Pull some code out of lookat() so that it can be used elsewhere. howmonseen(mon) returns a bitmask of the ways that hero can see mon.
68 lines
2.3 KiB
C
68 lines
2.3 KiB
C
/* SCCS Id: @(#)vision.h 3.5 2007/05/11 */
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/* Copyright (c) Dean Luick, with acknowledgements to Dave Cohrs, 1990. */
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/* NetHack may be freely redistributed. See license for details. */
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#ifndef VISION_H
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#define VISION_H
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#if 0 /* (moved to decl.h) */
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extern boolean vision_full_recalc; /* TRUE if need vision recalc */
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extern char **viz_array; /* could see/in sight row pointers */
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extern char *viz_rmin; /* min could see indices */
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extern char *viz_rmax; /* max could see indices */
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#endif
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#define COULD_SEE 0x1 /* location could be seen, if it were lit */
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#define IN_SIGHT 0x2 /* location can be seen */
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#define TEMP_LIT 0x4 /* location is temporarily lit */
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/*
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* Light source sources
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*/
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#define LS_OBJECT 0
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#define LS_MONSTER 1
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/*
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* cansee() - Returns true if the hero can see the location.
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*
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* couldsee() - Returns true if the hero has a clear line of sight to
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* the location.
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*/
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#define cansee(x,y) (viz_array[y][x] & IN_SIGHT)
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#define couldsee(x,y) (viz_array[y][x] & COULD_SEE)
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#define templit(x,y) (viz_array[y][x] & TEMP_LIT)
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/*
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* The following assume the monster is not blind.
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*
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* m_cansee() - Returns true if the monster can see the given location.
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*
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* m_canseeu() - Returns true if the monster could see the hero. Assumes
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* that if the hero has a clear line of sight to the monster's
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* location and the hero is visible, then monster can see the
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* hero.
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*/
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#define m_cansee(mtmp,x2,y2) clear_path((mtmp)->mx,(mtmp)->my,(x2),(y2))
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#define m_canseeu(m) ((!Invis || perceives((m)->data)) && \
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!(Underwater || u.uburied || (m)->mburied) ? \
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couldsee((m)->mx,(m)->my) : 0)
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/*
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* Circle information
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*/
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#define MAX_RADIUS 15 /* this is in points from the source */
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/* Use this macro to get a list of distances of the edges (see vision.c). */
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#define circle_ptr(z) (&circle_data[(int)circle_start[z]])
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/* howmonseen() bitmask values */
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#define MONSEEN_NORMAL 0x0001 /* normal vision */
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#define MONSEEN_SEEINVIS 0x0002 /* seeing invisible */
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#define MONSEEN_INFRAVIS 0x0004 /* via infravision */
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#define MONSEEN_TELEPAT 0x0008 /* via telepathy */
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#define MONSEEN_XRAYVIS 0x0010 /* via Xray vision */
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#define MONSEEN_DETECT 0x0020 /* via extended monster detection */
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#define MONSEEN_WARNMON 0x0040 /* via type-specific warning */
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#endif /* VISION_H */
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