1 /* NetHack 3.6 display.h $NHDT-Date: 1546212620 2018/12/30 23:30:20 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.29 $ */
2 /* Copyright (c) Dean Luick, with acknowledgements to Kevin Darcy */
3 /* and Dave Cohrs, 1990. */
4 /* NetHack may be freely redistributed. See license for details. */
13 #include "mondata.h" /* for mindless() */
19 * Returns the head of the list of objects that the player can see
22 #define vobj_at(x, y) (level.objects[x][y])
27 * Returns true if the hero can sense the given monster. This includes
28 * monsters that are hiding or mimicing other monsters.
30 #define tp_sensemon(mon) \
31 (/* The hero can always sense a monster IF: */ \
32 /* 1. the monster has a brain to sense */ \
33 (!mindless(mon->data)) \
34 /* AND 2a. hero is blind and telepathic */ \
35 && ((Blind && Blind_telepat) \
36 /* OR 2b. hero is using a telepathy inducing */ \
37 /* object and in range */ \
39 && (distu(mon->mx, mon->my) <= (BOLT_LIM * BOLT_LIM)))))
41 #define sensemon(mon) \
42 (tp_sensemon(mon) || Detect_monsters || MATCH_WARN_OF_MON(mon))
45 * mon_warning() is used to warn of any dangerous monsters in your
46 * vicinity, and a glyph representing the warning level is displayed.
49 #define mon_warning(mon) \
50 (Warning && !(mon)->mpeaceful && (distu((mon)->mx, (mon)->my) < 100) \
51 && (((int) ((mon)->m_lev / 4)) >= context.warnlevel))
56 * Returns true if the hero can see the monster. It is assumed that the
57 * hero can physically see the location of the monster. The function
58 * vobj_at() returns a pointer to an object that the hero can see there.
59 * Infravision is not taken into account.
61 #define mon_visible(mon) \
62 (/* The hero can see the monster IF the monster */ \
63 (!mon->minvis || See_invisible) /* 1. is not invisible */ \
64 && !mon->mundetected /* AND 2. not an undetected hider */ \
65 && !(mon->mburied || u.uburied)) /* AND 3. neither you nor it is buried */
70 * This function is true if the player can see a monster using infravision.
71 * The caller must check for invisibility (invisible monsters are also
72 * invisible to infravision), because this is usually called from within
73 * canseemon() or canspotmon() which already check that.
75 #define see_with_infrared(mon) \
76 (!Blind && Infravision && mon && infravisible(mon->data) \
77 && couldsee(mon->mx, mon->my))
82 * This is the globally used canseemon(). It is not called within the display
83 * routines. Like mon_visible(), but it checks to see if the hero sees the
84 * location instead of assuming it. (And also considers worms.)
86 #define canseemon(mon) \
87 ((mon->wormno ? worm_known(mon) \
88 : (cansee(mon->mx, mon->my) || see_with_infrared(mon))) \
94 * This function checks whether you can either see a monster or sense it by
95 * telepathy, and is what you usually call for monsters about which nothing is
98 #define canspotmon(mon) (canseemon(mon) || sensemon(mon))
100 /* knowninvisible(mon)
101 * This one checks to see if you know a monster is both there and invisible.
102 * 1) If you can see the monster and have see invisible, it is assumed the
103 * monster is transparent, but visible in some manner. (Earlier versions of
104 * Nethack were really inconsistent on this.)
105 * 2) If you can't see the monster, but can see its location and you have
106 * telepathy that works when you can see, you can tell that there is a
107 * creature in an apparently empty spot.
108 * Infravision is not relevant; we assume that invisible monsters are also
109 * invisible to infravision.
111 #define knowninvisible(mon) \
113 && ((cansee(mon->mx, mon->my) && (See_invisible || Detect_monsters)) \
114 || (!Blind && (HTelepat & ~INTRINSIC) \
115 && distu(mon->mx, mon->my) <= (BOLT_LIM * BOLT_LIM))))
120 * A special case check used in attack() and domove(). Placing the
121 * definition here is convenient.
