1 /* src/server/field_of_view.c */
3 #include "field_of_view.h"
4 #include <stddef.h> /* NULL */
5 #include <stdint.h> /* uint8_t, uint16_t, uint32_t, int32_t, UINT8_MAX */
6 #include <stdlib.h> /* free() */
7 #include <string.h> /* memset() */
8 #include "../common/rexit.h" /* exit_trouble() */
9 #include "../common/try_malloc.h" /* try_malloc() */
10 #include "../common/yx_uint8.h" /* yx_uint8 */
11 #include "map.h" /* mv_yx_in_dir_legal() */
12 #include "things.h" /* Thing, ThingInMemory, add_thing_to_memory_map() */
13 #include "world.h" /* world */
17 /* Number of degrees a circle is divided into. The greater it is, the greater
18 * the angle precision. But make it one whole zero larger and bizarre FOV bugs
19 * appear on large maps, probably due to value overflows (TODO: more research!).
21 #define CIRCLE 3600000
25 /* Angle of a shadow. */
28 struct shadow_angle * next;
35 /* Recalculate angle < 0 or > CIRCLE to a value between these two limits. */
36 static uint32_t correct_angle(int32_t angle);
38 /* Try merging the angle between "left_angle" and "right_angle" to "shadow" if
39 * it meets the shadow from the right or the left. Returns 1 on success, else 0.
41 static uint8_t try_merge(struct shadow_angle * shadow,
42 uint32_t left_angle, uint32_t right_angle);
44 /* Try merging the shadow angle between "left_angle" and "right_angle" into an
45 * existing shadow angle in "shadows". On success, see if this leads to any
46 * additional shadow angle overlaps and merge these accordingly. Return 1 on
49 static uint8_t try_merging_angles(uint32_t left_angle, uint32_t right_angle,
50 struct shadow_angle ** shadows);
52 /* Test whether angle between "left_angle" and "right_angle", or at least
53 * "middle_angle", is captured inside one of the shadow angles in "shadows". If
54 * so, set hex in "fov_map" indexed by "pos_in_map" to 'H'. If the whole angle
55 * and not just "middle_angle" is captured, return 1. Any other case: 0.
57 static uint8_t shade_hex(uint32_t left_angle, uint32_t right_angle,
58 uint32_t middle_angle, struct shadow_angle ** shadows,
59 uint16_t pos_in_map, char * fov_map);
61 /* Free shadow angles list "angles". */
62 static void free_angles(struct shadow_angle * angles);
64 /* Evaluate map position "test_pos" in distance "dist" to the view origin, and
65 * on the circle of that distance to the origin on hex "hex_i" (as counted from
66 * the circle's rightmost point), for setting shaded hexes in "fov_map" and
67 * potentially adding a new shadow to linked shadow angle list "shadows".
69 static void eval_position(uint16_t dist, uint16_t hex_i, char * fov_map,
70 struct yx_uint8 * test_pos,
71 struct shadow_angle ** shadows);
73 /* Update "t"'s .mem_map memory with what's in its current FOV, remove from its
74 * .t_mem all memorized things in FOV and add inanimiate things in FOV to it.
76 static void update_map_memory(struct Thing * t, uint32_t map_size);
80 static uint32_t correct_angle(int32_t angle)
84 angle = angle + CIRCLE;
86 while (angle > CIRCLE)
88 angle = angle - CIRCLE;
95 static uint8_t try_merge(struct shadow_angle * shadow,
96 uint32_t left_angle, uint32_t right_angle)
98 if ( shadow->right_angle <= left_angle + 1
99 && shadow->right_angle >= right_angle)
101 shadow->right_angle = right_angle;
103 else if ( shadow->left_angle + 1 >= right_angle
104 && shadow->left_angle <= left_angle)
106 shadow->left_angle = left_angle;
117 static uint8_t try_merging_angles(uint32_t left_angle, uint32_t right_angle,
118 struct shadow_angle ** shadows)
120 uint8_t angle_merge = 0;
121 struct shadow_angle * shadow;
122 for (shadow = *shadows; shadow; shadow = shadow->next)
124 if (try_merge(shadow, left_angle, right_angle))
131 struct shadow_angle * shadow1;
132 for (shadow1 = *shadows; shadow1; shadow1 = shadow1->next)
134 struct shadow_angle * last_shadow = NULL;
135 struct shadow_angle * shadow2;
136 for (shadow2 = *shadows; shadow2; shadow2 = shadow2->next)
138 if ( shadow1 != shadow2
139 && try_merge(shadow1, shadow2->left_angle,
140 shadow2->right_angle))
142 struct shadow_angle * to_free = shadow2;
145 last_shadow->next = shadow2->next;
146 shadow2 = last_shadow;
150 *shadows = shadow2->next;
155 last_shadow = shadow2;
164 static uint8_t shade_hex(uint32_t left_angle, uint32_t right_angle,
165 uint32_t middle_angle, struct shadow_angle ** shadows,
166 uint16_t pos_in_map, char * fov_map)
168 struct shadow_angle * shadow_i;
169 if (fov_map[pos_in_map] == 'v')
171 for (shadow_i = *shadows; shadow_i; shadow_i = shadow_i->next)
173 if ( left_angle <= shadow_i->left_angle
174 && right_angle >= shadow_i->right_angle)
176 fov_map[pos_in_map] = 'H';
179 if ( middle_angle < shadow_i->left_angle
180 && middle_angle > shadow_i->right_angle)
182 fov_map[pos_in_map] = 'H';
191 /* To "shadows", add shadow defined by "left_angle" and "right_angle", either as
192 * new entry or as part of an existing shadow (swallowed whole or extending it).
