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Below is the full text to display.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/display.h#line123]], for example.

Warning! This is the source code from an old release. For the latest release, see Source code

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1.    /*	SCCS Id: @(#)display.h	3.3	1999/11/30	*/
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. */
5.    
6.    #ifndef DISPLAY_H
7.    #define DISPLAY_H
8.    
9.    #ifndef VISION_H
10.   #include "vision.h"
11.   #endif
12.   
13.   #ifndef MONDATA_H
14.   #include "mondata.h"	/* for mindless() */
15.   #endif
16.   
17.   #ifndef INVISIBLE_OBJECTS
18.   #define vobj_at(x,y) (level.objects[x][y])
19.   #endif
20.   
21.   /*
22.    * sensemon()
23.    *
24.    * Returns true if the hero can sense the given monster.  This includes
25.    * monsters that are hiding or mimicing other monsters.
26.    */
27.   #define tp_sensemon(mon) (	/* The hero can always sense a monster IF:  */\
28.       (!mindless(mon->data)) &&	/* 1. the monster has a brain to sense AND  */\
29.         ((Blind && Blind_telepat) ||	/* 2a. hero is blind and telepathic OR	    */\
30.   				/* 2b. hero is using a telepathy inducing   */\
31.   				/*	 object and in range		    */\
32.         (Unblind_telepat &&					      \
33.   	(distu(mon->mx, mon->my) <= (BOLT_LIM * BOLT_LIM))))		      \
34.   )
35.   
36.   #define sensemon(mon) (tp_sensemon(mon) || Detect_monsters)
37.   
38.   
39.   /*
40.    * mon_visible()
41.    *
42.    * Returns true if the hero can see the monster.  It is assumed that the
43.    * hero can physically see the location of the monster.  The function
44.    * vobj_at() returns a pointer to an object that the hero can see there.
45.    * Infravision is not taken into account.
46.    */
47.   #define mon_visible(mon) (		/* The hero can see the monster     */\
48.   					/* IF the monster		    */\
49.       (!mon->minvis || See_invisible) &&	/* 1. is not invisible AND	    */\
50.       (!mon->mundetected) &&		/* 2. not an undetected hider	    */\
51.       (!(mon->mburied || u.uburied))	/* 3. neither you or it is buried   */\
52.   )
53.   
54.   /*
55.    * see_with_infrared()
56.    *
57.    * This function is true if the player can see a monster using infravision.
58.    * The caller must check for invisibility (invisible monsters are also
59.    * invisible to infravision), because this is usually called from within
60.    * canseemon() or canspotmon() which already check that.
61.    */
62.   #define see_with_infrared(mon) (!Blind && Infravision && infravisible(mon->data) && couldsee(mon->mx, mon->my))
63.   
64.   
65.   /*
66.    * canseemon()
67.    *
68.    * This is the globally used canseemon().  It is not called within the display
69.    * routines.  Like mon_visible(), but it checks to see if the hero sees the
70.    * location instead of assuming it.  (And also considers worms.)
71.    */
72.   #define canseemon(mon) ((mon->wormno ? worm_known(mon) : \
73.   	    (cansee(mon->mx, mon->my) || see_with_infrared(mon))) \
74.   	&& mon_visible(mon))
75.   
76.   
77.   /*
78.    * canspotmon(mon)
79.    *
80.    * This function checks whether you can either see a monster or sense it by
81.    * telepathy, and is what you usually call for monsters about which nothing is
82.    * known.
83.    */
84.   #define canspotmon(mon) \
85.   	(canseemon(mon) || sensemon(mon))
86.   
87.   /* knowninvisible(mon)
88.    * This one checks to see if you know a monster is both there and invisible.
89.    * 1) If you can see the monster and have see invisible, it is assumed the
90.    * monster is transparent, but visible in some manner.	(Earlier versions of
91.    * Nethack were really inconsistent on this.)
