warzone2100/src/visibility.h

108 lines
3.7 KiB
C

/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2013 Warzone 2100 Project
Warzone 2100 is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
Warzone 2100 is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#ifndef __INCLUDED_SRC_VISIBILITY__
#define __INCLUDED_SRC_VISIBILITY__
#include "objectdef.h"
#include "raycast.h"
#include "stats.h"
#define LINE_OF_FIRE_MINIMUM 5
// initialise the visibility stuff
extern bool visInitialise(void);
/* Check which tiles can be seen by an object */
extern void visTilesUpdate(BASE_OBJECT *psObj);
extern void revealAll(UBYTE player);
/* Check whether psViewer can see psTarget
* psViewer should be an object that has some form of sensor,
* currently droids and structures.
* psTarget can be any type of BASE_OBJECT (e.g. a tree).
*/
extern int visibleObject(const BASE_OBJECT* psViewer, const BASE_OBJECT* psTarget, bool wallsBlock);
/** Can shooter hit target with direct fire weapon? */
bool lineOfFire(const SIMPLE_OBJECT* psViewer, const BASE_OBJECT* psTarget, int weapon_slot, bool wallsBlock);
/** How much of target can the player hit with direct fire weapon? */
int areaOfFire(const SIMPLE_OBJECT* psViewer, const BASE_OBJECT* psTarget, int weapon_slot, bool wallsBlock);
/** How much of target can the player hit with direct fire weapon? */
int arcOfFire(const SIMPLE_OBJECT* psViewer, const BASE_OBJECT* psTarget, int weapon_slot, bool wallsBlock);
// Find the wall that is blocking LOS to a target (if any)
extern STRUCTURE* visGetBlockingWall(const BASE_OBJECT* psViewer, const BASE_OBJECT* psTarget);
bool hasSharedVision(unsigned viewer, unsigned ally);
extern void processVisibility(void); ///< Calls processVisibilitySelf and processVisibilityVision on all objects.
// update the visibility reduction
extern void visUpdateLevel(void);
extern void setUnderTilesVis(BASE_OBJECT *psObj, UDWORD player);
void visRemoveVisibilityOffWorld(BASE_OBJECT *psObj);
void visRemoveVisibility(BASE_OBJECT *psObj);
// fast test for whether obj2 is in range of obj1
static inline bool visObjInRange(BASE_OBJECT *psObj1, BASE_OBJECT *psObj2, SDWORD range)
{
int32_t xdiff = psObj1->pos.x - psObj2->pos.x, ydiff = psObj1->pos.y - psObj2->pos.y;
return abs(xdiff) <= range && abs(ydiff) <= range && xdiff*xdiff + ydiff*ydiff <= range;
}
static inline int objSensorRange(const BASE_OBJECT* psObj)
{
if (psObj->type == OBJ_DROID)
{
return asSensorStats[((DROID*)psObj)->asBits[COMP_SENSOR]].upgrade[psObj->player].range;
}
else if (psObj->type == OBJ_STRUCTURE)
{
return ((STRUCTURE *)psObj)->pStructureType->pSensor->upgrade[psObj->player].range;
}
return 0;
}
static inline int objJammerPower(const BASE_OBJECT* psObj)
{
if (psObj->type == OBJ_DROID)
{
return asECMStats[((DROID*)psObj)->asBits[COMP_ECM]].upgrade[psObj->player].range;
}
else if (psObj->type == OBJ_STRUCTURE)
{
return ((STRUCTURE*)psObj)->pStructureType->pECM->upgrade[psObj->player].range;
}
return 0;
}
void removeSpotters();
bool removeSpotter(uint32_t id);
uint32_t addSpotter(int x, int y, int player, int radius, bool radar, uint32_t expiry = 0);
#endif // __INCLUDED_SRC_VISIBILITY__