123 #define is_safepet(mon) \
124 (mon && mon->mtame && canspotmon(mon) && flags.safe_dog && !Confusion \
125 && !Hallucination && !Stunned)
132 * This returns true if the hero can see her/himself.
134 * Sensing yourself by touch is treated as seeing yourself, even if
135 * unable to see. So when blind, being invisible won't affect your
136 * self-perception, and when swallowed, the enclosing monster touches.
138 #define canseeself() (Blind || u.uswallow || (!Invisible && !u.uundetected))
139 #define senseself() (Unblind_telepat || Detect_monsters)
140 #define canspotself() (canseeself() || senseself())
147 * Respectively return a random monster, object, or trap number.
149 #define random_monster(rng) rng(NUMMONS)
150 #define random_object(rng) (rng(NUM_OBJECTS - 1) + 1)
151 #define random_trap(rng) (rng(TRAPNUM - 1) + 1)
158 * If hallucinating, choose a random object/monster, otherwise, use the one
159 * given. Use the given rng to handle hallucination.
161 #define what_obj(obj, rng) (Hallucination ? random_object(rng) : obj)
162 #define what_mon(mon, rng) (Hallucination ? random_monster(rng) : mon)
163 #define what_trap(trp, rng) (Hallucination ? random_trap(rng) : trp)
168 * An appropriate random number generator for use with newsym(), when
169 * randomness is needed there. This is currently hardcoded as
170 * rn2_on_display_rng, but is futureproofed for cases where we might
171 * want to prevent display-random objects entering the character's
172 * memory (this isn't important at present but may be if we need
173 * reproducible gameplay for some reason).
175 #define newsym_rn2 rn2_on_display_rng
181 * These routines are true if what is really at the given location will
182 * "cover" any objects or traps that might be there.
184 #define covers_objects(xx, yy) \
185 ((is_pool(xx, yy) && !Underwater) || (levl[xx][yy].typ == LAVAPOOL))
187 #define covers_traps(xx, yy) covers_objects(xx, yy)
190 * tmp_at() control calls.
192 #define DISP_BEAM (-1) /* Keep all glyphs showing & clean up at end. */
193 #define DISP_ALL (-2) /* Like beam, but still displayed if not visible. */
194 #define DISP_TETHER (-3) /* Like beam, but tether glyph differs from final */
195 #define DISP_FLASH (-4) /* Clean up each glyph before displaying new one. */
196 #define DISP_ALWAYS (-5) /* Like flash, but still displayed if not visible. */
197 #define DISP_CHANGE (-6) /* Change glyph. */
198 #define DISP_END (-7) /* Clean up. */
199 #define DISP_FREEMEM (-8) /* Free all memory during exit only. */
201 /* Total number of cmap indices in the shield_static[] array. */
202 #define SHIELD_COUNT 21
203 #define BACKTRACK (-1) /* flag for DISP_END to display each prior location */
208 * Display the hero. It is assumed that all checks necessary to determine
209 * _if_ the hero can be seen have already been done.
211 #define maybe_display_usteed(otherwise_self) \
212 ((u.usteed && mon_visible(u.usteed)) \
213 ? ridden_mon_to_glyph(u.usteed, rn2_on_display_rng) \
216 #define display_self() \
217 show_glyph(u.ux, u.uy, \
218 maybe_display_usteed((U_AP_TYPE == M_AP_NOTHING) \
220 : (U_AP_TYPE == M_AP_FURNITURE) \
221 ? cmap_to_glyph(youmonst.mappearance) \
222 : (U_AP_TYPE == M_AP_OBJECT) \
223 ? objnum_to_glyph(youmonst.mappearance) \
224 /* else U_AP_TYPE == M_AP_MONSTER */ \
225 : monnum_to_glyph(youmonst.mappearance)))
228 * A glyph is an abstraction that represents a _unique_ monster, object,
229 * dungeon part, or effect. The uniqueness is important. For example,
230 * It is not enough to have four (one for each "direction") zap beam glyphs,
231 * we need a set of four for each beam type. Why go to so much trouble?