92.    * 2) If you can't see the monster, but can see its location and you have
93.    * telepathy that works when you can see, you can tell that there is a
94.    * creature in an apparently empty spot.
95.    * Infravision is not relevant; we assume that invisible monsters are also
96.    * invisible to infravision.
97.    */
98.   #define knowninvisible(mon) \
99.   	(mtmp->minvis && \
100.  	    ((cansee(mon->mx, mon->my) && (See_invisible || Detect_monsters)) || \
101.  		(!Blind && (HTelepat & ~INTRINSIC) && \
102.  		    distu(mon->mx, mon->my) <= (BOLT_LIM * BOLT_LIM) \
103.  		) \
104.  	    ) \
105.  	)
106.  
107.  /*
108.   * is_safepet(mon)
109.   *
110.   * A special case check used in attack() and domove().	Placing the
111.   * definition here is convenient.
112.   */
113.  #define is_safepet(mon) \
114.  	(mon && mon->mtame && canspotmon(mon) && flags.safe_dog \
115.  		&& !Confusion && !Hallucination && !Stunned)
116.  
117.  
118.  /*
119.   * canseeself()
120.   *
121.   * This returns true if the hero can see her/himself.
122.   *
123.   * The u.uswallow check assumes that you can see yourself even if you are
124.   * invisible.  If not, then we don't need the check.
125.   */
126.  #define canseeself()	(Blind || u.uswallow || (!Invisible && !u.uundetected))
127.  
128.  
129.  /*
130.   * random_monster()
131.   * random_object()
132.   * random_trap()
133.   *
134.   * Respectively return a random monster, object, or trap number.
135.   */
136.  #define random_monster() rn2(NUMMONS)
137.  #define random_object()  rn1(NUM_OBJECTS-1,1)
138.  #define random_trap()	 rn1(TRAPNUM-1,1)
139.  
140.  /*
141.   * what_obj()
142.   * what_mon()
143.   * what_trap()
144.   *
145.   * If hallucinating, choose a random object/monster, otherwise, use the one
146.   * given.
147.   */
148.  #define what_obj(obj)	(Hallucination ? random_object()  : obj)
149.  #define what_mon(mon)	(Hallucination ? random_monster() : mon)
150.  #define what_trap(trp)	(Hallucination ? random_trap()	  : trp)
151.  
152.  /*
153.   * covers_objects()
154.   * covers_traps()
155.   *
156.   * These routines are true if what is really at the given location will
157.   * "cover" any objects or traps that might be there.
158.   */
159.  #define covers_objects(xx,yy)						      \
160.      ((is_pool(xx,yy) && !Underwater) || (levl[xx][yy].typ == LAVAPOOL))
161.  
162.  #define covers_traps(xx,yy)	covers_objects(xx,yy)
163.  
164.  
165.  /*
166.   * tmp_at() control calls.
167.   */
168.  #define DISP_BEAM   (-1)  /* Keep all glyphs showing & clean up at end. */
169.  #define DISP_FLASH  (-2)  /* Clean up each glyph before displaying new one. */
170.  #define DISP_ALWAYS (-3)  /* Like flash, but still displayed if not visible. */
171.  #define DISP_CHANGE (-4)  /* Change glyph. */
172.  #define DISP_END    (-5)  /* Clean up. */
173.  
174.  
175.  /* Total number of cmap indices in the sheild_static[] array. */
176.  #define SHIELD_COUNT 21
177.  
178.  
179.  /*
180.   * display_self()
181.   *
182.   * Display the hero.  It is assumed that all checks necessary to determine
183.   * _if_ the hero can be seen have already been done.
