X-Git-Url: https://plomlompom.com/repos/?a=blobdiff_plain;f=src%2Fserver%2Ffield_of_view.h;h=6920594d174fbce272761eca7ad2a24e55871a1f;hb=bfcf7850e4f5aa11ae5a33d78e153075032ff76d;hp=ee337eb1d69636d4d95e764c685a94cc02d5e99b;hpb=639a12151eeb7ce0d18de330b4bb8d9d8094c4d3;p=plomrogue diff --git a/src/server/field_of_view.h b/src/server/field_of_view.h index ee337eb..6920594 100644 --- a/src/server/field_of_view.h +++ b/src/server/field_of_view.h @@ -9,37 +9,18 @@ #define FIELD_OF_VIEW_H #include /* uint8_t */ -struct MapObj; +struct Thing; -/* States that cells in the fov map may be in. */ +/* States that cells in the field of view map may be in. */ enum fov_cell_states { - VISIBLE = 0x01, - HIDDEN = 0x02, - SHADOW_LEFT = 0x04, - SHADOW_RIGHT = 0x08, - LIMIT = 0x10, - HIDE_LATER = 0x20 + HIDDEN = 0x00, + VISIBLE = 0x01 }; -/* 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. - */ -extern uint8_t * build_fov_map(struct MapObj * eye); +/* Build "t"'s field of view. */ +extern void build_fov_map(struct Thing * t);