Enumify terrain blockage and generalize the line of sight function
This should probably be two separate commits, but they're tangled together and I don't want to spend the effort to disentangle them.
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@@ -192,9 +192,10 @@ void make_quickfire(short i,short j)
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// if ((is_force_barrier(i,j)) || (is_fire_barrier(i,j)))
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// return;
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ter = coord_to_ter(i,j);
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if (scenario.ter_types[ter].blockage == 1)
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if(scenario.ter_types[ter].blockage == eTerObstruct::BLOCK_SIGHT)
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return;
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if (scenario.ter_types[ter].blockage == 5)
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// TODO: Isn't it a little odd that BLOCK_MOVE_AND_SHOOT isn't included here?
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if(scenario.ter_types[ter].blockage == eTerObstruct::BLOCK_MOVE_AND_SIGHT)
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return;
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// univ.town.explored[i][j] = univ.town.explored[i][j] & 1;
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// univ.out.misc_i[i][j] = univ.out.misc_i[i][j] & 3;
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@@ -388,10 +389,10 @@ void make_sfx(short i,short j, short type)
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{
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ter_num_t ter;
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if (get_obscurity(i,j) > 0)
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if(sight_obscurity(i,j) > 0)
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return;
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ter = coord_to_ter(i,j);
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if (scenario.ter_types[ter].blockage != 0)
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if(scenario.ter_types[ter].blockage != eTerObstruct::CLEAR)
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return;
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switch (type) {
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// case 1: case 2:
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