Source:NetHack 3.6.0/include/vision.h

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Below is the full text to vision.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/vision.h#line123]], for example.

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This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates.

  1.  /* NetHack 3.6	vision.h	$NHDT-Date: 1432512777 2015/05/25 00:12:57 $  $NHDT-Branch: master $:$NHDT-Revision: 1.9 $ */
  2.  /* Copyright (c) Dean Luick, with acknowledgements to Dave Cohrs, 1990. */
  3.  /* NetHack may be freely redistributed.  See license for details.	*/
  4.  
  5.  #ifndef VISION_H
  6.  #define VISION_H
  7.  
  8.  #if 0 /* (moved to decl.h) */
  9.  extern boolean vision_full_recalc;	/* TRUE if need vision recalc */
  10.  extern char **viz_array;		/* could see/in sight row pointers */
  11.  extern char *viz_rmin;			/* min could see indices */
  12.  extern char *viz_rmax;			/* max could see indices */
  13.  #endif
  14.  #define COULD_SEE 0x1 /* location could be seen, if it were lit */
  15.  #define IN_SIGHT 0x2  /* location can be seen */
  16.  #define TEMP_LIT 0x4  /* location is temporarily lit */
  17.  
  18.  /*
  19.   * Light source sources
  20.   */
  21.  #define LS_OBJECT 0
  22.  #define LS_MONSTER 1
  23.  
  24.  /*
  25.   *  cansee()	- Returns true if the hero can see the location.
  26.   *
  27.   *  couldsee()	- Returns true if the hero has a clear line of sight to
  28.   *		  the location.
  29.   */
  30.  #define cansee(x, y) (viz_array[y][x] & IN_SIGHT)
  31.  #define couldsee(x, y) (viz_array[y][x] & COULD_SEE)
  32.  #define templit(x, y) (viz_array[y][x] & TEMP_LIT)
  33.  
  34.  /*
  35.   *  The following assume the monster is not blind.
  36.   *
  37.   *  m_cansee()	- Returns true if the monster can see the given location.
  38.   *
  39.   *  m_canseeu() - Returns true if the monster could see the hero.  Assumes
  40.   *		  that if the hero has a clear line of sight to the monster's
  41.   *		  location and the hero is visible, then monster can see the
  42.   *		  hero.
  43.   */
  44.  #define m_cansee(mtmp, x2, y2) clear_path((mtmp)->mx, (mtmp)->my, (x2), (y2))
  45.  
  46.  #define m_canseeu(m)                                       \
  47.      ((!Invis || perceives((m)->data))                      \
  48.               && !(Underwater || u.uburied || (m)->mburied) \
  49.           ? couldsee((m)->mx, (m)->my)                      \
  50.           : 0)
  51.  
  52.  /*
  53.   *  Circle information
  54.   */
  55.  #define MAX_RADIUS 15 /* this is in points from the source */
  56.  
  57.  /* Use this macro to get a list of distances of the edges (see vision.c). */
  58.  #define circle_ptr(z) (&circle_data[(int) circle_start[z]])
  59.  
  60.  /* howmonseen() bitmask values */
  61.  #define MONSEEN_NORMAL 0x0001   /* normal vision */
  62.  #define MONSEEN_SEEINVIS 0x0002 /* seeing invisible */
  63.  #define MONSEEN_INFRAVIS 0x0004 /* via infravision */
  64.  #define MONSEEN_TELEPAT 0x0008  /* via telepathy */
  65.  #define MONSEEN_XRAYVIS 0x0010  /* via Xray vision */
  66.  #define MONSEEN_DETECT 0x0020   /* via extended monster detection */
  67.  #define MONSEEN_WARNMON 0x0040  /* via type-specific warning */
  68.  
  69.  #endif /* VISION_H */