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 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178
|
/**
* @file
* @brief Parameters for the LOS algorithm
**/
#pragma once
// Note: find_ray relies on the fact that 2*OPC_HALF == OPC_OPAQUE.
// On the other hand, losight tracks this explicitly.
enum opacity_type
{
OPC_CLEAR = 0,
OPC_HALF = 1, // for opaque clouds; two or more block
OPC_OPAQUE = 2,
NUM_OPACITIES
};
class opacity_func
{
public:
virtual opacity_type operator()(const coord_def& p) const = 0;
virtual ~opacity_func() {}
virtual opacity_func* clone() const = 0;
};
#define CLONE(typename) \
typename* clone() const override \
{ \
return new typename(*this); \
}
// Default LOS rules.
class opacity_default : public opacity_func
{
public:
CLONE(opacity_default)
opacity_type operator()(const coord_def& p) const override;
};
extern const opacity_default opc_default;
// Default LOS rules, but only consider fully opaque features blocking.
// In particular, clouds don't affect the result.
class opacity_fullyopaque : public opacity_func
{
public:
CLONE(opacity_fullyopaque)
opacity_type operator()(const coord_def& p) const override;
};
extern const opacity_fullyopaque opc_fullyopaque;
// Make transparent features block in addition to normal LOS.
// * Translocations opacity: blink, apportation, portal projectile.
// * Various "I feel safe"-related stuff.
class opacity_no_trans : public opacity_func
{
public:
CLONE(opacity_no_trans)
opacity_type operator()(const coord_def& p) const override;
};
extern const opacity_no_trans opc_no_trans;
// Like opacity_no_trans, but only fully opaque (e.g. non-cloud) features
// block.
class opacity_fully_no_trans : public opacity_func
{
public:
CLONE(opacity_fully_no_trans)
opacity_type operator()(const coord_def& p) const override;
};
extern const opacity_fully_no_trans opc_fully_no_trans;
// Make immobile monsters block in addition to no_trans.
// This is used for spellspark servitor AI.
// XXX: could use opacity_mons_immob? should?
class opacity_immob : public opacity_func
{
public:
CLONE(opacity_immob)
opacity_type operator()(const coord_def& p) const override;
};
extern const opacity_immob opc_immob;
// Make aligned immobile monsters block in addition to no_trans.
// This is used for monster movement.
class opacity_mons_immob : public opacity_func
{
public:
opacity_mons_immob(const monster* mons) : mon(mons) {}
opacity_func* clone() const override
{
return new opacity_mons_immob(mon);
}
opacity_type operator()(const coord_def& p) const override;
private:
const monster* mon;
};
// Line of effect.
class opacity_solid : public opacity_func
{
public:
CLONE(opacity_solid)
opacity_type operator()(const coord_def& p) const override;
};
extern const opacity_solid opc_solid;
// Both line of sight and line of effect.
class opacity_solid_see : public opacity_func
{
public:
CLONE(opacity_solid_see)
opacity_type operator()(const coord_def& p) const override;
};
extern const opacity_solid_see opc_solid_see;
// Opacity for monster movement, based on the late monster_los.
class opacity_monmove : public opacity_func
{
public:
opacity_monmove(const monster& m)
: mon(m)
{
}
CLONE(opacity_monmove)
opacity_type operator()(const coord_def& p) const override;
private:
const monster& mon;
};
// Make any actor (as well as solid features) block.
// Note that the blocking actors are still "visible".
class opacity_no_actor : public opacity_func
{
public:
CLONE(opacity_no_actor)
opacity_type operator()(const coord_def& p) const override;
};
extern const opacity_no_actor opc_no_actor;
// A cell is considered clear unless the player knows it's
// opaque.
class opacity_excl : public opacity_func
{
public:
CLONE(opacity_excl)
opacity_type operator()(const coord_def& p) const override;
};
extern const opacity_excl opc_excl;
// Subclasses of this are passed to losight() to modify the
// LOS calculation. Implementations will have to translate between
// relative coordinates (-8,-8)..(8,8) and real coordinates,
// specify how opaque the cells are and determine what values
// are written to the visible cells.
class los_param
{
public:
virtual ~los_param() {}
// Whether the translated coordinate lies within the map
// (including boundary) and within the LOS area
virtual bool los_bounds(const coord_def& p) const = 0;
virtual opacity_type opacity(const coord_def& p) const = 0;
};
|