Files
oboe/osx/boe.locutils.h
Celtic Minstrel 004b6d1ace Various field/belt related stuff
- Remove all field booleans except quickfire and belt, which have been moved to cCurTown
- Alter and extend place_spell_pattern, to allow arbitrary damage types and to make it more clear in the code what's happening when it's called
- Delete fields.cpp file; a few things moved to locutils.cpp, but most are now part of cCurTown
- set_terrain function automatically updates belt present boolean if setting to a conveyor.
2014-12-11 00:46:28 -05:00

50 lines
2.0 KiB
C++

bool is_explored(short i,short j);
void make_explored(short i,short j);
void take_explored(short i,short j);
bool is_out();
bool is_town();
bool is_combat();
//void set_terrain_blocked();
//short dist(location p1,location p2);
//short ex_sqrt(short val);
//short vdist(location p1,location p2) ;
bool adjacent(location p1,location p2);
bool point_onscreen(location center,location check);
short set_direction (location old_pt, location new_pt);
location global_to_local(location global);
location local_to_global(location local);
bool loc_off_world(location p1);
bool loc_off_act_area(location p1);
location get_cur_loc();
bool is_lava(short x,short y);
short sight_obscurity(short x,short y);
short can_see_light(location p1, location p2, std::function<short(short,short)> get_obscurity);
short combat_obscurity(short x,short y);
ter_num_t coord_to_ter(short x,short y);
bool is_container(location loc);
void update_explored(location dest);
bool is_blocked(location to_check);
bool monst_on_space(location loc,short m_num);
short monst_there(location where) ;
bool monst_can_be_there(location loc,short m_num);
bool monst_adjacent(location loc,short m_num);
bool monst_can_see(short m_num,location l);
bool party_can_see_monst(short m_num);
bool can_see_monst(location l,short m_num);
bool outd_is_blocked(location to_check);
bool special_which_blocks_monst(location to_check);
bool is_special(location to_check);
bool outd_is_special(location to_check);
bool impassable(ter_num_t terrain_to_check);
short get_blockage(ter_num_t terrain_type);
short light_radius();
bool pt_in_light(location from_where,location to_where) ;// Assumes, of course, in town or combat
bool combat_pt_in_light(location to_where);
bool party_sees_a_monst(); // Returns true is a hostile monster is in sight.
short party_can_see(location where);
location push_loc(location from_where,location to_where);
bool spot_impassable(short i,short j);
void swap_ter(short i,short j,ter_num_t ter1,ter_num_t ter2);
void alter_space(short i,short j,ter_num_t ter);