cd src
grep -P -n '\t' *.c | grep -v "1:"
cd ../include
grep -P -n '\t' *.h | grep -v "1:"
cd ..
side note: win/Qt/*.cpp are full of tabs
70 lines
2.4 KiB
C
70 lines
2.4 KiB
C
/* NetHack 3.7 vision.h $NHDT-Date: 1666478832 2022/10/22 22:47:12 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.15 $ */
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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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#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) ((g.viz_array[y][x] & IN_SIGHT) != 0)
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#define couldsee(x, y) ((g.viz_array[y][x] & COULD_SEE) != 0)
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#define templit(x, y) ((g.viz_array[y][x] & TEMP_LIT) != 0)
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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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#if 0
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#define m_canseeu(m) \
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((!Invis || perceives((m)->data)) \
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&& !(Underwater || u.uburied || (m)->mburied) \
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&& couldsee((m)->mx, (m)->my))
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#else /* without 'uburied' and 'mburied' */
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#define m_canseeu(m) \
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((!Invis || perceives((m)->data)) \
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&& !Underwater \
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&& couldsee((m)->mx, (m)->my))
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#endif
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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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