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Below is the full text to display.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/display.h#line123]], for example. The latest source code for vanilla NetHack is at Source code.

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  • Source:SLASH'EM 0.0.7E7F2/display.h
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  • Below is the full text to display.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/display.h#line123]], for example. The latest source code for vanilla NetHack is at Source code.
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  • Below is the full text to display.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/display.h#line123]], for example. The latest source code for vanilla NetHack is at Source code. 1. /* SCCS Id: @(#)display.h 3.4 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 || MATCH_WARN_OF_MON(mon)) 37. 38. /* 39. * mon_warning() is used to warn of any dangerous monsters in your 40. * vicinity, and a glyph representing the warning level is displayed. 41. */ 42. 43. #define mon_warning(mon) (Warning && !(mon)->mpeaceful && \ 44. (distu((mon)->mx, (mon)->my) < 100) && \ 45. (((int) ((mon)->m_lev / 4)) >= flags.warnlevel)) 46. 47. /* 48. * mon_visible() 49. * 50. * Returns true if the hero can see the monster. It is assumed that the 51. * Infravision is not taken into account. 52. * hero can physically see the location of the monster. The function 53. * vobj_at() returns a pointer to an object that the hero can see there. 54. * Infravision is not taken into account. 55. */ 56. #define mon_visible(mon) ( /* The hero can see the monster */\ 57. /* IF the monster */\ 58. (!((mon)->minvis) || See_invisible) && /* 1. is not invisible AND */\ 59. (!((mon)->mundetected)) && /* 2. not an undetected hider */\ 60. (!((mon)->mburied || u.uburied)) /* 3. neither you or it is buried */\ 61. ) 62. 63. /* 64. * see_with_infrared() 65. * 66. * This function is true if the player can see a monster using infravision. 67. * The caller must check for invisibility (invisible monsters are also 68. * invisible to infravision), because this is usually called from within 69. * canseemon() or canspotmon() which already check that. 70. */ 71. #define see_with_infrared(mon) (!Blind && Infravision && infravisible(mon->data) && couldsee(mon->mx, mon->my)) 72. 73. /* 74. * see_with_infrared() 75. * 76. * This function is true if the player can see a monster using infravision. 77. * The caller must check for invisibility (invisible monsters are also 78. * invisible to infravision), because this is usually called from within 79. * canseemon() or canspotmon() which already check that. 80. */ 81. #define see_with_infrared(mon) (!Blind && Infravision && infravisible(mon->data) && couldsee(mon->mx, mon->my)) 82. 83. 84. /* 85. * canseemon() 86. * 87. * This is the globally used canseemon(). It is not called within the display 88. * routines. Like mon_visible(), but it checks to see if the hero sees the 89. * location instead of assuming it. (And also considers worms.) 90. */ 91. #define canseemon(mon) (((mon)->wormno ? worm_known(mon) : \ 92. (cansee(mon->mx, mon->my) || see_with_infrared(mon))) \ 93. && mon_visible(mon)) 94. 95. 96. /* 97. * canspotmon(mon) 98. * 99. * This function checks whether you can either see a monster or sense it by 100. * telepathy, and is what you usually call for monsters about which nothing is 101. * known. 