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/*
* File: losparam.h
* Summary: Parameters for the LOS algorithm
*/
#ifndef LOSPARAM_H
#define LOSPARAM_H
// 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 \
{ \
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;
};
static 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;
};
static 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;
};
static opacity_no_trans opc_no_trans;
// Make immobile monsters block in addition to no_trans.
// This is used for monster movement.
class opacity_immob : public opacity_func
{
public:
CLONE(opacity_immob)
opacity_type operator()(const coord_def& p) const;
};
static opacity_immob opc_immob;
// Make anything solid block in addition to normal LOS.
class opacity_solid : public opacity_func
{
public:
CLONE(opacity_solid)
opacity_type operator()(const coord_def& p) const;
};
static opacity_solid opc_solid;
// Opacity for monster movement, based on the late monster_los.
class opacity_monmove : public opacity_func
{
public:
opacity_monmove(const monsters& m)
: mon(m)
{
}
CLONE(opacity_monmove)
opacity_type operator()(const coord_def& p) const;
private:
const monsters& 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;
};
static opacity_no_actor opc_no_actor;
// 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;
};
#endif
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