Defines

vision.h File Reference

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Defines

#define COULD_SEE   0x1
#define IN_SIGHT   0x2
#define TEMP_LIT   0x4
#define LS_OBJECT   0
#define LS_MONSTER   1
#define cansee(x, y)   (viz_array[y][x] & IN_SIGHT)
#define couldsee(x, y)   (viz_array[y][x] & COULD_SEE)
#define templit(x, y)   (viz_array[y][x] & TEMP_LIT)
#define m_cansee(mtmp, x2, y2)   clear_path((mtmp)->mx,(mtmp)->my,(x2),(y2))
#define m_canseeu(m)
#define MAX_RADIUS   15
#define circle_ptr(z)   (&circle_data[(int)circle_start[z]])

Define Documentation

#define cansee (   x,
 
)    (viz_array[y][x] & IN_SIGHT)

Referenced by add_damage(), add_region(), angry_guards(), artifact_hit(), back_to_glyph(), bagotricks(), bhit(), bhitm(), bhito(), boulder_hits_pool(), breaks(), burn_object(), buzz(), catch_lit(), close_drawbridge(), corpse_chance(), create_polymon(), cthulhu_dies(), damageum(), deadbook(), del_sokoprize(), destroy_drawbridge(), digactualhole(), do_earthquake(), do_mname(), dochug(), dog_eat(), dog_hunger(), dog_invent(), dog_move(), doorlock(), doturn(), drop_boulder_on_monster(), dryup(), erode_obj(), explmm(), explode(), feel_location(), fig_transform(), flash_hits_mon(), flooreffects(), fracture_rock(), gd_move(), ghitm(), golemeffects(), gulpmm(), hatch_egg(), hit(), hmon_hitmon(), impact_drop(), inherits(), inside_gas_cloud(), jump(), launch_obj(), lifesaved_monster(), lookat(), m_move(), magic_map_background(), make_angry_shk(), makemon(), mattackm(), mattacku(), maybe_tutorial(), mb_trapped(), mbhit(), mbhitm(), mdrop_obj(), meatmetal(), meatobj(), melt_ice(), minliquid(), minstapetrify(), mintrap(), miss(), mon_break_armor(), monkilled(), monstone(), move_special(), moverock(), mpickgold(), mpickstuff(), mrustm(), mselftouch(), newsym(), ohitmon(), open_drawbridge(), openone(), pay_for_damage(), possibly_unwield(), potionhit(), precheck(), relobj(), remove_damage(), remove_region(), repair_damage(), rescham(), restartcham(), restrap(), revive_corpse(), seffects(), shieldeff(), ship_object(), shkcatch(), snuff_candle(), snuff_lit(), spelleffects(), stolen_value(), tactics(), tamedog(), thitm(), throwit(), throwspell(), tmp_at(), urustm(), use_defensive(), use_grapple(), use_misc(), use_offensive(), use_pole(), use_stethoscope(), wallify_vault(), wary_dog(), wildmiss(), worm_known(), xkilled(), xname(), zap_dig(), and zap_over_floor().

#define circle_ptr (   z )    (&circle_data[(int)circle_start[z]])
#define COULD_SEE   0x1
#define couldsee (   x,
 
)    (viz_array[y][x] & COULD_SEE)
#define IN_SIGHT   0x2
#define LS_MONSTER   1
#define LS_OBJECT   0
#define m_cansee (   mtmp,
  x2,
  y2 
)    clear_path((mtmp)->mx,(mtmp)->my,(x2),(y2))

Referenced by dog_goal().

#define m_canseeu (   m )
Value:
((!Invis || perceives((m)->data)) && \
                          !(Underwater || u.uburied || (m)->mburied) ? \
                             couldsee((m)->mx,(m)->my) : 0)

Referenced by dochug(), gazemu(), pri_move(), shk_move(), watch_dig(), and watch_on_duty().

#define MAX_RADIUS   15
#define TEMP_LIT   0x4

Referenced by do_light_sources(), and vision_recalc().

#define templit (   x,
 
)    (viz_array[y][x] & TEMP_LIT)