102. */ 103. #define canspotmon(mon) \ 104. (canseemon(mon) || sensemon(mon)) 105. 106. /* knowninvisible(mon) 107. * This one checks to see if you know a monster is both there and invisible. 108. * 1) If you can see the monster and have see invisible, it is assumed the 109. * monster is transparent, but visible in some manner. (Earlier versions of 110. * Nethack were really inconsistent on this.) 111. * 2) If you can't see the monster, but can see its location and you have 112. * telepathy that works when you can see, you can tell that there is a 113. * creature in an apparently empty spot. 114. * Infravision is not relevant; we assume that invisible monsters are also 115. * invisible to infravision. 116. */ 117. #define knowninvisible(mon) \ 118. (mon->minvis && \ 119. ((cansee(mon->mx, mon->my) && (See_invisible || Detect_monsters)) || \ 120. (!Blind && (HTelepat & ~INTRINSIC) && \ 121. distu(mon->mx, mon->my) <= (BOLT_LIM * BOLT_LIM) \ 122. ) \ 123. ) \ 124. ) 125. 126. 127. /* 128. * is_safepet(mon) 129. * 130. * A special case check used in attack() and domove(). Placing the 131. * definition here is convenient. 132. */ 133. #define is_safepet(mon) \ 134. ((mon) && (mon)->mtame && canspotmon(mon) && flags.safe_dog \ 135. && !Confusion && !Hallucination && !Stunned) 136. 137. 138. /* 139. * canseeself() 140. * senseself() 141. * 142. * This returns true if the hero can see her/himself. 143. * 144. * The u.uswallow check assumes that you can see yourself even if you are 145. * invisible. If not, then we don't need the check. 146. */ 147. #define canseeself() (Blind || u.uswallow || (!Invisible && !u.uundetected)) 148. #define senseself() (canseeself() || Unblind_telepat || Detect_monsters) 149. 150. /* 151. * random_monster() 152. * random_object() 153. * random_trap() 154. * 155. * Respectively return a random monster, object, or trap number. 156. */ 157. #define random_monster() rn2(NUMMONS) 158. #define random_object() rn1(NUM_OBJECTS-1,1) 159. #define random_trap() rn1(TRAPNUM-1,1) 160. 161. 162. /* 163. * what_obj() 164. * what_mon() 165. * what_trap() 166. * 167. * If hallucinating, choose a random object/monster, otherwise, use the one 168. * given. 169. */ 170. #define what_obj(obj) (Hallucination ? random_object() : obj) 171. #define what_mon(mon) (Hallucination ? random_monster() : mon) 172. #define what_trap(trp) (Hallucination ? random_trap() : trp) 173. 174. /* 175. * covers_objects() 176. * covers_traps() 177. * 178. * These routines are true if what is really at the given location will 179. * "cover" any objects or traps that might be there. 180. */ 181. #define covers_objects(xx,yy) \ 182. ((is_pool(xx,yy) && !Underwater) || (levl[xx][yy].typ == LAVAPOOL)) 183. 184. #define covers_traps(xx,yy) covers_objects(xx,yy) 185. 186. 187. /* 188. * tmp_at() control calls. 189. */ 190. 191. #define DISP_BEAM (-1) /* Keep all glyphs showing & clean up at end. */ 192. #define DISP_BEAM_ALWAYS (-2) /* Like beam, but still displayed if not visible. */ 193. #define DISP_FLASH (-3) /* Clean up each glyph before displaying new one. */ 194. #define DISP_ALWAYS (-4) /* Like flash, but still displayed if not visible. */ 195. #define DISP_CHANGE (-5) /* Change glyph. */ 196. #define DISP_END (-6) /* Clean up. */ 197. #define DISP_FREEMEM (-7) /* Free all memory during exit only. */ 198. 