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
|
/*
* File: los.h
* Summary: Line-of-sight algorithm.
*/
#ifndef LOS_H
#define LOS_H
#include "coord-circle.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_sq(); // XXX
// Default bounds that tracks global LOS radius.
#define BDS_DEFAULT (circle_def())
// Default bounds for find_ray, used for beams.
#define BDS_CONSTANT (circle_def(LOS_MAX_RANGE, C_ROUND))
bool find_ray(const coord_def& source, const coord_def& target,
ray_def& ray, const opacity_func &opc = opc_solid,
const circle_def &bds = BDS_CONSTANT, bool cycle = false);
bool exists_ray(const coord_def& source, const coord_def& target,
const opacity_func &opc = opc_solid,
const circle_def &bds = BDS_CONSTANT);
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);
int num_feats_between(const coord_def& source, const coord_def& target,
dungeon_feature_type min_feat,
dungeon_feature_type max_feat,
bool exclude_endpoints = true,
bool just_check = false);
bool cell_see_cell(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 losight(los_grid& sh, const los_param& param);
void los_actor_moved(const actor* act, const coord_def& oldpos);
void los_monster_died(const monsters* mon);
void los_terrain_changed(const coord_def& p);
void los_cloud_changed(const coord_def& p);
void los_changed();
#endif
|