184.   */
185.  #ifdef STEED
186.  #define display_self()							\
187.      show_glyph(u.ux, u.uy,						\
188.  	(u.usteed && mon_visible(u.usteed)) ?			\
189.  				ridden_mon_to_glyph(u.usteed) :		\
190.  	youmonst.m_ap_type == M_AP_NOTHING ?				\
191.  				monnum_to_glyph(u.umonnum) :	\
192.  	youmonst.m_ap_type == M_AP_FURNITURE ?				\
193.  				cmap_to_glyph(youmonst.mappearance) :	\
194.  	youmonst.m_ap_type == M_AP_OBJECT ?				\
195.  				objnum_to_glyph(youmonst.mappearance) : \
196.  	/* else M_AP_MONSTER */ monnum_to_glyph(youmonst.mappearance))
197.  #else
198.  #define display_self()							\
199.      show_glyph(u.ux, u.uy,						\
200.  	youmonst.m_ap_type == M_AP_NOTHING ?				\
201.  				monnum_to_glyph(Upolyd ? u.umonnum : urace.malenum) :	\
202.  	youmonst.m_ap_type == M_AP_FURNITURE ?				\
203.  				cmap_to_glyph(youmonst.mappearance) :	\
204.  	youmonst.m_ap_type == M_AP_OBJECT ?				\
205.  				objnum_to_glyph(youmonst.mappearance) : \
206.      !Upolyd ? monnum_to_glyph(urace.malenum) :		\
207.  	/* else M_AP_MONSTER */ monnum_to_glyph(youmonst.mappearance))
208.  #endif
209.  
210.  /*
211.   * A glyph is an abstraction that represents a _unique_ monster, object,
212.   * dungeon part, or effect.  The uniqueness is important.  For example,
213.   * It is not enough to have four (one for each "direction") zap beam glyphs,
214.   * we need a set of four for each beam type.  Why go to so much trouble?
215.   * Because it is possible that any given window dependent display driver
216.   * [print_glyph()] can produce something different for each type of glyph.
217.   * That is, a beam of cold and a beam of fire would not only be different
218.   * colors, but would also be represented by different symbols.
219.   *
220.   * Glyphs are grouped for easy accessibility:
221.   *
222.   * monster	Represents all the wild (not tame) monsters.  Count: NUMMONS.
223.   *
224.   * pet		Represents all of the tame monsters.  Count: NUMMONS
225.   *
226.   * invisible	Invisible monster placeholder.	Count: 1
227.   *
228.   * detect	Represents all detected monsters.  Count: NUMMONS
229.   *
230.   * corpse	One for each monster.  Count: NUMMONS
231.   *
232.   * ridden	Represents all monsters being ridden.  Count: NUMMONS 
233.   *
234.   * object	One for each object.  Count: NUM_OBJECTS
235.   *
236.   * cmap		One for each entry in the character map.  The character map
237.   *		is the dungeon features and other miscellaneous things.
238.   *		Count: MAXPCHARS
239.   *
240.   * zap beam	A set of four (there are four directions) for each beam type.
241.   *		The beam type is shifted over 2 positions and the direction
242.   *		is stored in the lower 2 bits.	Count: NUM_ZAP << 2
243.   *
244.   * swallow	A set of eight for each monster.  The eight positions rep-
245.   *		resent those surrounding the hero.  The monster number is
246.   *		shifted over 3 positions and the swallow position is stored
247.   *		in the lower three bits.  Count: NUMMONS << 3
248.   *
249.   * The following are offsets used to convert to and from a glyph.
250.   */
251.  #define NUM_ZAP 8	/* number of zap beam types */
252.  
