From: Christian Heller Date: Mon, 7 Jul 2014 03:38:30 +0000 (+0200) Subject: Server: New field of view algorithm, much faster and more precise. X-Git-Tag: tce~737 X-Git-Url: https://plomlompom.com/repos/%7B%7B%20web_path%20%7D%7D/%7B%7Bprefix%7D%7D/task?a=commitdiff_plain;h=6489cfca32023a529f70960a089c73e282d73941;p=plomrogue Server: New field of view algorithm, much faster and more precise. --- diff --git a/TODO b/TODO index 5082737..3b60887 100644 --- a/TODO +++ b/TODO @@ -15,8 +15,8 @@ BOTH SERVER/CLIENT: SERVER: -- optimize too-slow AI / FOV algorithms; maybe use - ? +- consider + - save confserver/world data in record and save file, too; handle them like god commands diff --git a/src/server/field_of_view.c b/src/server/field_of_view.c index 95b26d4..7436f05 100644 --- a/src/server/field_of_view.c +++ b/src/server/field_of_view.c @@ -1,16 +1,20 @@ /* src/server/field_of_view.c */ -#define _POSIX_C_SOURCE 200809L /* strdup() */ #include "field_of_view.h" +#include /* uint8_t, uint16_t, uint32_t, int32_t */ #include /* free() */ -#include /* uint8_t, uint16_t, uint32_t */ -#include /* memset(), strchr(), strdup() */ +#include /* memset() */ #include "../common/rexit.h" /* exit_trouble() */ #include "../common/try_malloc.h" /* try_malloc() */ #include "map.h" /* yx_to_map_pos() */ #include "things.h" /* Thing */ #include "yx_uint8.h" /* yx_uint8 */ -#include "world.h" /* global world */ +#include "world.h" /* world */ + + + +/* Number of degrees a circle is divided into. */ +#define CIRCLE 36000000 @@ -23,132 +27,76 @@ enum wraps WRAP_W = 0x08 }; + + +/* Angle of a shadow. */ +struct shadow_angle +{ + struct shadow_angle * next; + uint32_t left_angle; + uint32_t right_angle; +}; + + + +/* Move "yx" into hex direction "d". */ +static void mv_yx_in_hex_dir(char d, struct yx_uint8 * yx); + /* Move "yx" into hex direction "d". If this moves "yx" beyond the minimal (0) * or maximal (UINT8_MAX) column or row, it wraps to the opposite side. Such * wrapping is returned as a wraps enum value and stored, so that further calls * to move "yx" back into the opposite direction may unwrap it again. Pass an - * "unwrap" of UNWRAP to re-set the internal wrap memory to 0. + * "unwrap" of !0 to re-set the internal wrap memory to 0. */ static uint8_t mv_yx_in_dir_wrap(char d, struct yx_uint8 * yx, uint8_t unwrap); /* Wrapper to "mv_yx_in_dir_wrap()", returns 1 if the wrapped function moved * "yx" within the wrap borders and the map size, else 0. */ -extern uint8_t mv_yx_in_dir_legal(char dir, struct yx_uint8 * yx); +static uint8_t mv_yx_in_dir_legal(char dir, struct yx_uint8 * yx); -/* Return one by one hex dir characters of walking through a circle of "radius". - * The circle is initialized by passing a "new_circle" of 1 and the "radius" - * and only returns non-null hex direction characters if "new_circle" is 0. - */ -static char next_circle_dir(uint8_t new_circle, uint8_t radius_new); - -/* Draw circle of hexes flagged LIMIT "radius" away from "yx" to "fov_map". */ -extern void draw_border_circle(struct yx_uint8 yx, uint8_t radius, - uint8_t * fov_map); - -/* eye_to_cell_dir_ratio() helper. */ -static void geometry_to_char_ratio(uint8_t * n1, uint8_t * n2, uint8_t indent, - int16_t diff_y, int16_t diff_x, - uint8_t vertical, uint8_t variant); - -/* From the chars in "available_dirs" and the geometry described by the other - * parameters return a string of hex direction characters representing the - * approximation of a straight line. "variant" marks the direction as either in - * the northern, north-eastern or south-western hex neighborhood if 1, or the - * others