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nethack/include/vision.h
2015-05-06 22:04:27 -04:00

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C

/* NetHack 3.6 vision.h $NHDT-Date$ $NHDT-Branch$:$NHDT-Revision$ */
/* NetHack 3.6 vision.h $Date: 2009/05/06 10:45:15 $ $Revision: 1.5 $ */
/* SCCS Id: @(#)vision.h 3.5 2007/05/11 */
/* Copyright (c) Dean Luick, with acknowledgements to Dave Cohrs, 1990. */
/* NetHack may be freely redistributed. See license for details. */
#ifndef VISION_H
#define VISION_H
#if 0 /* (moved to decl.h) */
extern boolean vision_full_recalc; /* TRUE if need vision recalc */
extern char **viz_array; /* could see/in sight row pointers */
extern char *viz_rmin; /* min could see indices */
extern char *viz_rmax; /* max could see indices */
#endif
#define COULD_SEE 0x1 /* location could be seen, if it were lit */
#define IN_SIGHT 0x2 /* location can be seen */
#define TEMP_LIT 0x4 /* location is temporarily lit */
/*
* Light source sources
*/
#define LS_OBJECT 0
#define LS_MONSTER 1
/*
* cansee() - Returns true if the hero can see the location.
*
* couldsee() - Returns true if the hero has a clear line of sight to
* the location.
*/
#define cansee(x,y) (viz_array[y][x] & IN_SIGHT)
#define couldsee(x,y) (viz_array[y][x] & COULD_SEE)
#define templit(x,y) (viz_array[y][x] & TEMP_LIT)
/*
* The following assume the monster is not blind.
*
* m_cansee() - Returns true if the monster can see the given location.
*
* m_canseeu() - Returns true if the monster could see the hero. Assumes
* that if the hero has a clear line of sight to the monster's
* location and the hero is visible, then monster can see the
* hero.
*/
#define m_cansee(mtmp,x2,y2) clear_path((mtmp)->mx,(mtmp)->my,(x2),(y2))
#define m_canseeu(m) ((!Invis || perceives((m)->data)) && \
!(Underwater || u.uburied || (m)->mburied) ? \
couldsee((m)->mx,(m)->my) : 0)
/*
* Circle information
*/
#define MAX_RADIUS 15 /* this is in points from the source */
/* Use this macro to get a list of distances of the edges (see vision.c). */
#define circle_ptr(z) (&circle_data[(int)circle_start[z]])
/* howmonseen() bitmask values */
#define MONSEEN_NORMAL 0x0001 /* normal vision */
#define MONSEEN_SEEINVIS 0x0002 /* seeing invisible */
#define MONSEEN_INFRAVIS 0x0004 /* via infravision */
#define MONSEEN_TELEPAT 0x0008 /* via telepathy */
#define MONSEEN_XRAYVIS 0x0010 /* via Xray vision */
#define MONSEEN_DETECT 0x0020 /* via extended monster detection */
#define MONSEEN_WARNMON 0x0040 /* via type-specific warning */
#endif /* VISION_H */