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/*
* File: losparam.h
* Summary: Parameters for the LOS algorithm
*/
#include "AppHdr.h"
#include "losparam.h"
#include "cloud.h"
#include "env.h"
#include "externs.h"
#include "los.h"
#include "mon-util.h"
#include "terrain.h"
opacity_type opacity_default::operator()(const coord_def& p) const
{
dungeon_feature_type f = env.grid(p);
if (feat_is_opaque(f))
return OPC_OPAQUE;
else if (is_opaque_cloud(env.cgrid(p)))
return OPC_HALF;
else if (f == DNGN_TREES)
return OPC_HALF;
else if (monster_at(p) && monster_at(p)->type == MONS_BUSH)
return OPC_HALF;
else
return OPC_CLEAR;
}
opacity_type opacity_fullyopaque::operator()(const coord_def& p) const
{
if (feat_is_opaque(env.grid(p)))
return OPC_OPAQUE;
else
return OPC_CLEAR;
}
// Make anything solid block in addition to normal LOS.
// XXX: Are trees, bushes solid?
opacity_type opacity_solid::operator()(const coord_def& p) const
{
dungeon_feature_type f = env.grid(p);
if (feat_is_solid(f))
return OPC_OPAQUE;
else if (is_opaque_cloud(env.cgrid(p)))
return OPC_HALF;
else if (f == DNGN_TREES)
return OPC_HALF;
else if (monster_at(p) && monster_at(p)->type == MONS_BUSH)
return OPC_HALF;
else
return OPC_CLEAR;
}
opacity_type opacity_monmove::operator()(const coord_def& p) const
{
dungeon_feature_type feat = env.grid(p);
if (feat < DNGN_MINMOVE || !mon.can_pass_through_feat(feat))
return (OPC_OPAQUE);
else
return (OPC_CLEAR);
}
// LOS bounded by fixed presquared radius.
bool bounds_radius_sq::operator()(const coord_def& p) const
{
return (p.abs() <= radius_sq);
}
// LOS bounded by current global LOS radius.
bool bounds_cur_los_radius::operator()(const coord_def& p) const
{
return (p.abs() <= get_los_radius_sq());
}
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