1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48
|
/**
* @file
* @brief Line-of-sight algorithm.
**/
#pragma once
#include "coord-circle.h"
#include "los-type.h"
#include "losparam.h"
class circle_def;
struct ray_def;
#define EPSILON_VALUE 0.00001
bool double_is_zero(const double x);
void set_los_radius(int r);
int get_los_radius();
// Default bounds that tracks global LOS radius.
#define BDS_DEFAULT (circle_def())
bool find_ray(const coord_def& source, const coord_def& target,
ray_def& ray, const opacity_func &opc,
int range = LOS_MAX_RANGE, bool cycle = false);
bool exists_ray(const coord_def& source, const coord_def& target,
const opacity_func &opc, int range = LOS_MAX_RANGE);
dungeon_feature_type ray_blocker(const coord_def& source, const coord_def& target);
void fallback_ray(const coord_def& source, const coord_def& target,
ray_def& ray);
bool cell_see_cell_nocache(const coord_def& p1, const coord_def& p2);
typedef SquareArray<bool, LOS_MAX_RANGE> los_grid;
void clear_rays_on_exit();
void losight(los_grid& sh, const coord_def& center,
const opacity_func &opc = opc_default,
const circle_def &bds = BDS_DEFAULT);
void los_actor_moved(const actor* act, const coord_def& oldpos);
void los_monster_died(const monster* mon);
void los_terrain_changed(const coord_def& p);
void los_changed();
opacity_type mons_opacity(const monster* mon, los_type how);
|