if 0. - */ -static char * eye_to_cell_dir_ratio(char * available_dirs, uint8_t indent, - int16_t diff_y, int16_t diff_x, - uint8_t vertical, uint8_t variant, - uint8_t shift_right); - -/* Return string approximating in one or two hex direction chars the direction - * that a "diff_y" and "diff_x" lead to in the internal half-indented 2D - * encoding of hexagonal maps, with "indent" the movement's start indentation. - */ -static char * dir_from_delta(uint8_t indent, int16_t diff_y, int16_t diff_x); +/* Recalculate angle < 0 or > CIRCLE to a value between these two limits. */ +static uint32_t correct_angle(int32_t angle); -/* Return string of hex movement direction characters describing the best - * possible hex approximation to a straight line from "yx_eye" to "yx_cell". If - * "right" is set and the string is of length two, return it with the direction - * strings scarcer character appearing first. +/* Try merging the angle between "left_angle" and "right_angle" to "shadow" if + * it meets the shadow from the right or the left. Returns 1 on success, else 0. */ -static char * eye_to_cell(struct yx_uint8 * yx_eye, struct yx_uint8 * yx_cell, - uint8_t right); +static uint8_t try_merge(struct shadow_angle * shadow, + uint32_t left_angle, uint32_t right_angle); -/* Return string of hex movement direction characters describing the best - * possible hex approximation to a straight line from "yx_eye" to "yx_cell". If - * "right" is set and the string is of length two, return it with the direction - * strings scarcer character appearing first. +/* Try merging the shadow angle between "left_angle" and "right_angle" into an + * existing shadow angle in "shadows". On success, see if this leads to any + * additional shadow angle overlaps and merge these accordingly. Return 1 on + * success, else 0. */ -static char * eye_to_cell(struct yx_uint8 * yx_eye, struct yx_uint8 * yx_cell, - uint8_t right); - -/* fill_shadow() helper, determining if map's top left cell starts a shadow. */ -static uint8_t is_top_left_shaded(uint16_t pos_a, uint16_t pos_b, - int16_t a_y_on_left); - -/* Flag as HIDDEN all cells in "fov_map" that are enclosed by 1) the map's - * borders or cells flagged LIMIT and 2) the shadow arms of cells flagged - * SHADOW_LEFT and SHADOW_RIGHT extending from "yx_cell", as seen as left and - * right as seen from "yx_eye". "pos_a" and "pos_b" store the terminal positions - * of these arms in "fov_map" ("pos_a" for the left, "pos_b" for the right one). - */ -static void fill_shadow(struct yx_uint8 * yx_eye, struct yx_uint8 * yx_cell, - uint8_t * fov_map, uint16_t pos_a, uint16_t pos_b); - -/* Flag with "flag" cells of a path from "yx_start" to the end of the map or (if - * closer) the view border circle of the cells flagged as LIMIT, in a direction - * parallel to the one determined by walking a path from "yx_eye" to the cell - * reachable by moving one step into "dir" from "yx_start". If "shift_right" is - * set, choose among the possible paths the one whose starting cell is set most - * to the right, else do the opposite. - */ -static uint16_t shadow_arm(struct yx_uint8 * yx_eye, struct yx_uint8 * yx_start, - uint8_t * fov_map, char dir, uint8_t flag, - uint8_t shift_right); - -/* From "yx_start", draw shadow of what is invisible as seen from "yx_eye" into - * "fov_map" by extending shadow arms from "yx_start" as shadow borders until - * the edges of the map or, if smaller, the maximum viewing distance, flag these - * shadow arms' cells as HIDE_LATER and the area enclosed by them as HIDDEN. - * "dir_left" and "dir_right" are hex directions to move