#include <string.h> /* memset(), strchr(), strdup() */
#include "../common/rexit.h" /* exit_trouble() */
#include "../common/try_malloc.h" /* try_malloc() */
-#include "map_objects.h" /* MapObj, MapObjDef, get_player() */
+#include "map.h" /* yx_to_map_pos() */
+#include "things.h" /* Thing */
#include "yx_uint8.h" /* yx_uint8 */
#include "world.h" /* global world */
-/* States that cells in the fov map may be in. */
-enum fov_cell_states {
- VISIBLE = 0x01,
- HIDDEN = 0x02,
- SHADOW_LEFT = 0x04,
- SHADOW_RIGHT = 0x08,
- LIMIT = 0x10,
- HIDE_LATER = 0x20
-};
-
/* Values for mv_yx_in_dir_wrap()'s wrapping directory memory. */
enum wraps
{
WRAP_W = 0x08
};
-/* Transform "yx" to an index position in the world map. */
-static uint16_t yx_to_pos(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
struct yx_uint8 * yx_eye,
uint8_t * fov_map);
-/* 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.
- */
-static uint8_t * build_fov_map();
-
-
-
-static uint16_t yx_to_pos(struct yx_uint8 * yx)
-{
- return (yx->y * world.map.size.x) + yx->x;
-}
-
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)
{
uint8_t wraptest = mv_yx_in_dir_wrap(dir, yx, 0);
- if (!wraptest && yx->x < world.map.size.x && yx->y < world.map.size.y)
+ if (!wraptest && yx->x < world.map.length && yx->y < world.map.length)
{
return 1;
}
{
if (mv_yx_in_dir_legal(dir, &yx))
{
- uint16_t pos = yx_to_pos(&yx);
+ uint16_t pos = yx_to_map_pos(&yx);
fov_map[pos] = LIMIT;
}
}
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;
+ char * dirs = NULL;
if (1 == strlen(dir))
{
return strdup(dir);
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.size.x * (world.map.size.y - 1);
+ 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.size.x
- || pos_b % world.map.size.x==world.map.size.x-1;
+ 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;
}
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)
{
- int16_t a_y_on_left = !(pos_a%world.map.size.x)? pos_a/world.map.size.x :-1;
- int16_t b_y_on_left = !(pos_b%world.map.size.x)? pos_b/world.map.size.x :-1;
+ 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.size.y; y++)
+ for (y = 0; y < world.map.length; y++)
{
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.size.x; x++)
+ for (x = 0; x < world.map.length; x++)
{
- pos = (y * world.map.size.x) + x;
+ 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);
uint8_t shift_right)
{
struct yx_uint8 yx_border = *yx_start;
- uint16_t pos;
+ uint16_t pos = yx_to_map_pos(&yx_border);
if (mv_yx_in_dir_legal(dir, &yx_border))
{
uint8_t met_limit = 0;
yx_border = *yx_start;
while (!met_limit && mv_yx_in_dir_legal(dirs[i_dirs], &yx_border))
{
- pos = yx_to_pos(&yx_border);
+ 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;
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_pos(yx_start);
+ 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.size.y * world.map.size.x; i++)
+ for (i = 0; i < world.map.length * world.map.length; i++)
{
if (fov_map[i] & (SHADOW_LEFT | SHADOW_RIGHT) && i != pos_start)
{
uint8_t * fov_map)
{
char * dirs = "dcxswe";
- uint16_t pos = yx_to_pos(yx_cell);
+ uint16_t pos = yx_to_map_pos(yx_cell);
if (!(fov_map[pos] & HIDDEN))
{
fov_map[pos] = fov_map[pos] | VISIBLE;
-static uint8_t * build_fov_map()
+extern uint8_t * build_fov_map(struct Thing * eye)
{
char * f_name = "build_fov_map()";
- uint8_t radius = 2 * world.map.size.y;
- uint32_t map_size = world.map.size.y * world.map.size.x;
- struct MapObj * player = get_player();
- struct yx_uint8 yx = player->pos;
+ 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_pos(&yx)] = VISIBLE;
+ fov_map[yx_to_map_pos(&yx)] = VISIBLE;
uint8_t dist;
for (dist = 1; dist <= radius; dist++)
{
first_round = 0;
if (mv_yx_in_dir_legal(i_dir, &yx))
{
- set_view_of_cell_and_shadows(&yx, &player->pos, fov_map);
+ set_view_of_cell_and_shadows(&yx, &eye->pos, fov_map);
}
}
}
uint16_t i;
- for (i = 0; i < world.map.size.y * world.map.size.x; i++)
+ for (i = 0; i < world.map.length * world.map.length; i++)
{
if (fov_map[i] & HIDE_LATER)
{
}
return fov_map;
}
-
-
-
-extern char * build_visible_map()
-{
- char * f_name = "build_visible_map()";
- uint8_t * fov_map = build_fov_map();
- uint32_t map_size = world.map.size.y * world.map.size.x;
- char * visible_map = try_malloc(map_size, f_name);
- memset(visible_map, ' ', map_size);
- uint16_t pos_i;
- for (pos_i = 0; pos_i < map_size; pos_i++)
- {
- if (fov_map[pos_i] & VISIBLE)
- {
- visible_map[pos_i] = world.map.cells[pos_i];
- }
- }
- struct MapObj * o;
- struct MapObjDef * d;
- char c;
- uint8_t i;
- for (i = 0; i < 2; i++)
- {
- for (o = world.map_objs; o != 0; o = o->next)
- {
- if ( fov_map[yx_to_pos(&o->pos)] & VISIBLE
- && ( (0 == i && 0 == o->lifepoints)
- || (1 == i && 0 < o->lifepoints)))
- {
- d = get_map_object_def(o->type);
- c = d->char_on_map;
- visible_map[yx_to_pos(&o->pos)] = c;
- }
- }
- }
- free(fov_map);
- return visible_map;
-}