1 /* src/server/field_of_view.c */
3 #include "field_of_view.h"
4 #include <stdint.h> /* uint8_t, uint16_t, uint32_t, int32_t */
5 #include <stdlib.h> /* free() */
6 #include <string.h> /* memset() */
7 #include "../common/rexit.h" /* exit_trouble() */
8 #include "../common/try_malloc.h" /* try_malloc() */
9 #include "../common/yx_uint8.h" /* yx_uint8 */
10 #include "map.h" /* mv_yx_in_dir_legal() */
11 #include "things.h" /* Thing, ThingInMemory, add_thing_to_memory_map() */
12 #include "world.h" /* world */
16 /* Number of degrees a circle is divided into. The greater it is, the greater
17 * the angle precision. But make it one whole zero larger and bizarre FOV bugs
18 * appear on large maps, probably due to value overflows (TODO: more research!).
20 #define CIRCLE 3600000
24 /* Angle of a shadow. */
27 struct shadow_angle * next;
34 /* Recalculate angle < 0 or > CIRCLE to a value between these two limits. */
35 static uint32_t correct_angle(int32_t angle);
37 /* Try merging the angle between "left_angle" and "right_angle" to "shadow" if
38 * it meets the shadow from the right or the left. Returns 1 on success, else 0.
40 static uint8_t try_merge(struct shadow_angle * shadow,
41 uint32_t left_angle, uint32_t right_angle);
43 /* Try merging the shadow angle between "left_angle" and "right_angle" into an
44 * existing shadow angle in "shadows". On success, see if this leads to any
45 * additional shadow angle overlaps and merge these accordingly. Return 1 on
48 static uint8_t try_merging_angles(uint32_t left_angle, uint32_t right_angle,
49 struct shadow_angle ** shadows);
51 /* Test whether angle between "left_angle" and "right_angle", or at least
52 * "middle_angle", is captured inside one of the shadow angles in "shadows". If
53 * so, set hex in "fov_map" indexed by "pos_in_map" to 'H'. If the whole angle
54 * and not just "middle_angle" is captured, return 1. Any other case: 0.
56 static uint8_t shade_hex(uint32_t left_angle, uint32_t right_angle,
57 uint32_t middle_angle, struct shadow_angle ** shadows,
58 uint16_t pos_in_map, char * fov_map);
60 /* Free shadow angles list "angles". */
61 static void free_angles(struct shadow_angle * angles);
63 /* Evaluate map position "test_pos" in distance "dist" to the view origin, and
64 * on the circle of that distance to the origin on hex "hex_i" (as counted from
65 * the circle's rightmost point), for setting shaded hexes in "fov_map" and
66 * potentially adding a new shadow to linked shadow angle list "shadows".
68 static void eval_position(uint16_t dist, uint16_t hex_i, char * fov_map,
69 struct yx_uint8 * test_pos,
70 struct shadow_angle ** shadows);
72 /* Update "t"'s .mem_map memory with what's in its current FOV, remove from its
73 * .t_mem all memorized things in FOV and add inanimiate things in FOV to it.
75 static void update_map_memory(struct Thing * t, uint32_t map_size);
79 static uint32_t correct_angle(int32_t angle)
83 angle = angle + CIRCLE;
85 while (angle > CIRCLE)
87 angle = angle - CIRCLE;
94 static uint8_t try_merge(struct shadow_angle * shadow,
95 uint32_t left_angle, uint32_t right_angle)
97 if ( shadow->right_angle <= left_angle + 1
98 && shadow->right_angle >= right_angle)
100 shadow->right_angle = right_angle;
102 else if ( shadow->left_angle + 1 >= right_angle
103 && shadow->left_angle <= left_angle)
105 shadow->left_angle = left_angle;
116 static uint8_t try_merging_angles(uint32_t left_angle, uint32_t right_angle,
117 struct shadow_angle ** shadows)
119 uint8_t angle_merge = 0;
120 struct shadow_angle * shadow;
121 for (shadow = *shadows; shadow; shadow = shadow->next)
123 if (try_merge(shadow, left_angle, right_angle))
130 struct shadow_angle * shadow1;
131 for (shadow1 = *shadows; shadow1; shadow1 = shadow1->next)
133 struct shadow_angle * last_shadow = NULL;
134 struct shadow_angle * shadow2;
135 for (shadow2 = *shadows; shadow2; shadow2 = shadow2->next)
137 if ( shadow1 != shadow2
138 && try_merge(shadow1, shadow2->left_angle,
139 shadow2->right_angle))
141 struct shadow_angle * to_free = shadow2;
144 last_shadow->next = shadow2->next;
145 shadow2 = last_shadow;
149 *shadows = shadow2->next;
154 last_shadow = shadow2;
163 static uint8_t shade_hex(uint32_t left_angle, uint32_t right_angle,
164 uint32_t middle_angle, struct shadow_angle ** shadows,
165 uint16_t pos_in_map, char * fov_map)
167 struct shadow_angle * shadow_i;
168 if (fov_map[pos_in_map] == 'v')
170 for (shadow_i = *shadows; shadow_i; shadow_i = shadow_i->next)
172 if ( left_angle <= shadow_i->left_angle
173 && right_angle >= shadow_i->right_angle)
175 fov_map[pos_in_map] = 'H';
178 if ( middle_angle < shadow_i->left_angle
179 && middle_angle > shadow_i->right_angle)
181 fov_map[pos_in_map] = 'H';
190 /* To "shadows", add shadow defined by "left_angle" and "right_angle", either as
191 * new entry or as part of an existing shadow (swallowed whole or extending it).