to from "yx_start" for - * cells whose shortest straight path to "yx_eye" serve as the lines of sight - * enclosing the shadow left and right (left and right as seen from "yx_eye"). +static uint8_t try_merging_angles(uint32_t left_angle, uint32_t right_angle, + struct shadow_angle ** shadows); + +/* If "pos_in_map" in angle between"left_angle" to "right_angle" to the viewing + * actor is in a shadow from the shadow list "shadows", mark it as HIDDEN on the + * "fov_map"; else, if the world map features a viewing obstacle on the world + * map, calculate its shadow angle to the viewer and add it to "shadows". */ -static void shadow(struct yx_uint8 * yx_eye, struct yx_uint8 * yx_start, - uint8_t * fov_map, char dir_left, char dir_right); - -/* In "fov_map", if cell of position "yx_cell" is not HIDDEN, set it as VISIBLE, - * and if an obstacle to view is positioned there in the game map, flag cells - *behind it, unseen from "yx_eye", as HIDDEN on the interior and HIDE_LATER on - * their borders. - * - * The shape and width of shadows is determined by 1) calculating an approximate - * direction of "yx_cell" as seen from "yx_eye" as one hex movement direction, - * or two directly neighboring each other (i.e. "east", "east and north-east"), - * 2) deriving the two hex movement directions clockwise immediately preceding - * the first (or only) direction and immediately succeeding the second (or only) - * one and 3) passing the two directions thus gained as shadow arm direction - * calibration values to shadow() (after this function's other arguments). +static void set_shadow(uint32_t left_angle, uint32_t right_angle, + struct shadow_angle ** shadows, uint16_t pos_in_map, + uint8_t * fov_map); + +/* Free shadow angles list "angles". */ +static void free_angles(struct shadow_angle * angles); + +/* Evaluate map position "test_pos" in distance "dist" to the view origin, and + * on the circle of that distance to the origin on hex "hex_i" (as counted from + * the circle's rightmost point), for setting shaded cells in "fov_map" and + * potentially adding a new shadow to linked shadow angle list "shadows". */ -static void set_view_of_cell_and_shadows(struct yx_uint8 * yx_cell, - struct yx_uint8 * yx_eye, - uint8_t * fov_map); +static void eval_position(uint16_t dist, uint16_t hex_i, uint8_t * fov_map, + struct yx_uint8 * test_pos, + struct shadow_angle ** shadows); -static uint8_t mv_yx_in_dir_wrap(char d, struct yx_uint8 * yx, uint8_t unwrap) +static void mv_yx_in_hex_dir(char d, struct yx_uint8 * yx) { - static uint8_t wrap = 0; - if (unwrap) - { - wrap = 0; - return 0; - } - struct yx_uint8 original; - original.y = yx->y; - original.x = yx->x; if (d == 'e') { yx->x = yx->x + (yx->y % 2); @@ -177,10 +125,22 @@ static uint8_t mv_yx_in_dir_wrap(char d, struct yx_uint8 * yx, uint8_t unwrap) yx->x = yx->x - !(yx->y % 2); yx->y--; } - else +} + + + +static uint8_t mv_yx_in_dir_wrap(char d, struct yx_uint8 * yx, uint8_t unwrap) +{ + static uint8_t wrap = 0; + if (unwrap) { - exit_trouble(1, "mv_yx_in_dir_wrap()", "illegal direction"); + wrap = 0; + return 0; } + struct yx_uint8 original; + original.y = yx->y; + original.x = yx->x; + mv_yx_in_hex_dir(d, yx); if (strchr("edc", d) && yx->x < original.x) { wrap = wrap & WRAP_W ? wrap ^ WRAP_W : wrap | WRAP_E; @@ -202,7 +162,7 @@ static uint8_t mv_yx_in_dir_wrap(char d, struct yx_uint8 * yx, uint8_t unwrap) -extern uint8_t mv_yx_in_dir_legal(char dir, struct yx_uint8 * yx) +static uint8_t mv_yx_in_dir_legal(char dir, struct yx_uint8 * yx) { uint8_t wraptest = mv_yx_in_dir_wrap(dir, yx, 0); if (!wraptest && yx->x < world.map.length && yx->y < world.map.length) @@ -214,344 +174,163 @@ extern uint8_t mv_yx_in_dir_legal(char dir, struct yx_uint8 * yx) -static char next_circle_dir(uint8_t new_circle, uint8_t radius_new) -{ - static uint8_t i_dirs = 0; - static uint8_t i_dist = 0; - static uint8_t radius = 0; - char * dirs = "dcxswe"; - if (new_circle) - { - i_dirs = 0; - i_dist = 0; - radius = radius_new; - return '\0'; - } - char ret_dir = dirs[i_dirs]; - i_dist++; - if (i_dist == radius) - { - i_dist = 0; - i_dirs++; - } - return ret_dir; -} - - - -extern void draw_border_circle(struct yx_uint8 yx, uint8_t radius, - uint8_t * fov_map) +static uint32_t correct_angle(int32_t angle) { - uint8_t dist; - for (dist = 1; dist <= radius; dist++) + while (angle < 0) { - mv_yx_in_dir_wrap('w', &yx, 0); + angle = angle + CIRCLE; } - next_circle_dir(1, radius); - char dir; - while ('\0' != (dir = next_circle_dir(0, 0))) + while (angle > CIRCLE) { - if (mv_yx_in_dir_legal(dir, &yx)) - { - uint16_t pos = yx_to_map_pos(&yx); - fov_map[pos] = LIMIT; - } + angle = angle - CIRCLE; } - mv_yx_in_dir_wrap(0, NULL, 1); + return angle; } -static void geometry_to_char_ratio(uint8_t * n1, uint8_t * n2, uint8_t indent, - int16_t diff_y, int16_t diff_x, - uint8_t vertical, uint8_t variant) +static uint8_t try_merge(struct shadow_angle * shadow, + uint32_t left_angle, uint32_t right_angle) { - if (vertical) + if ( shadow->right_angle <= left_angle + 1 + && shadow->right_angle >= right_angle) { - *n1 = (diff_y / 2) - diff_x + ( indent * (diff_y % 2)); - *n2 = (diff_y / 2) + diff_x + (!indent * (diff_y % 2)); + shadow->right_angle = right_angle; } - else if (!vertical) + else if ( shadow->left_angle + 1 >= right_angle + && shadow->left_angle <= left_angle) { - *n1 = diff_y; - *n2 = diff_x - (diff_y / 2) - (indent * (diff_y % 2)); + shadow->left_angle = left_angle; } - if (!variant) + else { - uint8_t tmp = *n1; - *n1 = *n2; - *n2 = tmp; + return 0; } + return 1; } -static char * eye_to_cell_dir_ratio(char * available_dirs, uint8_t indent, - int16_t diff_y, int16_t diff_x, - uint8_t vertical, uint8_t variant, - uint8_t shift_right) +static uint8_t try_merging_angles(uint32_t left_angle, uint32_t right_angle, + struct shadow_angle ** shadows) { - char * f_name = "eye_to_cell_dir_ratio()"; - uint8_t n1, n2; - geometry_to_char_ratio(&n1, &n2, indent, diff_y, diff_x, vertical, variant); - uint8_t size_chars = n1 + n2; - char * dirs = try_malloc(size_chars + 1, f_name); - uint8_t n_strong_char = n1 / n2; - uint8_t more_char1 = 0 < n_strong_char; - n_strong_char = !more_char1 ? (n2 / n1) : n_strong_char; - uint16_t i, i_alter; - uint8_t i_of_char = shift_right; - for (i = 0, i_alter = 0; i < size_chars; i++) + uint8_t angle_merge = 0; + struct shadow_angle * shadow; + for (shadow = *shadows; shadow; shadow = shadow->next) { - char dirchar = available_dirs[i_of_char]; - if (more_char1 != i_of_char) + if (try_merge(shadow, left_angle, right_angle)) { - i_alter++; - if (i_alter == n_strong_char) - { - i_alter = 0; - i_of_char = !i_of_char; - } + angle_merge = 1; } - else - { - i_of_char = !i_of_char; - } - - dirs[i] = dirchar; } - dirs[i] = '\0'; - return dirs; -} - - - -static char * dir_from_delta(uint8_t indent, int16_t diff_y, int16_t diff_x) -{ - int16_t double_x = 2 * diff_x; - int16_t indent_corrected_double_x_pos = double_x - indent + !indent; - int16_t indent_corrected_double_x_neg = -double_x - !indent + indent; - if (diff_y > 0) + if (angle_merge) { - if (diff_y == double_x || diff_y == indent_corrected_double_x_pos) - { - return "c"; - } - if (diff_y == -double_x || diff_y == indent_corrected_double_x_neg) - { - return "x"; - } - if (diff_y < double_x || diff_y < indent_corrected_double_x_pos) + struct shadow_angle * shadow1; + for (shadow1 = *shadows; shadow1; shadow1 = shadow1->next) { - return "dc"; - } - if (diff_y < -double_x || diff_y < indent_corrected_double_x_neg) - { - return "xs"; - } - return "cx"; - } - if (diff_y < 0) - { - if (diff_y == double_x || diff_y == indent_corrected_double_x_pos) - { - return "w"; - } - if (diff_y == -double_x || diff_y == indent_corrected_double_x_neg) - { - return "e"; - } - if (diff_y > double_x || diff_y > indent_corrected_double_x_pos) - { - return "sw"; - } - if (diff_y > -double_x || diff_y > indent_corrected_double_x_neg) - { - return "ed"; + struct shadow_angle * last_shadow = NULL; + struct shadow_angle * shadow2; + for (shadow2 = *shadows; shadow2; shadow2 = shadow2->next) + { + if ( shadow1 != shadow2 + && try_merge(shadow1, shadow2->left_angle, + shadow2->right_angle)) + { + struct shadow_angle * to_free = shadow2; + if (last_shadow) + { + last_shadow->next = shadow2->next; + shadow2 = last_shadow; + } + else + { + *shadows = shadow2->next; + shadow2 = *shadows; + } + free(to_free); + } + last_shadow = shadow2; + } } - return "we"; } - return 0 > diff_x ? "s" : "d"; -} - - - -static char * eye_to_cell(struct yx_uint8 * yx_eye, struct yx_uint8 * yx_cell, - uint8_t right) -{ - int16_t diff_y = yx_cell->y - yx_eye->y; - int16_t diff_x = yx_cell->x - yx_eye->x; - uint8_t indent = yx_eye->y % 2; - char * dir = dir_from_delta(indent, diff_y, diff_x); - char * dirs = NULL; - if (1 == strlen(dir)) - { - return strdup(dir); - } - else if (!strcmp(dir, "dc")) - { - dirs = eye_to_cell_dir_ratio(dir, indent, diff_y, diff_x, 0,0,right); - } - else if (!strcmp(dir, "xs")) - { - dirs = eye_to_cell_dir_ratio(dir, !indent, diff_y, -diff_x, 0,1,right); - } - else if (!strcmp(dir, "cx")) - { - dirs = eye_to_cell_dir_ratio(dir, indent, diff_y, diff_x, 1,0,right); - } - else if (!strcmp(dir, "sw")) - { - dirs = eye_to_cell_dir_ratio(dir, !indent, -diff_y, -diff_x, 0,0,right); - } - else if (!strcmp(dir, "ed")) - { - dirs = eye_to_cell_dir_ratio(dir, indent, -diff_y, diff_x, 0,1,right); - } - else if (!strcmp(dir, "we")) - { - dirs = eye_to_cell_dir_ratio(dir, indent, -diff_y, diff_x, 1,1,right); - } - return dirs; -} - - - -static uint8_t is_top_left_shaded(uint16_t pos_a, uint16_t pos_b, - int16_t a_y_on_left) -{ - uint16_t start_last_row = world.map.length * (world.map.length - 1); - uint8_t a_on_left_or_bottom = 0 <= a_y_on_left - || (pos_a >= start_last_row); - uint8_t b_on_top_or_right = pos_b < world.map.length - || pos_b % world.map.length==world.map.length-1; - return pos_a != pos_b && b_on_top_or_right && a_on_left_or_bottom; + return angle_merge; } -static void fill_shadow(struct yx_uint8 * yx_eye, struct yx_uint8 * yx_cell, - uint8_t * fov_map, uint16_t pos_a, uint16_t pos_b) +static void set_shadow(uint32_t left_angle, uint32_t right_angle, + struct shadow_angle ** shadows, uint16_t pos_in_map, + uint8_t * fov_map) { - int16_t a_y_on_left = !(pos_a%world.map.length)? pos_a/world.map.length :-1; - int16_t b_y_on_left = !(pos_b%world.map.length)? pos_b/world.map.length :-1; - uint8_t top_left_shaded = is_top_left_shaded(pos_a, pos_b, a_y_on_left); - uint16_t pos; - uint8_t y, x, in_shade; - for (y = 0; y < world.map.length; y++) + char * f_name = "set_shadow()"; + struct shadow_angle * shadow_i; + if (fov_map[pos_in_map] & VISIBLE) { - in_shade = (top_left_shaded || (b_y_on_left >= 0 && y > b_y_on_left)) - && (a_y_on_left < 0 || y < a_y_on_left); - for (x = 0; x < world.map.length; x++) + for (shadow_i = *shadows; shadow_i; shadow_i = shadow_i->next) { - pos = (y * world.map.length) + x; - if (yx_eye->y == yx_cell->y && yx_eye->x < yx_cell->x) - { - uint8_t val = fov_map[pos] & (SHADOW_LEFT | SHADOW_RIGHT); - in_shade = 0 < val ? 