#include <string.h> /* memset() */
#include "../common/rexit.h" /* exit_trouble() */
#include "../common/try_malloc.h" /* try_malloc() */
#include <string.h> /* memset() */
#include "../common/rexit.h" /* exit_trouble() */
#include "../common/try_malloc.h" /* try_malloc() */
#include "things.h" /* Thing */
#include "yx_uint8.h" /* yx_uint8 */
#include "world.h" /* world */
#include "things.h" /* Thing */
#include "yx_uint8.h" /* yx_uint8 */
#include "world.h" /* world */
/* Number of degrees a circle is divided into. The greater it is, the greater
* the angle precision. But make it one whole zero larger and bizarre FOV bugs
/* Number of degrees a circle is divided into. The greater it is, the greater
* the angle precision. But make it one whole zero larger and bizarre FOV bugs
-/* Wrapper to "mv_yx_in_dir_wrap()", returns 1 if the wrapped function moved
- * "yx" within the wrap borders and the map size, else 0.
+/* Wrapper to mv_yx_in_dir_wrap(), returns 1 if the wrapped function moved "yx"
+ * within the wrap borders and the map size, else 0.
if (!try_merging_angles(left_angle, right_angle, shadows))
{
struct shadow_angle * shadow;
if (!try_merging_angles(left_angle, right_angle, shadows))
{
struct shadow_angle * shadow;
uint32_t left_angle = correct_angle(left_angle_uncorrected);
uint32_t right_angle = correct_angle(right_angle_uncorrected);
uint32_t right_angle_1st = right_angle > left_angle ? 0 : right_angle;
uint32_t left_angle = correct_angle(left_angle_uncorrected);
uint32_t right_angle = correct_angle(right_angle_uncorrected);
uint32_t right_angle_1st = right_angle > left_angle ? 0 : right_angle;
set_shadow(left_angle, right_angle_1st, shadows, pos_in_map, fov_map);
if (right_angle_1st != right_angle)
{
set_shadow(left_angle, right_angle_1st, shadows, pos_in_map, fov_map);
if (right_angle_1st != right_angle)
{
memset(fov_map, VISIBLE, map_size);
struct yx_uint8 test_pos = eye->pos;
struct shadow_angle * shadows = NULL;
memset(fov_map, VISIBLE, map_size);
struct yx_uint8 test_pos = eye->pos;
struct shadow_angle * shadows = NULL;