struct yx_uint8 * test_pos,
struct shadow_angle ** shadows);
-/* Update "t"'s .mem_map memory with what's in its current FOV, remove from its
- * .t_mem all memorized things in FOV and add inanimiate things in FOV to it.
- */
-static void update_map_memory(struct Thing * t, uint32_t map_size);
-
static uint32_t correct_angle(int32_t angle)
-static void update_map_memory(struct Thing * t_eye, uint32_t map_size)
+extern void update_map_memory(struct Thing * t_eye)
{
if (!t_eye->mem_map)
{
- t_eye->mem_map = try_malloc(map_size, __func__);
- memset(t_eye->mem_map, ' ', map_size);
+ t_eye->mem_map = try_malloc(world.map.length*world.map.length,__func__);
+ memset(t_eye->mem_map, ' ', world.map.length * world.map.length);
}
uint32_t i;
- for (i = 0; i < map_size; i++)
+ for (i = 0; i < (uint32_t) (world.map.length * world.map.length); i++)
{
if (' ' == t_eye->mem_map[i] && t_eye->fov_map[i] == 'v')
{
}
mv_yx_in_dir_legal(0, NULL);
free_angles(shadows);
- update_map_memory(t, map_size);
}