253.  #define GLYPH_MON_OFF		0
254.  #define GLYPH_PET_OFF		(NUMMONS	+ GLYPH_MON_OFF)
255.  #define GLYPH_INVIS_OFF		(NUMMONS	+ GLYPH_PET_OFF)
256.  #define GLYPH_DETECT_OFF	(1		+ GLYPH_INVIS_OFF)
257.  #define GLYPH_BODY_OFF		(NUMMONS	+ GLYPH_DETECT_OFF)
258.  #define GLYPH_RIDDEN_OFF	(NUMMONS	+ GLYPH_BODY_OFF)
259.  #define GLYPH_OBJ_OFF		(NUMMONS	+ GLYPH_RIDDEN_OFF)
260.  #define GLYPH_CMAP_OFF		(NUM_OBJECTS	+ GLYPH_OBJ_OFF)
261.  #define GLYPH_ZAP_OFF		(MAXPCHARS	+ GLYPH_CMAP_OFF)
262.  #define GLYPH_SWALLOW_OFF	((NUM_ZAP << 2) + GLYPH_ZAP_OFF)
263.  #define MAX_GLYPH		((NUMMONS << 3) + GLYPH_SWALLOW_OFF)
264.  
265.  #define NO_GLYPH MAX_GLYPH
266.  
267.  #define GLYPH_INVISIBLE GLYPH_INVIS_OFF
268.  
269.  
270.  #define mon_to_glyph(mon) ((int) what_mon(monsndx((mon)->data))+GLYPH_MON_OFF)
271.  #define detected_mon_to_glyph(mon) ((int) what_mon(monsndx((mon)->data))+GLYPH_DETECT_OFF)
272.  #define ridden_mon_to_glyph(mon) ((int) what_mon(monsndx((mon)->data))+GLYPH_RIDDEN_OFF)
273.  #define pet_to_glyph(mon) ((int) what_mon(monsndx((mon)->data))+GLYPH_PET_OFF)
274.  
275.  /* This has the unfortunate side effect of needing a global variable	*/
276.  /* to store a result. 'otg_temp' is defined and declared in decl.{ch}.	*/
277.  #define obj_to_glyph(obj)						      \
278.      (Hallucination ?							      \
279.  	((otg_temp = random_object()) == CORPSE ?			      \
280.  	    random_monster() + GLYPH_BODY_OFF :				      \
281.  	    otg_temp + GLYPH_OBJ_OFF)	:				      \
282.  	((obj)->otyp == CORPSE ?					      \
283.  	    (int) (obj)->corpsenm + GLYPH_BODY_OFF :			      \
284.  	    (int) (obj)->otyp + GLYPH_OBJ_OFF))
285.  
286.  #define cmap_to_glyph(cmap_idx) ((int) (cmap_idx)   + GLYPH_CMAP_OFF)
287.  #define trap_to_glyph(trap)	\
288.  			cmap_to_glyph(trap_to_defsym(what_trap((trap)->ttyp)))
289.  
290.  /* Not affected by hallucination.  Gives a generic body for CORPSE */
291.  #define objnum_to_glyph(onum)	((int) (onum) + GLYPH_OBJ_OFF)
292.  #define monnum_to_glyph(mnum)	((int) (mnum) + GLYPH_MON_OFF)
293.  #define detected_monnum_to_glyph(mnum)	((int) (mnum) + GLYPH_DETECT_OFF)
294.  #define ridden_monnum_to_glyph(mnum)	((int) (mnum) + GLYPH_RIDDEN_OFF)
295.  #define petnum_to_glyph(mnum)	((int) (mnum) + GLYPH_PET_OFF)
296.  
297.  
298.  /*
299.   * Change the given glyph into it's given type.  Note:
300.   *	1) Pets, detected, and ridden monsters are animals and are converted
301.   *	   to the proper monster number.
302.   *	2) Bodies are all mapped into the generic CORPSE object
303.   *	3) If handed a glyph out of range for the type, these functions
304.   *	   will return NO_GLYPH (see exception below)
305.   *	4) glyph_to_swallow() does not return a showsyms[] index, but an
306.   *	   offset from the first swallow symbol.  If handed something
307.   *	   out of range, it will return zero (for lack of anything better
308.   *	   to return).