232 * Because it is possible that any given window dependent display driver
233 * [print_glyph()] can produce something different for each type of glyph.
234 * That is, a beam of cold and a beam of fire would not only be different
235 * colors, but would also be represented by different symbols.
237 * Glyphs are grouped for easy accessibility:
239 * monster Represents all the wild (not tame) monsters. Count: NUMMONS.
241 * pet Represents all of the tame monsters. Count: NUMMONS
243 * invisible Invisible monster placeholder. Count: 1
245 * detect Represents all detected monsters. Count: NUMMONS
247 * corpse One for each monster. Count: NUMMONS
249 * ridden Represents all monsters being ridden. Count: NUMMONS
251 * object One for each object. Count: NUM_OBJECTS
253 * cmap One for each entry in the character map. The character map
254 * is the dungeon features and other miscellaneous things.
257 * explosions A set of nine for each of the following seven explosion types:
258 * dark, noxious, muddy, wet, magical, fiery, frosty.
259 * The nine positions represent those surrounding the hero.
260 * Count: MAXEXPCHARS * EXPL_MAX (EXPL_MAX is defined in hack.h)
262 * zap beam A set of four (there are four directions) for each beam type.
263 * The beam type is shifted over 2 positions and the direction
264 * is stored in the lower 2 bits. Count: NUM_ZAP << 2
266 * swallow A set of eight for each monster. The eight positions rep-
267 * resent those surrounding the hero. The monster number is
268 * shifted over 3 positions and the swallow position is stored
269 * in the lower three bits. Count: NUMMONS << 3
271 * warning A set of six representing the different warning levels.
273 * statue One for each monster. Count: NUMMONS
275 * The following are offsets used to convert to and from a glyph.
277 #define NUM_ZAP 8 /* number of zap beam types */
279 #define GLYPH_MON_OFF 0
280 #define GLYPH_PET_OFF (NUMMONS + GLYPH_MON_OFF)
281 #define GLYPH_INVIS_OFF (NUMMONS + GLYPH_PET_OFF)
282 #define GLYPH_DETECT_OFF (1 + GLYPH_INVIS_OFF)
283 #define GLYPH_BODY_OFF (NUMMONS + GLYPH_DETECT_OFF)
284 #define GLYPH_RIDDEN_OFF (NUMMONS + GLYPH_BODY_OFF)
285 #define GLYPH_OBJ_OFF (NUMMONS + GLYPH_RIDDEN_OFF)
286 #define GLYPH_CMAP_OFF (NUM_OBJECTS + GLYPH_OBJ_OFF)
287 #define GLYPH_EXPLODE_OFF ((MAXPCHARS - MAXEXPCHARS) + GLYPH_CMAP_OFF)
288 #define GLYPH_ZAP_OFF ((MAXEXPCHARS * EXPL_MAX) + GLYPH_EXPLODE_OFF)
289 #define GLYPH_SWALLOW_OFF ((NUM_ZAP << 2) + GLYPH_ZAP_OFF)
290 #define GLYPH_WARNING_OFF ((NUMMONS << 3) + GLYPH_SWALLOW_OFF)
291 #define GLYPH_STATUE_OFF (WARNCOUNT + GLYPH_WARNING_OFF)