1 : in_shade; - } - else if (yx_eye->y == yx_cell->y && yx_eye->x > yx_cell->x) - { - uint8_t val = fov_map[pos] & (SHADOW_LEFT | SHADOW_RIGHT); - in_shade = 0 < val ? 0 : in_shade; - } - else if (yx_eye->y > yx_cell->y && y <= yx_cell->y) - { - in_shade = 0 < (fov_map[pos] & SHADOW_LEFT) ? 1 : in_shade; - in_shade = (fov_map[pos] & SHADOW_RIGHT) ? 0 : in_shade; - } - else if (yx_eye->y < yx_cell->y && y >= yx_cell->y) - { - in_shade = 0 < (fov_map[pos] & SHADOW_RIGHT) ? 1 : in_shade; - in_shade = (fov_map[pos] & SHADOW_LEFT) ? 0 : in_shade; - } - if (!(fov_map[pos] & (SHADOW_LEFT | SHADOW_RIGHT)) - && in_shade) + if ( left_angle <= shadow_i->left_angle + && right_angle >= shadow_i->right_angle) { - fov_map[pos] = fov_map[pos] | HIDDEN; + fov_map[pos_in_map] = HIDDEN; + return; } } } -} - - - -static uint16_t shadow_arm(struct yx_uint8 * yx_eye, struct yx_uint8 * yx_start, - uint8_t * fov_map, char dir, uint8_t flag, - uint8_t shift_right) -{ - struct yx_uint8 yx_border = *yx_start; - uint16_t pos = yx_to_map_pos(&yx_border); - if (mv_yx_in_dir_legal(dir, &yx_border)) + if ('X' == world.map.cells[pos_in_map]) { - uint8_t met_limit = 0; - uint8_t i_dirs = 0; - char * dirs = eye_to_cell(yx_eye, &yx_border, shift_right); - yx_border = *yx_start; - while (!met_limit && mv_yx_in_dir_legal(dirs[i_dirs], &yx_border)) + if (!try_merging_angles(left_angle, right_angle, shadows)) { - pos = yx_to_map_pos(&yx_border); - met_limit = fov_map[pos] & LIMIT; - fov_map[pos] = fov_map[pos] | flag; - i_dirs = dirs[i_dirs + 1] ? i_dirs + 1 : 0; + struct shadow_angle * shadow; + shadow = try_malloc(sizeof(struct shadow_angle), f_name); + shadow->left_angle = left_angle; + shadow->right_angle = right_angle; + shadow->next = NULL; + if (*shadows) + { + for (shadow_i = *shadows; shadow_i; shadow_i = shadow_i->next) + { + if (!shadow_i->next) + { + shadow_i->next = shadow; + return; + } + } + } + *shadows = shadow; } - free(dirs); } - mv_yx_in_dir_wrap(0, NULL, 1); - return pos; } -static void shadow(struct yx_uint8 * yx_eye, struct yx_uint8 * yx_start, - uint8_t * fov_map, char dir_left, char dir_right) +static void free_angles(struct shadow_angle * angles) { - uint16_t pos_a, pos_b, pos_start, i; - pos_a = shadow_arm(yx_eye, yx_start, fov_map, dir_left, SHADOW_LEFT, 0); - pos_b = shadow_arm(yx_eye, yx_start, fov_map, dir_right, SHADOW_RIGHT, 1); - pos_start = yx_to_map_pos(yx_start); - fov_map[pos_start] = fov_map[pos_start] | SHADOW_LEFT | SHADOW_RIGHT; - fill_shadow(yx_eye, yx_start, fov_map, pos_a, pos_b); - for (i = 0; i < world.map.length * world.map.length; i++) + if (angles->next) { - if (fov_map[i] & (SHADOW_LEFT | SHADOW_RIGHT) && i != pos_start) - { - fov_map[i] = fov_map[i] | HIDE_LATER; - } - fov_map[i] = fov_map[i] ^ (fov_map[i] & SHADOW_LEFT); - fov_map[i] = fov_map[i] ^ (fov_map[i] & SHADOW_RIGHT); + free_angles(angles->next); } - return; + free(angles); } -static void set_view_of_cell_and_shadows(struct yx_uint8 * yx_cell, - struct yx_uint8 * yx_eye, - uint8_t * fov_map) +static void eval_position(uint16_t dist, uint16_t hex_i, uint8_t * fov_map, + struct yx_uint8 * test_pos, + struct shadow_angle ** shadows) { - char * dirs = "dcxswe"; - uint16_t pos = yx_to_map_pos(yx_cell); - if (!