/* * File: view.h * Summary: Misc function used to render the dungeon. * Written by: Linley Henzell * * Modified for Crawl Reference by $Author$ on $Date$ */ #ifndef VIEW_H #define VIEW_H #include "externs.h" // various elemental colour schemes... used for abstracting random // short lists. When adding colours, please also add their names in // initfile.cc (str_to_colour)! enum element_type { ETC_FIRE = 32, // fiery colours (must be first and > highest colour) ETC_ICE, // icy colours ETC_EARTH, // earthy colours ETC_ELECTRICITY, // electrical side of air ETC_AIR, // non-electric and general air magic ETC_POISON, // used only for venom mage and stalker stuff ETC_WATER, // used only for the elemental ETC_MAGIC, // general magical effect ETC_MUTAGENIC, // transmute, poly, radiation effects ETC_WARP, // teleportation and anything similar ETC_ENCHANT, // magical enhancements ETC_HEAL, // holy healing (not necromantic stuff) ETC_HOLY, // general "good" god effects ETC_DARK, // darkness ETC_DEATH, // currently only assassin (and equal to ETC_NECRO) ETC_NECRO, // necromancy stuff ETC_UNHOLY, // demonology stuff ETC_VEHUMET, // vehumet's oddball colours ETC_BEOGH, // Beogh altar colours ETC_CRYSTAL, // colours of crystal ETC_BLOOD, // colours of blood ETC_SMOKE, // colours of smoke ETC_SLIME, // colours of slime ETC_JEWEL, // colourful ETC_ELVEN, // used for colouring elf fabric items ETC_DWARVEN, // used for colouring dwarf fabric items ETC_ORCISH, // used for colouring orc fabric items ETC_GILA, // gila monster colours ETC_FLOOR, // colour of the area's floor ETC_ROCK, // colour of the area's rock ETC_STONE, // colour of the area's stone ETC_MIST, // colour of mist ETC_SHIMMER_BLUE, // shimmering colours of blue. ETC_DECAY, // colour of decay/swamp ETC_SILVER, // colour of silver ETC_GOLD, // colour of gold ETC_IRON, // colour of iron ETC_BONE, // colour of bone ETC_RANDOM // any colour (except BLACK) }; void init_char_table(char_set_type set); void init_feature_table(); void init_monsters_seens(); void beogh_follower_convert(monsters *monster, bool orc_hit = false); bool mons_near(const monsters *monster, unsigned short foe = MHITYOU); bool mon_enemies_around(const monsters *monster); void find_features(const std::vector& features, unsigned char feature, std::vector *found); void clear_rays_on_exit(); void losight(env_show_grid &sh, feature_grid &gr, const coord_def& center, bool clear_walls_block = false, bool ignore_clouds = false, bool full_radius = false); bool magic_mapping(int map_radius, int proportion, bool suppress_msg, bool force = false); bool noisy(int loudness, const coord_def& where, const char *msg = NULL, bool mermaid = false); void blood_smell( int strength, const coord_def& where); void handle_monster_shouts(monsters* monster, bool force = false); void show_map( coord_def &spec_place, bool travel_mode ); void setLOSRadius(int newLR); bool check_awaken(monsters* monster); int count_detected_mons(void); void clear_map(bool clear_items = true, bool clear_mons = true); bool is_feature(int feature, const coord_def& where); void get_item_glyph(const item_def *item, unsigned *glych, unsigned short *glycol); void get_mons_glyph(const monsters *mons, unsigned *glych, unsigned short *glycol); unsigned get_screen_glyph( int x, int y ); unsigned get_screen_glyph( const coord_def &p ); std::string stringize_glyph(unsigned glyph); int multibyte_strlen(const std::string &s); void get_item_symbol(unsigned int object, unsigned *ch, unsigned short *colour); // Applies ETC_ colour substitutions and brands. unsigned real_colour(unsigned raw_colour); int get_mons_colour(const monsters *mons); const feature_def &get_feature_def(dungeon_feature_type feat); void set_envmap_obj( const coord_def& where, int object ); unsigned get_envmap_char(int x, int y); inline unsigned get_envmap_char(const coord_def& c) { return get_envmap_char(c.x, c.y); } bool inside_level_bounds(int x, int y); bool inside_level_bounds(const coord_def &p); int get_envmap_obj(int x, int y); inline int get_envmap_obj(const coord_def& c) { return get_envmap_obj(c.x, c.y); } void set_envmap_detected_item(int x, int y, bool detected = true); inline void set_envmap_detected_item(const coord_def& c, bool detected = true) { set_envmap_detected_item(c.x, c.y, detected); } void set_envmap_detected_mons(int x, int y, bool detected = true); inline void set_envmap_detected_mons(const coord_def& c, bool detected = true) { set_envmap_detected_mons(c.x, c.y, detected); } void set_envmap_col( int x, int y, int colour, int flags ); void set_envmap_col( int x, int y, int colour ); bool is_sanctuary( const coord_def& p ); bool is_bloodcovered( const coord_def& p ); bool is_envmap_detected_item(int x, int y); inline bool