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#include <stdlib.h>
#include "character.h"
#include "heap.h"
#include "npc.h"
#include "pc.h"
#include "dungeon.h"
void character_delete(character *c)
{
delete c;
}
int16_t *character_get_pos(character *c)
{
return c->position;
}
int16_t character_get_y(const character *c)
{
return c->position[dim_y];
}
int16_t character_set_y(character *c, int16_t y)
{
return c->position[dim_y] = y;
}
int16_t character_get_x(const character *c)
{
return c->position[dim_x];
}
int16_t character_set_x(character *c, int16_t x)
{
return c->position[dim_x] = x;
}
void character_die(character *c)
{
c->alive = 0;
}
int character_is_alive(const character *c)
{
return c->alive;
}
char character_get_symbol(const character *c)
{
return c->symbol;
}
uint32_t character_get_speed(const character *c)
{
return c->speed;
}
uint32_t character_get_dkills(const character *c)
{
return c->kills[kill_direct];
}
uint32_t character_get_ikills(const character *c)
{
return c->kills[kill_avenged];
}
uint32_t character_increment_dkills(character *c)
{
return c->kills[kill_direct]++;
}
uint32_t character_increment_ikills(character *c, uint32_t k)
{
return c->kills[kill_avenged] += k;
}
const char *character_get_name(const character *c)
{
return c->name;
}
uint32_t can_see(dungeon *d, pair_t voyeur, pair_t exhibitionist,
int is_pc, int learn)
{
/* Application of Bresenham's Line Drawing Algorithm. If we can draw *
* a line from v to e without intersecting any walls, then v can see *
* e. Unfortunately, Bresenham isn't symmetric, so line-of-sight *
* based on this approach is not reciprocal (Helmholtz Reciprocity). *
* This is a very real problem in roguelike games, and one we're *
* going to ignore for now. Algorithms that are symmetrical are far *
* more expensive. */
pair_t first, second;
pair_t del, f;
int16_t a, b, c, i;
int16_t visual_range;
visual_range = is_pc ? PC_VISUAL_RANGE : NPC_VISUAL_RANGE;
first[dim_x] = voyeur[dim_x];
first[dim_y] = voyeur[dim_y];
second[dim_x] = exhibitionist[dim_x];
second[dim_y] = exhibitionist[dim_y];
/* Monsters only use this to see the PC, so we can *
* short circuit the tests when they are far away. */
if ((abs(first[dim_x] - second[dim_x]) > visual_range) ||
(abs(first[dim_y] - second[dim_y]) > visual_range)) {
return 0;
}
/*
mappair(first) = ter_debug;
mappair(second) = ter_debug;
*/
if (second[dim_x] > first[dim_x]) {
del[dim_x] = second[dim_x] - first[dim_x];
f[dim_x] = 1;
} else {
del[dim_x] = first[dim_x] - second[dim_x];
f[dim_x] = -1;
}
if (second[dim_y] > first[dim_y]) {
del[dim_y] = second[dim_y] - first[dim_y];
f[dim_y] = 1;
} else {
del[dim_y] = first[dim_y] - second[dim_y];
f[dim_y] = -1;
}
if (del[dim_x] > del[dim_y]) {
a = del[dim_y] + del[dim_y];
c = a - del[dim_x];
b = c - del[dim_x];
for (i = 0; i <= del[dim_x]; i++) {
if (learn) {
pc_learn_terrain(d->PC, first, mappair(first));
pc_see_object(d->PC, objpair(first));
}
if ((mappair(first) < ter_floor) && i && (i != del[dim_x])) {
return 0;
}
/* mappair(first) = ter_debug;*/
first[dim_x] += f[dim_x];
if (c < 0) {
c += a;
} else {
c += b;
first[dim_y] += f[dim_y];
}
}
return 1;
} else {
a = del[dim_x] + del[dim_x];
c = a - del[dim_y];
b = c - del[dim_y];
for (i = 0; i <= del[dim_y]; i++) {
if (learn) {
pc_learn_terrain(d->PC, first, mappair(first));
pc_see_object(d->PC, objpair(first));
}
if ((mappair(first) < ter_floor) && i && (i != del[dim_y])) {
return 0;
}
/* mappair(first) = ter_debug;*/
first[dim_y] += f[dim_y];
if (c < 0) {
c += a;
} else {
c += b;
first[dim_x] += f[dim_x];
}
}
return 1;
}
return 1;
}