From: Christian Heller Date: Wed, 6 Aug 2014 03:44:21 +0000 (+0200) Subject: Server: Make FOV algorithm symmetrical. X-Git-Tag: tce~668 X-Git-Url: https://plomlompom.com/repos/%7B%7B%20web_path%20%7D%7D/decks/%7B%7Bdb.prefix%7D%7D/static/%27%29;%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20chunks.push%28escapeHTML%28span%5B2%5D%29%29;%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20chunks.push%28%27?a=commitdiff_plain;h=678bde80a31877ced4b080cb435afa2117686c53;p=plomrogue Server: Make FOV algorithm symmetrical. --- diff --git a/src/server/field_of_view.c b/src/server/field_of_view.c index f14fffd..170d8ac 100644 --- a/src/server/field_of_view.c +++ b/src/server/field_of_view.c @@ -63,21 +63,30 @@ static uint8_t try_merge(struct shadow_angle * shadow, 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". +/* Test whether angle between "left_angle" and "right_angle", or at least + * "middle_angle", is captured inside one of the shadow angles in "shadows". If + * so, set hex in "fov_map" indexed by "pos_in_map" to HIDDEN. If the whole + * angle and not just "middle_angle" is captured, return 1. Any other case: 0. */ -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); +static uint8_t shade_hex(uint32_t left_angle, uint32_t right_angle, + uint32_t middle_angle, struct shadow_angle ** shadows, + uint16_t pos_in_map, uint8_t * fov_map); + +/* Test whether angle between "left_angle" and "right_angle", or at least + * "middle_angle", is captured inside one of the shadow angles in "shadows". If + * so, set hex in "fov_map" indexed by "pos_in_map" to HIDDEN. If the whole + * angle and not just "middle_angle" is captured, return 1. Any other case: 0. + */ +static uint8_t shade_hex(uint32_t left_angle, uint32_t right_angle, + uint32_t middle_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 + * the circle's rightmost point), for setting shaded hexes in "fov_map" and * potentially adding a new shadow to linked shadow angle list "shadows". */ static void eval_position(uint16_t dist, uint16_t hex_i, uint8_t * fov_map, @@ -253,9 +262,9 @@ static uint8_t try_merging_angles(uint32_t left_angle, uint32_t right_angle, -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) +static uint8_t shade_hex(uint32_t left_angle, uint32_t right_angle, + uint32_t middle_angle, struct shadow_angle ** shadows, + uint16_t pos_in_map, uint8_t * fov_map) { struct shadow_angle * shadow_i; if (fov_map[pos_in_map] & VISIBLE) @@ -266,32 +275,46 @@ static void set_shadow(uint32_t left_angle, uint32_t right_angle, && right_angle >= shadow_i->right_angle) { fov_map[pos_in_map] = HIDDEN; - return; + return 1; + } + if ( middle_angle < shadow_i->left_angle + && middle_angle > shadow_i->right_angle) + { + fov_map[pos_in_map] = HIDDEN; } } } - if ('X' == world.map.cells[pos_in_map]) + return 0; +} + + + +/* To "shadows", add shadow defined by "left_angle" and "right_angle", either as + * new entry or as part of an existing shadow (swallowed whole or extending it). + */ +static void set_shadow(uint32_t left_angle, uint32_t right_angle, + struct shadow_angle ** shadows) +{ + struct shadow_angle * shadow_i; + if (!try_merging_angles(left_angle, right_angle, shadows)) { - if (!try_merging_angles(left_angle, right_angle, shadows)) + struct shadow_angle * shadow; + shadow = try_malloc(sizeof(struct shadow_angle), __func__); + shadow->left_angle = left_angle; + shadow->right_angle = right_angle; + shadow->next = NULL; + if (*shadows) { - struct shadow_angle * shadow; - shadow = try_malloc(sizeof(struct shadow_angle), __func__); - 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) { - for (shadow_i = *shadows; shadow_i; shadow_i = shadow_i->next) + if (!shadow_i->next) { - if (!shadow_i->next) - { - shadow_i->next = shadow; - return; - } + shadow_i->next = shadow; + return; } } - *shadows = shadow; } + *shadows = shadow; } } @@ -313,18 +336,28 @@ static void eval_position(uint16_t dist, uint16_t hex_i, uint8_t * fov_map, struct shadow_angle ** shadows) { int32_t left_angle_uncorrected = ((CIRCLE / 12) / dist) - - ((hex_i * (CIRCLE / 6)) / 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; + uint32_t middle_angle = 0; + if (right_angle_1st) + { + middle_angle = right_angle + ((left_angle - right_angle) / 2); + } uint16_t pos_in_map = test_pos->y * world.map.length + test_pos->x; - set_shadow(left_angle, right_angle_1st, shadows, pos_in_map, fov_map); - if (right_angle_1st != right_angle) + uint8_t all_shaded = shade_hex(left_angle, right_angle_1st, middle_angle, + shadows, pos_in_map, fov_map); + if (!all_shaded && 'X' == world.map.cells[pos_in_map]) { - left_angle = CIRCLE; - set_shadow(left_angle, right_angle, shadows, pos_in_map, fov_map); + set_shadow(left_angle, right_angle_1st, shadows); + if (right_angle_1st != right_angle) + { + left_angle = CIRCLE; + set_shadow(left_angle, right_angle, shadows); + } } }