193 static void set_shadow(uint32_t left_angle, uint32_t right_angle,
194 struct shadow_angle ** shadows)
196 struct shadow_angle * shadow_i;
197 if (!try_merging_angles(left_angle, right_angle, shadows))
199 struct shadow_angle * shadow;
200 shadow = try_malloc(sizeof(struct shadow_angle), __func__);
201 shadow->left_angle = left_angle;
202 shadow->right_angle = right_angle;
206 for (shadow_i = *shadows; shadow_i; shadow_i = shadow_i->next)
210 shadow_i->next = shadow;
221 static void free_angles(struct shadow_angle * angles)
225 free_angles(angles->next);
232 static void eval_position(uint16_t dist, uint16_t hex_i, char * fov_map,
233 struct yx_uint8 * test_pos,
234 struct shadow_angle ** shadows)
236 int32_t left_angle_uncorrected = ((CIRCLE / 12) / dist)
237 - (hex_i * (CIRCLE / 6) / dist);
238 int32_t right_angle_uncorrected = left_angle_uncorrected
239 - (CIRCLE / (6 * dist));
240 uint32_t left_angle = correct_angle(left_angle_uncorrected);
241 uint32_t right_angle = correct_angle(right_angle_uncorrected);
242 uint32_t right_angle_1st = right_angle > left_angle ? 0 : right_angle;
243 uint32_t middle_angle = 0;
246 middle_angle = right_angle + ((left_angle - right_angle) / 2);
248 uint16_t pos_in_map = test_pos->y * world.map.length + test_pos->x;
249 uint8_t all_shaded = shade_hex(left_angle, right_angle_1st, middle_angle,
250 shadows, pos_in_map, fov_map);
251 if (!all_shaded && 'X' == world.map.cells[pos_in_map])
253 set_shadow(left_angle, right_angle_1st, shadows);
254 if (right_angle_1st != right_angle)
257 set_shadow(left_angle, right_angle, shadows);
264 static void update_map_memory(struct Thing * t_eye, uint32_t map_size)
268 t_eye->mem_map = try_malloc(map_size, __func__);
269 memset(t_eye->mem_map, ' ', map_size);
272 for (i = 0; i < map_size; i++)
274 if (' ' == t_eye->mem_map[i] && t_eye->fov_map[i] == 'v')
276 t_eye->mem_map[i] = world.map.cells[i];
279 struct ThingInMemory * tm = t_eye->t_mem;
280 struct ThingInMemory * tm_prev = NULL;
281 struct ThingInMemory * tm_next = NULL;
282 for (; tm; tm = tm_next)
285 if ('v' == t_eye->fov_map[tm->pos.y * world.map.length + tm->pos.x])
289 tm_prev->next = tm->next;
293 t_eye->t_mem = tm->next;
300 struct Thing * t = world.things;
301 for (; t; t = t->next)
304 && 'v' == t_eye->fov_map[t->pos.y * world.map.length + t->pos.x])
306 add_thing_to_memory_map(t_eye, t->type, t->pos.y, t->pos.x);
313 extern void build_fov_map(struct Thing * t)
315 uint32_t map_size = world.map.length * world.map.length;
316 t->fov_map = t->fov_map ? t->fov_map : try_malloc(map_size, __func__);
317 memset(t->fov_map, 'v', map_size);
318 struct shadow_angle * shadows = NULL;
319 struct yx_uint8 test_pos = t->pos;
320 char * circle_dirs = "xswedc";
322 uint8_t circle_on_map;
323 for (dist = 1, circle_on_map = 1; circle_on_map; dist++)
327 mv_yx_in_dir_legal('c', &test_pos);
330 uint8_t i_dir = circle_on_map = 0;
331 uint16_t i_dist, hex_i;
332 for (hex_i = 0, i_dist = 1; hex_i < 6 * dist; i_dist++, hex_i++)
334 if (mv_yx_in_dir_legal(dir, &test_pos))
336 eval_position(dist, hex_i, t->fov_map, &test_pos, &shadows);
339 dir = circle_dirs[i_dir];
347 mv_yx_in_dir_legal(0, NULL);
348 free_angles(shadows);
349 update_map_memory(t, map_size);