199. 200. /* Total number of cmap indices in the sheild_static[] array. */ 201. #define SHIELD_COUNT 21 202. 203. /* 204. * display_self() 205. * 206. * Display the hero. It is assumed that all checks necessary to determine 207. * _if_ the hero can be seen have already been done. 208. */ 209. #ifdef STEED 210. #define maybe_display_usteed (u.usteed && mon_visible(u.usteed)) ? \ 211. ridden_mon_to_glyph(u.usteed) : 212. #else 213. #define maybe_display_usteed /* empty */ 214. #endif 215. 216. #define display_self() \ 217. show_glyph(u.ux, u.uy, \ 218. maybe_display_usteed /* else */ \ 219. youmonst.m_ap_type == M_AP_NOTHING ? \ 220. hero_glyph : \ 221. youmonst.m_ap_type == M_AP_FURNITURE ? \ 222. cmap_to_glyph(youmonst.mappearance) : \ 223. youmonst.m_ap_type == M_AP_OBJECT ? \ 224. objnum_to_glyph(youmonst.mappearance) : \ 225. /* else M_AP_MONSTER */ monnum_to_glyph(youmonst.mappearance)) 226. 227. 228. /* 229. * A glyph is an abstraction that represents a _unique_ monster, object, 230. * dungeon part, or effect. The uniqueness is important. For example, 231. * It is not enough to have four (one for each "direction") zap beam glyphs, 232. * we need a set of four for each beam type. Why go to so much trouble? 233. * Because it is possible that any given window dependent display driver 234. * [print_glyph()] can produce something different for each type of glyph. 235. * That is, a beam of cold and a beam of fire would not only be different 236. * colors, but would also be represented by different symbols. 237. * 238. * Glyphs are grouped for easy accessibility: 239. * 240. * monster Represents all the wild (not tame) monsters. Count: NUMMONS. 241. * 242. * pet Represents all of the tame monsters. Count: NUMMONS 243. * 244. * invisible Invisible monster placeholder. Count: 1 245. * 246. * detect Represents all detected monsters. Count: NUMMONS 247. * 248. * corpse One for each monster. Count: NUMMONS 249. * 250. * ridden Represents all monsters being ridden. Count: NUMMONS 251. * 252. * object One for each object. Count: NUM_OBJECTS 253. * 254. * cmap One for each entry in the character map. The character map 255. * is the dungeon features and other miscellaneous things. 256. * Count: MAXPCHARS 257. * 258. * explosions A set of nine for each of the following seven explosion types: 259. * dark, noxious, muddy, wet, magical, fiery, frosty. 260. * The nine positions represent those surrounding the hero. 261. * Count: MAXEXPCHARS * EXPL_MAX (EXPL_MAX is defined in hack.h) 262. * 263. * zap beam A set of four (there are four directions) for each beam type. 264. * The beam type is shifted over 2 positions and the direction 265. * is stored in the lower 2 bits. Count: NUM_ZAP << 2 266. * 267. * swallow A set of eight for each monster. The eight positions rep- 268. * resent those surrounding the hero. The monster number is 269. * shifted over 3 positions and the swallow position is stored 270. * in the lower three bits. Count: NUMMONS << 3 271. * 272. * warning A set of six representing the different warning levels. 273. * 274. * The following are offsets used to convert to and from a glyph. 275. */ 276. #define NUM_ZAP 8 /* number of zap beam types */ 277. 