) (obj)->corpsenm + GLYPH_STATUE_OFF)
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/* briefly used for Qt's "paper doll" inventory which shows map tiles for
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equipped objects; those vary like floor items during hallucination now
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so this isn't used anywhere */
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#define obj_to_true_glyph(obj) \
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(((obj)->otyp == STATUE) \
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? ((int) (obj)->corpsenm + GLYPH_STATUE_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((trap)->ttyp))
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/* Not affected by hallucination. Gives a generic body for CORPSE */
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/* MRKR: ...and the generic statue */
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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.
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*/
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#define hero_glyph \
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monnum_to_glyph((Upolyd || !flags.showrace) \
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? u.umonnum \
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: (flags.female && g.urace.femalenum != NON_PM) \
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? g.urace.femalenum \
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: g.urace.malenum)
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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) \
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? ((glyph) - GLYPH_MON_OFF) \
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: glyph_is_pet(glyph) \
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? ((glyph) - GLYPH_PET_OFF) \
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: glyph_is_detected_monster(glyph) \
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? ((glyph) - GLYPH_DETECT_OFF) \
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: glyph_is_ridden_monster(glyph) \
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? ((glyph) - GLYPH_RIDDEN_OFF) \
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: glyph_is_statue(glyph) \
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? ((glyph) - GLYPH_STATUE_OFF) \
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: NO_GLYPH)
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#define glyph_to_obj(glyph) \
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(glyph_is_body(glyph) \
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? CORPSE \
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: glyph_is_statue(glyph) \
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? STATUE \
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: glyph_is_normal_object(glyph) \
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? ((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) ? ((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) : NO_GLYPH)
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#define glyph_to_swallow(glyph) \
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(glyph_is_swallow(glyph) ? (((glyph) - GLYPH_SWALLOW_OFF) & 0x7) : 0)
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#define glyph_to_warning(glyph) \
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(glyph_is_warning(glyph) ? ((glyph) - GLYPH_WARNING_OFF) : 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) || glyph_is_pet(glyph) \
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|| glyph_is_ridden_monster(glyph) || 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_statue(glyph) \
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((glyph) >= GLYPH_STATUE_OFF && (glyph) < (GLYPH_STATUE_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) || glyph_is_statue(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 \
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&& (glyph) < (GLYPH_SWALLOW_OFF + (NUMMONS << 3)))
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#define glyph_is_warning(glyph) \
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((glyph) >= GLYPH_WARNING_OFF \
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&& (glyph) < (GLYPH_WARNING_OFF + WARNCOUNT))
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#define glyph_is_unexplored(glyph) ((glyph) == GLYPH_UNEXPLORED)
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#define glyph_is_nothing(glyph) ((glyph) == GLYPH_NOTHING)
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/* flags for map_glyphmod */
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/* mgflags for altering map_glyphmod() internal behaviour */
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#define MG_FLAG_NORMAL 0x00
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#define MG_FLAG_NOOVERRIDE 0x01
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#define MG_FLAG_RETURNIDX 0x02
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/* Special mapped glyph flags encoded in glyphmod[GM_FLAGS] by map_glyphmod() */
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#define MG_CORPSE 0x0001
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#define MG_INVIS 0x0002
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#define MG_DETECT 0x0004
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#define MG_PET 0x0008
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#define MG_RIDDEN 0x0010
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#define MG_STATUE 0x0020
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#define MG_OBJPILE 0x0040 /* more than one stack of objects */
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#define MG_BW_LAVA 0x0080 /* 'black & white lava': highlight lava if it
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can't be distringuished from water by color */
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#define MG_BW_ICE 0x0100 /* similar for ice vs floor */
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#define MG_NOTHING 0x0200 /* char represents GLYPH_NOTHING */
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#define MG_UNEXPL 0x0400 /* char represents GLYPH_UNEXPLORED */
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#define MG_FEMALE 0x0800 /* represents a female mon,detected mon,pet,ridden */
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#define MG_BADXY 0x1000 /* bad coordinates were passed */
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#endif /* DISPLAY_H */
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