194 static void set_shadow(uint32_t left_angle, uint32_t right_angle,
195 struct shadow_angle ** shadows)
197 struct shadow_angle * shadow_i;
198 if (!try_merging_angles(left_angle, right_angle, shadows))
200 struct shadow_angle * shadow;
201 shadow = try_malloc(sizeof(struct shadow_angle), __func__);
202 shadow->left_angle = left_angle;
203 shadow->right_angle = right_angle;
207 for (shadow_i = *shadows; shadow_i; shadow_i = shadow_i->next)
211 shadow_i->next = shadow;
222 static void free_angles(struct shadow_angle * angles)
226 free_angles(angles->next);
233 static void eval_position(uint16_t dist, uint16_t hex_i, char * fov_map,
234 struct yx_uint8 * test_pos,
235 struct shadow_angle ** shadows)
237 int32_t left_angle_uncorrected = ((CIRCLE / 12) / dist)
238 - (hex_i * (CIRCLE / 6) / dist);
239 int32_t right_angle_uncorrected = left_angle_uncorrected
240 - (CIRCLE / (6 * dist));
241 uint32_t left_angle = correct_angle(left_angle_uncorrected);
242 uint32_t right_angle = correct_angle(right_angle_uncorrected);
243 uint32_t right_angle_1st = right_angle > left_angle ? 0 : right_angle;
244 uint32_t middle_angle = 0;
247 middle_angle = right_angle + ((left_angle - right_angle) / 2);
249 uint16_t pos_in_map = test_pos->y * world.map.length + test_pos->x;
250 uint8_t all_shaded = shade_hex(left_angle, right_angle_1st, middle_angle,
251 shadows, pos_in_map, fov_map);
252 if (!all_shaded && 'X' == world.map.cells[pos_in_map])
254 set_shadow(left_angle, right_angle_1st, shadows);
255 if (right_angle_1st != right_angle)
258 set_shadow(left_angle, right_angle, shadows);
265 static void update_map_memory(struct Thing * t_eye, uint32_t map_size)
269 t_eye->mem_map = try_malloc(map_size, __func__);
270 memset(t_eye->mem_map, ' ', map_size);
273 for (i = 0; i < map_size; i++)
275 if (' ' == t_eye->mem_map[i] && t_eye->fov_map[i] == 'v')
277 t_eye->mem_map[i] = world.map.cells[i];
280 struct ThingInMemory * tm = t_eye->t_mem;
281 struct ThingInMemory * tm_prev = NULL;
282 struct ThingInMemory * tm_next = NULL;
283 for (; tm; tm = tm_next)
286 if ('v' == t_eye->fov_map[tm->pos.y * world.map.length + tm->pos.x])
290 tm_prev->next = tm->next;
294 t_eye->t_mem = tm->next;
301 struct Thing * t = world.things;
302 for (; t; t = t->next)
305 && 'v' == t_eye->fov_map[t->pos.y * world.map.length + t->pos.x])
307 add_thing_to_memory_map(t_eye, t->type, t->pos.y, t->pos.x);
314 extern void build_fov_map(struct Thing * t)
316 uint32_t map_size = world.map.length * world.map.length;
317 t->fov_map = t->fov_map ? t->fov_map : try_malloc(map_size, __func__);
318 memset(t->fov_map, 'v', map_size);
319 struct shadow_angle * shadows = NULL;
320 struct yx_uint8 test_pos = t->pos;
321 char * circledirs_string = "xswedc";
323 uint8_t circle_is_on_map;
324 for (circle_i = 1, circle_is_on_map = 1; circle_is_on_map; circle_i++)
326 circle_is_on_map = 0;
327 if (1 < circle_i) /* All circles but the 1st are */
328 { /* moved into starting from a */
329 mv_yx_in_dir_legal('c', &test_pos);/* previous circle's last hex, */
330 } /* i.e. from the upper left. */
331 char dir_char = 'd'; /* Circle's 1st hex is entered by rightward move.*/
332 uint8_t dir_char_pos_in_circledirs_string = UINT8_MAX;
333 uint16_t dist_i, hex_i;
334 for (hex_i=0, dist_i=circle_i; hex_i < 6 * circle_i; dist_i++, hex_i++)
336 if (circle_i < dist_i)
339 dir_char=circledirs_string[++dir_char_pos_in_circledirs_string];
341 if (mv_yx_in_dir_legal(dir_char, &test_pos))
343 eval_position(circle_i, hex_i, t->fov_map, &test_pos, &shadows);
344 circle_is_on_map = 1;
348 mv_yx_in_dir_legal(0, NULL);
349 free_angles(shadows);
350 update_map_memory(t, map_size);