292 #define MAX_GLYPH (NUMMONS + GLYPH_STATUE_OFF)
294 #define NO_GLYPH MAX_GLYPH
295 #define GLYPH_INVISIBLE GLYPH_INVIS_OFF
297 #define warning_to_glyph(mwarnlev) ((mwarnlev) + GLYPH_WARNING_OFF)
298 #define mon_to_glyph(mon, rng) \
299 ((int) what_mon(monsndx((mon)->data), rng) + GLYPH_MON_OFF)
300 #define detected_mon_to_glyph(mon, rng) \
301 ((int) what_mon(monsndx((mon)->data), rng) + GLYPH_DETECT_OFF)
302 #define ridden_mon_to_glyph(mon, rng) \
303 ((int) what_mon(monsndx((mon)->data), rng) + GLYPH_RIDDEN_OFF)
304 #define pet_to_glyph(mon, rng) \
305 ((int) what_mon(monsndx((mon)->data), rng) + GLYPH_PET_OFF)
307 /* This has the unfortunate side effect of needing a global variable */
308 /* to store a result. 'otg_temp' is defined and declared in decl.{ch}. */
309 #define random_obj_to_glyph(rng) \
310 ((otg_temp = random_object(rng)) == CORPSE \
311 ? random_monster(rng) + GLYPH_BODY_OFF \
312 : otg_temp + GLYPH_OBJ_OFF)
314 #define obj_to_glyph(obj, rng) \
315 (((obj)->otyp == STATUE) \
316 ? statue_to_glyph(obj, rng) \
318 ? random_obj_to_glyph(rng) \
319 : ((obj)->otyp == CORPSE) \
320 ? (int) (obj)->corpsenm + GLYPH_BODY_OFF \
321 : (int) (obj)->otyp + GLYPH_OBJ_OFF)
323 /* MRKR: Statues now have glyphs corresponding to the monster they */
324 /* represent and look like monsters when you are hallucinating. */
326 #define statue_to_glyph(obj, rng) \
327 (Hallucination ? random_monster(rng) + GLYPH_MON_OFF \
328 : (int) (obj)->corpsenm + GLYPH_STATUE_OFF)
330 #define cmap_to_glyph(cmap_idx) ((int) (cmap_idx) + GLYPH_CMAP_OFF)
331 #define explosion_to_glyph(expltype, idx) \
332 ((((expltype) * MAXEXPCHARS) + ((idx) - S_explode1)) + GLYPH_EXPLODE_OFF)
334 #define trap_to_glyph(trap, rng) \
335 cmap_to_glyph(trap_to_defsym(what_trap((trap)->ttyp, rng)))
337 /* Not affected by hallucination. Gives a generic body for CORPSE */
338 /* MRKR: ...and the generic statue */
339 #define objnum_to_glyph(onum) ((int) (onum) + GLYPH_OBJ_OFF)
340 #define monnum_to_glyph(mnum) ((int) (mnum) + GLYPH_MON_OFF)
341 #define detected_monnum_to_glyph(mnum) ((int) (mnum) + GLYPH_DETECT_OFF)
342 #define ridden_monnum_to_glyph(mnum) ((int) (mnum) + GLYPH_RIDDEN_OFF)
343 #define petnum_to_glyph(mnum) ((int) (mnum) + GLYPH_PET_OFF)
345 /* The hero's glyph when seen as a monster.
348 monnum_to_glyph((Upolyd || !flags.showrace) \
350 : (flags.female && urace.femalenum != NON_PM) \
355 * Change the given glyph into it's given type. Note:
356 * 1) Pets, detected, and ridden monsters are animals and are converted
357 * to the proper monster number.