309.   */
310.  #define glyph_to_mon(glyph)						\
311.  	(glyph_is_normal_monster(glyph) ? ((glyph)-GLYPH_MON_OFF) :	\
312.  	glyph_is_pet(glyph) ? ((glyph)-GLYPH_PET_OFF) :			\
313.  	glyph_is_detected_monster(glyph) ? ((glyph)-GLYPH_DETECT_OFF) :	\
314.  	glyph_is_ridden_monster(glyph) ? ((glyph)-GLYPH_RIDDEN_OFF) :	\
315.  	NO_GLYPH)
316.  #define glyph_to_obj(glyph)						\
317.  	(glyph_is_body(glyph) ? CORPSE :				\
318.  	glyph_is_normal_object(glyph) ? ((glyph)-GLYPH_OBJ_OFF) :	\
319.  	NO_GLYPH)
320.  #define glyph_to_trap(glyph)						\
321.  	(glyph_is_trap(glyph) ?						\
322.  		((int) defsym_to_trap((glyph) - GLYPH_CMAP_OFF)) :	\
323.  	NO_GLYPH)
324.  #define glyph_to_cmap(glyph)						\
325.  	(glyph_is_cmap(glyph) ? ((glyph) - GLYPH_CMAP_OFF) :		\
326.  	NO_GLYPH)
327.  #define glyph_to_swallow(glyph)						\
328.  	(glyph_is_swallow(glyph) ? (((glyph) - GLYPH_SWALLOW_OFF) & 0x7) : \
329.  	0)
330.  
331.  /*
332.   * Return true if the given glyph is what we want.  Note that bodies are
333.   * considered objects.
334.   */
335.  #define glyph_is_monster(glyph)						\
336.  		(glyph_is_normal_monster(glyph)				\
337.  		|| glyph_is_pet(glyph)					\
338.  		|| glyph_is_ridden_monster(glyph)			\
339.  		|| glyph_is_detected_monster(glyph))
340.  #define glyph_is_normal_monster(glyph)					\
341.      ((glyph) >= GLYPH_MON_OFF && (glyph) < (GLYPH_MON_OFF+NUMMONS))
342.  #define glyph_is_pet(glyph)						\
343.      ((glyph) >= GLYPH_PET_OFF && (glyph) < (GLYPH_PET_OFF+NUMMONS))
344.  #define glyph_is_body(glyph)						\
345.      ((glyph) >= GLYPH_BODY_OFF && (glyph) < (GLYPH_BODY_OFF+NUMMONS))
346.  #define glyph_is_ridden_monster(glyph)					\
347.      ((glyph) >= GLYPH_RIDDEN_OFF && (glyph) < (GLYPH_RIDDEN_OFF+NUMMONS))
348.  #define glyph_is_detected_monster(glyph)				\
349.      ((glyph) >= GLYPH_DETECT_OFF && (glyph) < (GLYPH_DETECT_OFF+NUMMONS))
350.  #define glyph_is_invisible(glyph) ((glyph) == GLYPH_INVISIBLE)
351.  #define glyph_is_normal_object(glyph)					\
352.      ((glyph) >= GLYPH_OBJ_OFF && (glyph) < (GLYPH_OBJ_OFF+NUM_OBJECTS))
353.  #define glyph_is_object(glyph)						\
354.  		(glyph_is_normal_object(glyph)				\
355.  		|| glyph_is_body(glyph))
356.  #define glyph_is_trap(glyph)						\
357.      ((glyph) >= (GLYPH_CMAP_OFF+trap_to_defsym(1)) &&			\
358.       (glyph) <	(GLYPH_CMAP_OFF+trap_to_defsym(1)+TRAPNUM))
359.  #define glyph_is_cmap(glyph)						\
360.      ((glyph) >= GLYPH_CMAP_OFF && (glyph) < (GLYPH_CMAP_OFF+MAXPCHARS))
361.  #define glyph_is_swallow(glyph) \
362.      ((glyph) >= GLYPH_SWALLOW_OFF && (glyph) < (GLYPH_SWALLOW_OFF+(NUMMONS << 3)))
363.  
364.  #endif /* DISPLAY_H */

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