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/**
* @file
* @brief 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 0.00005
bool double_is_zero(const double x);
void set_los_radius(int r);
extern int los_radius2;
// 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);
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_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);
#endif
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