278. #define GLYPH_MON_OFF 0 279. #define GLYPH_PET_OFF (NUMMONS + GLYPH_MON_OFF) 280. #define GLYPH_INVIS_OFF (NUMMONS + GLYPH_PET_OFF) 281. #define GLYPH_DETECT_OFF (1 + GLYPH_INVIS_OFF) 282. #define GLYPH_BODY_OFF (NUMMONS + GLYPH_DETECT_OFF) 283. #define GLYPH_RIDDEN_OFF (NUMMONS + GLYPH_BODY_OFF) 284. #define GLYPH_OBJ_OFF (NUMMONS + GLYPH_RIDDEN_OFF) 285. #define GLYPH_CMAP_OFF (NUM_OBJECTS + GLYPH_OBJ_OFF) 286. #define GLYPH_EXPLODE_OFF ((MAXPCHARS - MAXEXPCHARS) + GLYPH_CMAP_OFF) 287. #define GLYPH_ZAP_OFF ((MAXEXPCHARS * EXPL_MAX) + GLYPH_EXPLODE_OFF) 288. #define GLYPH_SWALLOW_OFF ((NUM_ZAP << 2) + GLYPH_ZAP_OFF) 289. #define GLYPH_WARNING_OFF ((NUMMONS << 3) + GLYPH_SWALLOW_OFF) 290. #define MAX_GLYPH (WARNCOUNT + GLYPH_WARNING_OFF) 291. 292. #define NO_GLYPH MAX_GLYPH 293. 294. #define GLYPH_INVISIBLE GLYPH_INVIS_OFF 295. 296. #define warning_to_glyph(mwarnlev) ((mwarnlev)+GLYPH_WARNING_OFF) 297. #define mon_to_glyph(mon) ((int) what_mon(monsndx((mon)->data))+GLYPH_MON_OFF) 298. #define detected_mon_to_glyph(mon) ((int) what_mon(monsndx((mon)->data))+GLYPH_DETECT_OFF) 299. #define ridden_mon_to_glyph(mon) ((int) what_mon(monsndx((mon)->data))+GLYPH_RIDDEN_OFF) 300. #define pet_to_glyph(mon) ((int) what_mon(monsndx((mon)->data))+GLYPH_PET_OFF) 301. 302. /* This has the unfortunate side effect of needing a global variable */ 303. /* to store a result. 'otg_temp' is defined and declared in decl.{ch}. */ 304. #define obj_to_glyph(obj) \ 305. (Hallucination ? \ 306. ((otg_temp = random_object()) == CORPSE ? \ 307. random_monster() + GLYPH_BODY_OFF : \ 308. otg_temp + GLYPH_OBJ_OFF) : \ 309. ((obj)->otyp == CORPSE ? \ 310. (int) (obj)->corpsenm + GLYPH_BODY_OFF : \ 311. (int) (obj)->otyp + GLYPH_OBJ_OFF)) 312. 313. #define cmap_to_glyph(cmap_idx) ((int) (cmap_idx) + GLYPH_CMAP_OFF) 314. #define explosion_to_glyph(expltype,idx) \ 315. ((((expltype) * MAXEXPCHARS) + ((idx) - S_explode1)) + GLYPH_EXPLODE_OFF) 316. #define trap_to_cmap(trap) trap_to_defsym(what_trap((trap)->ttyp)) 317. #define trap_to_glyph(trap) cmap_to_glyph(trap_to_cmap(trap)) 318. 319. /* Not affected by hallucination. Gives a generic body for CORPSE */ 320. #define objnum_to_glyph(onum) ((int) (onum) + GLYPH_OBJ_OFF) 321. #define monnum_to_glyph(mnum) ((int) (mnum) + GLYPH_MON_OFF) 322. #define detected_monnum_to_glyph(mnum) ((int) (mnum) + GLYPH_DETECT_OFF) 323. #define ridden_monnum_to_glyph(mnum) ((int) (mnum) + GLYPH_RIDDEN_OFF) 324. #define petnum_to_glyph(mnum) ((int) (mnum) + GLYPH_PET_OFF) 325. #define body_to_glyph(mnum) ((int) (mnum) + GLYPH_BODY_OFF) 326. 327. /* The hero's glyph when seen as a monster. 328. */ 329. #define hero_glyph \ 330. monnum_to_glyph((Upolyd || !iflags.showrace) ? u.umonnum : \ 331. (flags.female && urace.femalenum != NON_PM) ? urace.femalenum : \ 332. urace.malenum) 333. 334. 335. /* 336. * Change the given glyph into it's given type. Note: 337. * 1) Pets, detected, and ridden monsters are animals and are converted 338. * to the proper monster number. 339. * 2) Bodies are all mapped into the generic CORPSE object 340. * 3) If handed a glyph out of range for the type, these functions 341. * will return NO_GLYPH (see exception below) 342. * 4) glyph_to_swallow() does not return a showsyms[] index, but an 343. * offset from the first swallow symbol. If handed something 344. * out of range, it will return zero (for lack of anything better 345. * to return). 