(fov_map[pos] & HIDDEN)) - { - fov_map[pos] = fov_map[pos] | VISIBLE; - if ('X' == world.map.cells[pos]) - { - uint8_t last_pos = strlen(dirs) - 1; - int16_t diff_y = yx_cell->y - yx_eye->y; - int16_t diff_x = yx_cell->x - yx_eye->x; - uint8_t indent = yx_eye->y % 2; - char * dir = dir_from_delta(indent, diff_y, diff_x); - uint8_t start_pos = strchr(dirs, dir[0]) - dirs; - char prev = start_pos > 0 ? dirs[start_pos - 1] : dirs[last_pos]; - char next = start_pos < last_pos ? dirs[start_pos + 1] : dirs[0]; - if (dir[1]) - { - uint8_t end_pos = strchr(dirs, dir[1]) - dirs; - next = end_pos < last_pos ? dirs[end_pos + 1] : dirs[0]; - } - shadow(yx_eye, yx_cell, fov_map, prev, next); - } + int32_t left_angle_uncorrected = ((CIRCLE / 12) / dist) + - ((hex_i * (CIRCLE / 6)) / dist); + int32_t right_angle_uncorrected = left_angle_uncorrected + - (CIRCLE / (6 * dist)); + uint32_t left_angle = correct_angle(left_angle_uncorrected); + uint32_t right_angle = correct_angle(right_angle_uncorrected); + uint32_t right_angle_1st = right_angle > left_angle ? 0 : right_angle; + uint16_t pos_in_map = yx_to_map_pos(test_pos); + set_shadow(left_angle, right_angle_1st, shadows, pos_in_map, fov_map); + if (right_angle_1st != right_angle) + { + left_angle = CIRCLE; + set_shadow(left_angle, right_angle, shadows, pos_in_map, fov_map); } } @@ -560,36 +339,39 @@ static void set_view_of_cell_and_shadows(struct yx_uint8 * yx_cell, extern uint8_t * build_fov_map(struct Thing * eye) { char * f_name = "build_fov_map()"; - uint8_t radius = 2 * world.map.length; uint32_t map_size = world.map.length * world.map.length; - struct yx_uint8 yx = eye->pos; uint8_t * fov_map = try_malloc(map_size, f_name); - memset(fov_map, 0, map_size); - draw_border_circle(yx, radius, fov_map); - fov_map[yx_to_map_pos(&yx)] = VISIBLE; - uint8_t dist; - for (dist = 1; dist <= radius; dist++) - { - uint8_t first_round = 1; - char dir; - next_circle_dir(1, dist); - while ('\0' != (dir = next_circle_dir(0, 0))) + memset(fov_map, VISIBLE, map_size); + struct yx_uint8 test_pos = eye->pos; + struct shadow_angle * shadows = NULL; + char * circle_dirs = "xswedc"; + uint16_t dist; + uint8_t first_round, circle_on_map; + for (first_round = 1, dist = 1, circle_on_map = 1; circle_on_map; dist++) + { + if (!first_round) { - char i_dir = first_round ? 'e' : dir; - first_round = 0; - if (mv_yx_in_dir_legal(i_dir, &yx)) - { - set_view_of_cell_and_shadows(&yx, &eye->pos, fov_map); - } + mv_yx_in_dir_legal('c', &test_pos); } - } - uint16_t i; - for (i = 0; i < world.map.length * world.map.length; i++) - { - if (fov_map[i] & HIDE_LATER) + char dir = 'd'; + uint8_t i_dir = first_round = circle_on_map = 0; + uint16_t i_dist, hex_i; + for (hex_i = 0, i_dist = 1; hex_i < 6 * dist; i_dist++, hex_i++) { - fov_map[i] = fov_map[i] ^ (fov_map[i] & VISIBLE); + if (mv_yx_in_dir_legal(dir, &test_pos)) + { + eval_position(dist, hex_i, fov_map, &test_pos, &shadows); + circle_on_map = 1; + } + dir = circle_dirs[i_dir]; + if (dist == i_dist) + { + i_dist = 0; + i_dir++; + } } } + mv_yx_in_dir_wrap(0, NULL, 1); + free_angles(shadows); return fov_map; } diff --git a/src/server/field_of_view.h b/src/server/field_of_view.h index d7d7d00..93ea982 100644 --- a/src/server/field_of_view.h +++ b/src/server/field_of_view.h @@ -13,32 +13,15 @@ struct Thing; -/* States that cells in the fov map may be in. */ +/* States that cells in the field of view map may be in. */ enum fov_cell_states { - VISIBLE = 0x01, - HIDDEN = 0x02, - SHADOW_LEFT = 0x04, - SHADOW_RIGHT = 0x08, - LIMIT = 0x10, - HIDE_LATER = 0x20 + HIDDEN = 0x00, + VISIBLE = 0x01 }; -/* Return overlay of world map wherein all cell positions visible from player's - * positions have flag VISIBLE set. - * - * This is