is_envmap_detected_item(const coord_def& c) { return is_envmap_detected_item(c.x, c.y); } bool is_envmap_detected_mons(int x, int y); inline bool is_envmap_detected_mons(const coord_def& c) { return is_envmap_detected_mons(c.x, c.y); } bool is_envmap_item(int x, int y); inline bool is_envmap_item(const coord_def& c) { return is_envmap_item(c.x, c.y); } void set_terrain_mapped( int x, int y ); inline void set_terrain_mapped( const coord_def& c ) { set_terrain_mapped(c.x,c.y); } void set_terrain_seen( int x, int y ); inline void set_terrain_seen( const coord_def& c ) { set_terrain_seen(c.x, c.y); } void set_terrain_changed( int x, int y ); bool is_terrain_known( int x, int y ); bool is_terrain_seen( int x, int y ); bool is_terrain_changed( int x, int y ); inline bool is_terrain_changed( const coord_def& c ) { return is_terrain_changed(c.x,c.y); } bool is_terrain_known(const coord_def &p); bool is_terrain_mapped(const coord_def &p); bool is_notable_terrain(dungeon_feature_type ftype); inline bool is_terrain_seen(const coord_def &c) { return (is_terrain_seen(c.x, c.y)); } inline void set_terrain_changed(const coord_def &c) { set_terrain_changed(c.x, c.y); } void clear_feature_overrides(); void add_feature_override(const std::string &text); void clear_cset_overrides(); void add_cset_override(char_set_type set, const std::string &overrides); bool see_grid( const env_show_grid &show, const coord_def &c, const coord_def &pos ); bool see_grid(const coord_def &p); bool see_grid_no_trans( const coord_def &p ); bool trans_wall_blocking( const coord_def &p ); bool grid_see_grid(const coord_def& p1, const coord_def& p2, dungeon_feature_type allowed = DNGN_UNSEEN); unsigned grid_character_at(const coord_def &c); inline bool see_grid( int grx, int gry ) { return see_grid(coord_def(grx, gry)); } inline bool see_grid_no_trans(int x, int y) { return see_grid_no_trans(coord_def(x, y)); } inline bool trans_wall_blocking(int x, int y) { return trans_wall_blocking(coord_def(x, y)); } std::string screenshot(bool fullscreen = false); dungeon_char_type get_feature_dchar( dungeon_feature_type feat ); unsigned dchar_glyph(dungeon_char_type dchar); unsigned get_sightmap_char(int feature); unsigned get_magicmap_char(int feature); bool view_update(); void view_update_at(const coord_def &pos); #ifndef USE_TILE void flash_monster_colour(const monsters *mon, unsigned char fmc_colour, int fmc_delay); #endif void calc_show_los(); void viewwindow(bool draw_it, bool do_updates); void update_monsters_in_view(); void handle_seen_interrupt(monsters* monster); void flush_comes_into_view(); struct ray_def; bool find_ray( const coord_def& source, const coord_def& target, bool allow_fallback, ray_def& ray, int cycle_dir = 0, bool find_shortest = false, bool ignore_solid = false ); int num_feats_between(const coord_def& source, const coord_def& target, dungeon_feature_type min_feat, dungeon_feature_type max_feat, bool exclude_endpoints = true, bool just_check = false); dungeon_char_type dchar_by_name(const std::string &name); void handle_terminal_resize(bool redraw = true); #if defined(WIN32CONSOLE) || defined(DOS) || defined(USE_TILE) unsigned short dos_brand( unsigned short colour, unsigned brand = CHATTR_REVERSE); #endif #define _monster_los_LSIZE (2 * LOS_RADIUS + 1) // This class can be used to fill the entire surroundings (los_range) // of a monster or other position with seen/unseen values, so as to be able // to compare several positions within this range. class monster_los { public: monster_los(); virtual ~monster_los(); // public methods void set_monster(monsters *mon); void set_los_centre(int x, int y); void set_los_centre(const coord_def& p) { this->set_los_centre(p.x, p.y); } void set_los_range(int r); void fill_los_field(void); bool in_sight(int x, int y); bool in_sight(const coord_def& p) { return this->in_sight(p.x, p.y); } protected: // protected methods coord_def pos_to_index(coord_def &p); coord_def index_to_pos(coord_def &i); void set_los_value(int x, int y, bool blocked, bool override = false); int get_los_value(int x, int y); bool is_blocked(int x, int y); bool is_unknown(int x, int y); void check_los_beam(int dx, int dy); // The (fixed) size of the array. static const int LSIZE; static const int L_VISIBLE; static const int L_UNKNOWN; static const int L_BLOCKED; // The centre of our los field. int gridx, gridy; // Habitat checks etc. should be done for this monster. // Usually the monster whose LOS we're trying to calculate // (if mon->x == gridx, mon->y == gridy). // Else, any monster trying to move around within this los field. monsters *mons; // Range may never be greater than LOS_RADIUS! int range; // The array to store the LOS values. int los_field[_monster_los_LSIZE][_monster_los_LSIZE]; }; #endif