#include <stdint.h> /* uint8_t, uint16_t, uint32_t, UINT16_MAX */
#include <stdlib.h> /* free() */
#include "../common/try_malloc.h" /* try_malloc() */
+#include "field_of_view.h" /* build_fov_map() */
#include "map_object_actions.h" /* get_moa_id_by_name() */
#include "map_objects.h" /* struct MapObj */
#include "world.h" /* global world */
* each cell's score against the score of its immediate neighbors in N_DIRS
* directions. If it's neighbors are low enough that the result would be lower
* than the current value, re-set it to 1 point higher than its lowest-scored
- * neighbor- Repeat this whole process until all cells have settled on their
+ * neighbor. Repeat this whole process until all cells have settled on their
* final score. Ignore cells whose position in "score_map" fits cells of
- * unreachable terrain in world.map.cells. Expect "max_score" to be the maximum
- * score for cells, marking them as unreachable.
+ * unreachable terrain in world.map.cells or whose score is greater than
+ * "max_score". Expect "max_score" to be the maximum score for cells, marking
+ * them as unreachable.
*/
static void dijkstra_map(uint16_t * score_map, uint16_t max_score);
/* Return numpad char of direction ("8", "6", "2", "4" etc.) of enemy with the
- * shortest path to "mo_origin". If no enemy is around, return 0.
+ * shortest path visible to "mo_origin". If no enemy is around, return 0.
*/
static char get_dir_to_nearest_enemy(struct MapObj * mo_origin);
scores_still_changing = 0;
for (pos = 0; pos < map_size; pos++)
{
- if ('.' == world.map.cells[pos])
+ if ('.' == world.map.cells[pos] && score_map[pos] <= max_score)
{
get_neighbor_scores(score_map, pos, max_score, neighbors);
min_neighbor = max_score;
{
char * f_name = "get_dir_to_nearest_enemy()";
- /* Calculate for each cell the distance to the nearest map actor that is
- * not "mo_origin", with movement only possible in the directions of "dir".
+ /* Calculate for each cell the distance to the visibly nearest map actor not
+ * "mo_origin", with movement only possible in the directions of "dir".
* (Actors' own cells start with a distance of 0 towards themselves.)
*/
uint32_t map_size = world.map.size.y * world.map.size.x;
- uint16_t max_score = UINT16_MAX;
+ uint16_t max_score = UINT16_MAX - 1;
uint16_t * score_map = try_malloc(map_size * sizeof(uint16_t), f_name);
+ uint8_t * fov_map = world.enemy_fov ? build_fov_map(mo_origin) : NULL;
uint32_t i;
for (i = 0; i < map_size; i++)
{
- score_map[i] = max_score;
+ if (world.enemy_fov)
+ {
+ score_map[i] = fov_map[i] & VISIBLE ? max_score : UINT16_MAX;
+ }
+ else
+ {
+ score_map[i] = max_score;
+ }
}
+ free(fov_map);
struct MapObj * mo = world.map_objs;
for (; mo != NULL; mo = mo->next)
{