346. */ 347. #define glyph_to_mon(glyph) \ 348. (glyph_is_normal_monster(glyph) ? ((glyph)-GLYPH_MON_OFF) : \ 349. glyph_is_pet(glyph) ? ((glyph)-GLYPH_PET_OFF) : \ 350. glyph_is_detected_monster(glyph) ? ((glyph)-GLYPH_DETECT_OFF) : \ 351. glyph_is_ridden_monster(glyph) ? ((glyph)-GLYPH_RIDDEN_OFF) : \ 352. NO_GLYPH) 353. #define glyph_to_body(glyph) \ 354. (glyph_is_body(glyph) ? ((glyph) - GLYPH_BODY_OFF) : \ 355. NO_GLYPH) 356. #define glyph_to_obj(glyph) \ 357. (glyph_is_body(glyph) ? CORPSE : \ 358. glyph_is_normal_object(glyph) ? ((glyph)-GLYPH_OBJ_OFF) : \ 359. NO_GLYPH) 360. #define glyph_to_trap(glyph) \ 361. (glyph_is_trap(glyph) ? \ 362. ((int) defsym_to_trap((glyph) - GLYPH_CMAP_OFF)) : \ 363. NO_GLYPH) 364. #define glyph_to_cmap(glyph) \ 365. (glyph_is_cmap(glyph) ? ((glyph) - GLYPH_CMAP_OFF) : \ 366. NO_GLYPH) 367. #define glyph_to_swallow(glyph) \ 368. (glyph_is_swallow(glyph) ? (((glyph) - GLYPH_SWALLOW_OFF) & 0x7) : \ 369. 0) 370. #define glyph_to_warning(glyph) \ 371. (glyph_is_warning(glyph) ? ((glyph) - GLYPH_WARNING_OFF) : \ 372. NO_GLYPH); 373. 374. /* 375. * Return true if the given glyph is what we want. Note that bodies are 376. * considered objects. 377. */ 378. #define glyph_is_monster(glyph) \ 379. (glyph_is_normal_monster(glyph) \ 380. || glyph_is_pet(glyph) \ 381. || glyph_is_ridden_monster(glyph) \ 382. || glyph_is_detected_monster(glyph)) 383. #define glyph_is_normal_monster(glyph) \ 384. ((glyph) >= GLYPH_MON_OFF && (glyph) < (GLYPH_MON_OFF+NUMMONS)) 385. #define glyph_is_pet(glyph) \ 386. ((glyph) >= GLYPH_PET_OFF && (glyph) < (GLYPH_PET_OFF+NUMMONS)) 387. #define glyph_is_body(glyph) \ 388. ((glyph) >= GLYPH_BODY_OFF && (glyph) < (GLYPH_BODY_OFF+NUMMONS)) 389. #define glyph_is_ridden_monster(glyph) \ 390. ((glyph) >= GLYPH_RIDDEN_OFF && (glyph) < (GLYPH_RIDDEN_OFF+NUMMONS)) 391. #define glyph_is_detected_monster(glyph) \ 392. ((glyph) >= GLYPH_DETECT_OFF && (glyph) < (GLYPH_DETECT_OFF+NUMMONS)) 393. #define glyph_is_invisible(glyph) ((glyph) == GLYPH_INVISIBLE) 394. #define glyph_is_normal_object(glyph) \ 395. ((glyph) >= GLYPH_OBJ_OFF && (glyph) < (GLYPH_OBJ_OFF+NUM_OBJECTS)) 396. #define glyph_is_object(glyph) \ 397. (glyph_is_normal_object(glyph) \ 398. || glyph_is_body(glyph)) 399. #define glyph_is_trap(glyph) \ 400. ((glyph) >= (GLYPH_CMAP_OFF+trap_to_defsym(1)) && \ 401. (glyph) < (GLYPH_CMAP_OFF+trap_to_defsym(1)+TRAPNUM)) 402. #define glyph_is_cmap(glyph) \ 403. ((glyph) >= GLYPH_CMAP_OFF && (glyph) < (GLYPH_CMAP_OFF+MAXPCHARS)) 404. #define glyph_is_explosion(glyph) \ 405. ((glyph) >= GLYPH_EXPLODE_OFF && \ 406. (glyph) < (GLYPH_EXPLODE_OFF + MAXEXPCHARS * EXPL_MAX)) 407. #define glyph_is_zap_beam(glyph) \ 408. ((glyph) >= GLYPH_ZAP_OFF && (glyph) < (GLYPH_ZAP_OFF + (NUM_ZAP << 2))) 409. #define glyph_is_swallow(glyph) \ 410. ((glyph) >= GLYPH_SWALLOW_OFF && (glyph) < (GLYPH_SWALLOW_OFF+(NUMMONS << 3))) 411. #define glyph_is_warning(glyph) \ 412. ((glyph) >= GLYPH_WARNING_OFF && (glyph) < (GLYPH_WARNING_OFF + WARNCOUNT)) 413. 414. #ifdef DISPLAY_LAYERS 415. #define memory_is_invisible(x,y) (levl[x][y].mem_invis) 416. #define remembered_object(x,y) \ 417. (levl[x][y].mem_corpse ? CORPSE : \ 418. levl[x][y].mem_obj ? levl[x][y].mem_obj - 1 : NO_GLYPH) 419. #else 420. #define memory_is_invisible(x,y) glyph_is_invisible(levl[x][y].glyph) 421. #define remembered_object(x,y) glyph_to_obj(levl[x][y].glyph) 422. #endif 423. #endif /* DISPLAY_H */
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