358 * 2) Bodies are all mapped into the generic CORPSE object
359 * 3) If handed a glyph out of range for the type, these functions
360 * will return NO_GLYPH (see exception below)
361 * 4) glyph_to_swallow() does not return a showsyms[] index, but an
362 * offset from the first swallow symbol. If handed something
363 * out of range, it will return zero (for lack of anything better
366 #define glyph_to_mon(glyph) \
367 (glyph_is_normal_monster(glyph) \
368 ? ((glyph) - GLYPH_MON_OFF) \
369 : glyph_is_pet(glyph) \
370 ? ((glyph) - GLYPH_PET_OFF) \
371 : glyph_is_detected_monster(glyph) \
372 ? ((glyph) - GLYPH_DETECT_OFF) \
373 : glyph_is_ridden_monster(glyph) \
374 ? ((glyph) - GLYPH_RIDDEN_OFF) \
375 : glyph_is_statue(glyph) \
376 ? ((glyph) - GLYPH_STATUE_OFF) \
378 #define glyph_to_obj(glyph) \
379 (glyph_is_body(glyph) \
381 : glyph_is_statue(glyph) \
383 : glyph_is_normal_object(glyph) \
384 ? ((glyph) - GLYPH_OBJ_OFF) \
386 #define glyph_to_trap(glyph) \
387 (glyph_is_trap(glyph) ? ((int) defsym_to_trap((glyph) - GLYPH_CMAP_OFF)) \
389 #define glyph_to_cmap(glyph) \
390 (glyph_is_cmap(glyph) ? ((glyph) - GLYPH_CMAP_OFF) : NO_GLYPH)
391 #define glyph_to_swallow(glyph) \
392 (glyph_is_swallow(glyph) ? (((glyph) - GLYPH_SWALLOW_OFF) & 0x7) : 0)
393 #define glyph_to_warning(glyph) \
394 (glyph_is_warning(glyph) ? ((glyph) - GLYPH_WARNING_OFF) : NO_GLYPH);
397 * Return true if the given glyph is what we want. Note that bodies are
398 * considered objects.
400 #define glyph_is_monster(glyph) \
401 (glyph_is_normal_monster(glyph) || glyph_is_pet(glyph) \
402 || glyph_is_ridden_monster(glyph) || glyph_is_detected_monster(glyph))
403 #define glyph_is_normal_monster(glyph) \
404 ((glyph) >= GLYPH_MON_OFF && (glyph) < (GLYPH_MON_OFF + NUMMONS))
405 #define glyph_is_pet(glyph) \
406 ((glyph) >= GLYPH_PET_OFF && (glyph) < (GLYPH_PET_OFF + NUMMONS))
407 #define glyph_is_body(glyph) \
408 ((glyph) >= GLYPH_BODY_OFF && (glyph) < (GLYPH_BODY_OFF + NUMMONS))
410 #define glyph_is_statue(glyph) \
411 ((glyph) >= GLYPH_STATUE_OFF && (glyph) < (GLYPH_STATUE_OFF + NUMMONS))
413 #define glyph_is_ridden_monster(glyph) \
414 ((glyph) >= GLYPH_RIDDEN_OFF && (glyph) < (GLYPH_RIDDEN_OFF + NUMMONS))
415 #define glyph_is_detected_monster(glyph) \
416 ((glyph) >= GLYPH_DETECT_OFF && (glyph) < (GLYPH_DETECT_OFF + NUMMONS))
417 #define glyph_is_invisible(glyph) ((glyph) == GLYPH_INVISIBLE)
418 #define glyph_is_normal_object(glyph) \
419 ((glyph) >= GLYPH_OBJ_OFF && (glyph) < (GLYPH_OBJ_OFF + NUM_OBJECTS))
420 #define glyph_is_object(glyph) \
421 (glyph_is_normal_object(glyph) || glyph_is_statue(glyph) \
422 || glyph_is_body(glyph))
423 #define glyph_is_trap(glyph) \
424 ((glyph) >= (GLYPH_CMAP_OFF + trap_to_defsym(1)) \
425 && (glyph) < (GLYPH_CMAP_OFF + trap_to_defsym(1) + TRAPNUM))
426 #define glyph_is_cmap(glyph) \
427 ((glyph) >= GLYPH_CMAP_OFF && (glyph) < (GLYPH_CMAP_OFF + MAXPCHARS))
428 #define glyph_is_swallow(glyph) \
429 ((glyph) >= GLYPH_SWALLOW_OFF \
430 && (glyph) < (GLYPH_SWALLOW_OFF + (NUMMONS << 3)))
431 #define glyph_is_warning(glyph) \
432 ((glyph) >= GLYPH_WARNING_OFF \
433 && (glyph) < (GLYPH_WARNING_OFF + WARNCOUNT))
435 #endif /* DISPLAY_H */