- char * f_name = "write_map()";
- uint32_t map_size = world.map.size.y * world.map.size.x;
- char visible_map[map_size];
- memcpy(visible_map, world.map.cells, map_size);
+ char * f_name = "build_visible_map()";
+ uint32_t map_size = world.map.length * world.map.length;
+ 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 (player->fov_map[pos_i] & VISIBLE)
+ {
+ visible_map[pos_i] = world.map.cells[pos_i];
+ }
+ }