achieved by spiraling out clock-wise from the player position, - * flagging cells as VISIBLE unless they're already marked as HIDDEN, and, on - * running into obstacles for view that are not HIDDEN, casting shadows from - * these, i.e. drawing cells as HIDDEN that would be hidden by said obstacle, - * before continuing the original spiraling path. - * - * Shadowcasting during spiraling is initially lazy, flagging only the shadows' - * interior cells as HIDDEN and their border cells as HIDE_LATER. Only at the - * end are all cells flagged HIDE_LATER flagged as HIDDEN. This is to handle - * cases where obstacles to view sit right at the border of pre-estabilshed - * shadows, therefore might be ignored if HIDDEN and not cast shadows on their - * own that may slightly extend beyond the pre-established shadows they border. - */ + + +/* Return field of view map of the world as seen from the position of "eye". */ extern uint8_t * build_fov_map(struct Thing * eye); diff --git a/src/server/map.h b/src/server/map.h index 4ff6f68..641cb79 100644 --- a/src/server/map.h +++ b/src/server/map.h @@ -16,7 +16,8 @@ * a sea of one land cell in the middle, then going into a cycle of repeatedly * selecting a random sea cell and transforming it into land if it is neighbor * to land; the cycle ends when a land cell is due to be created right at the - * border of the map. Lots of 'X' cells representing trees are put on the island. + * border of the map. Lots of 'X' cells representing trees are put on the + * island. */ extern void remake_map(); diff --git a/src/server/run.c b/src/server/run.c index ec018c5..78b158b 100644 --- a/src/server/run.c +++ b/src/server/run.c @@ -121,7 +121,7 @@ static uint8_t parse_position(char* tok0, char * tok1, struct Thing * t) t->pos.x = length; } free(t->fov_map); - t->fov_map = do_fov && t->lifepoints ? build_fov_map(t) : t->fov_map; + t->fov_map= do_fov && t->lifepoints ? build_fov_map(t) : t->fov_map; } return 1; } @@ -196,10 +196,11 @@ static uint8_t parse_thing_manipulation(char * tok0, char * tok1) static struct Thing * t = NULL; if (t && ( parse_thing_type(tok0, tok1, t) || parse_thing_command(tok0, tok1, t) - || parse_val(tok0, tok1, s[CMD_ARGUMENT], '8', (char *) &t->arg) - || parse_val(tok0, tok1, s[CMD_PROGRESS], '8', (char *) &t->progress) + || parse_val(tok0, tok1, s[CMD_ARGUMENT], '8', (char *)&t->arg) + || parse_val(tok0, tok1, s[CMD_PROGRESS],'8',(char *)&t->progress) - || parse_val(tok0, tok1, s[CMD_LIFEPOINTS],'8',(char *) &t->lifepoints) + || parse_val(tok0, tok1, s[CMD_LIFEPOINTS],'8', + (char *) &t->lifepoints) || parse_position(tok0, tok1, t) || parse_carry(tok0, tok1, t))); else if (parse_val(tok0, tok1, s[CMD_THING], '8', (char *) &id)) @@ -209,7 +210,7 @@ static uint8_t parse_thing_manipulation(char * tok0, char * tok1) { t = add_thing(id, 0, 0); set_cleanup_flag(CLEANUP_THINGS); - t->fov_map = do_fov && t->lifepoints ? build_fov_map(t) : t->fov_map; + t->fov_map= do_fov && t->lifepoints ? build_fov_map(t) : t->fov_map; } } else @@ -345,12 +346,12 @@ extern void obey_msg(char * msg, uint8_t do_record) || parse_val(tok0, tok1, s[CMD_SEED_RAND], 'U', (char *) &world.seed) || parse_val(tok0, tok1, s[CMD_TURN], 'u', (char *) &world.turn) || parse_do_fov(tok0, tok1)); - else if (parse_val(tok0, tok1, s[CMD_SEED_MAP], 'U', (char *) &world.seed_map)) + else if (parse_val(tok0, tok1, s[CMD_SEED_MAP],'U',(char *)&world.seed_map)) { remake_map(); } - else if (parse_val(tok0, tok1, s[CMD_MAKE_WORLD], 'U', (char *) &world.seed)) + else if (parse_val(tok0, tok1, s[CMD_MAKE_WORLD],'U', (char *) &world.seed)) { remake_world(); }