X-Git-Url: https://plomlompom.com/repos/foo.html?a=blobdiff_plain;ds=inline;f=src%2Fserver%2Ffield_of_view.c;h=ae8aa9cbaa0887dbde1478f07ac808f6bc525a1f;hb=3cb6ed6453b22eba62f7c9186790813b0abebeb9;hp=278cc8b8d5b4a34c46f92319db35d0ddf9161b6b;hpb=1cb57a35a3b3cc4ec8870531ca254a655c0bdda2;p=plomrogue
diff --git a/src/server/field_of_view.c b/src/server/field_of_view.c
index 278cc8b..ae8aa9c 100644
--- a/src/server/field_of_view.c
+++ b/src/server/field_of_view.c
@@ -6,7 +6,6 @@
#include /* memset() */
#include "../common/rexit.h" /* exit_trouble() */
#include "../common/try_malloc.h" /* try_malloc() */
-#include "map.h" /* yx_to_map_pos() */
#include "things.h" /* Thing */
#include "yx_uint8.h" /* yx_uint8 */
#include "world.h" /* world */
@@ -64,27 +63,30 @@ static uint8_t try_merge(struct shadow_angle * shadow,
static uint8_t try_merging_angles(uint32_t left_angle, uint32_t right_angle,
struct shadow_angle ** shadows);
-/* If "pos_in_map" in angle between"left_angle" to "right_angle" to the viewing
- * actor is in a shadow from the shadow list "shadows", mark it as HIDDEN on the
- * "fov_map"; else, if the world map features a viewing obstacle on the world
- * map, calculate its shadow angle to the viewer and add it to "shadows".
+/* Test whether angle between "left_angle" and "right_angle", or at least
+ * "middle_angle", is captured inside one of the shadow angles in "shadows". If
+ * so, set hex in "fov_map" indexed by "pos_in_map" to 'H'. If the whole angle
+ * and not just "middle_angle" is captured, return 1. Any other case: 0.
*/
-static void set_shadow(uint32_t left_angle, uint32_t right_angle,
- struct shadow_angle ** shadows, uint16_t pos_in_map,
- uint8_t * fov_map);
+static uint8_t shade_hex(uint32_t left_angle, uint32_t right_angle,
+ uint32_t middle_angle, struct shadow_angle ** shadows,
+ uint16_t pos_in_map, char * fov_map);
/* Free shadow angles list "angles". */
static void free_angles(struct shadow_angle * angles);
/* Evaluate map position "test_pos" in distance "dist" to the view origin, and
* on the circle of that distance to the origin on hex "hex_i" (as counted from
- * the circle's rightmost point), for setting shaded cells in "fov_map" and
+ * the circle's rightmost point), for setting shaded hexes in "fov_map" and
* potentially adding a new shadow to linked shadow angle list "shadows".
*/
-static void eval_position(uint16_t dist, uint16_t hex_i, uint8_t * fov_map,
+static void eval_position(uint16_t dist, uint16_t hex_i, char * fov_map,
struct yx_uint8 * test_pos,
struct shadow_angle ** shadows);
+/* Update "t"'s .mem_map memory with what's in its current field of view. */
+static void update_map_memory(struct Thing * t, uint32_t map_size);
+
static void mv_yx_in_hex_dir(char d, struct yx_uint8 * yx)
@@ -251,45 +253,59 @@ static uint8_t try_merging_angles(uint32_t left_angle, uint32_t right_angle,
-static void set_shadow(uint32_t left_angle, uint32_t right_angle,
- struct shadow_angle ** shadows, uint16_t pos_in_map,
- uint8_t * fov_map)
+static uint8_t shade_hex(uint32_t left_angle, uint32_t right_angle,
+ uint32_t middle_angle, struct shadow_angle ** shadows,
+ uint16_t pos_in_map, char * fov_map)
{
struct shadow_angle * shadow_i;
- if (fov_map[pos_in_map] & VISIBLE)
+ if (fov_map[pos_in_map] == 'v')
{
for (shadow_i = *shadows; shadow_i; shadow_i = shadow_i->next)
{
if ( left_angle <= shadow_i->left_angle
&& right_angle >= shadow_i->right_angle)
{
- fov_map[pos_in_map] = HIDDEN;
- return;
+ fov_map[pos_in_map] = 'H';
+ return 1;
+ }
+ if ( middle_angle < shadow_i->left_angle
+ && middle_angle > shadow_i->right_angle)
+ {
+ fov_map[pos_in_map] = 'H';
}
}
}
- if ('X' == world.map.cells[pos_in_map])
+ return 0;
+}
+
+
+
+/* To "shadows", add shadow defined by "left_angle" and "right_angle", either as
+ * new entry or as part of an existing shadow (swallowed whole or extending it).
+ */
+static void set_shadow(uint32_t left_angle, uint32_t right_angle,
+ struct shadow_angle ** shadows)
+{
+ struct shadow_angle * shadow_i;
+ if (!try_merging_angles(left_angle, right_angle, shadows))
{
- if (!try_merging_angles(left_angle, right_angle, shadows))
+ struct shadow_angle * shadow;
+ shadow = try_malloc(sizeof(struct shadow_angle), __func__);
+ shadow->left_angle = left_angle;
+ shadow->right_angle = right_angle;
+ shadow->next = NULL;
+ if (*shadows)
{
- struct shadow_angle * shadow;
- shadow = try_malloc(sizeof(struct shadow_angle), __func__);
- shadow->left_angle = left_angle;
- shadow->right_angle = right_angle;
- shadow->next = NULL;
- if (*shadows)
+ for (shadow_i = *shadows; shadow_i; shadow_i = shadow_i->next)
{
- for (shadow_i = *shadows; shadow_i; shadow_i = shadow_i->next)
+ if (!shadow_i->next)
{
- if (!shadow_i->next)
- {
- shadow_i->next = shadow;
- return;
- }
+ shadow_i->next = shadow;
+ return;
}
}
- *shadows = shadow;
}
+ *shadows = shadow;
}
}
@@ -306,34 +322,63 @@ static void free_angles(struct shadow_angle * angles)
-static void eval_position(uint16_t dist, uint16_t hex_i, uint8_t * fov_map,
+static void eval_position(uint16_t dist, uint16_t hex_i, char * fov_map,
struct yx_uint8 * test_pos,
struct shadow_angle ** shadows)
{
int32_t left_angle_uncorrected = ((CIRCLE / 12) / dist)
- - ((hex_i * (CIRCLE / 6)) / dist);
+ - (hex_i * (CIRCLE / 6) / dist);
int32_t right_angle_uncorrected = left_angle_uncorrected
- (CIRCLE / (6 * dist));
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;
- uint16_t pos_in_map = yx_to_map_pos(test_pos);
- set_shadow(left_angle, right_angle_1st, shadows, pos_in_map, fov_map);
- if (right_angle_1st != right_angle)
+ uint32_t middle_angle = 0;
+ if (right_angle_1st)
+ {
+ middle_angle = right_angle + ((left_angle - right_angle) / 2);
+ }
+ uint16_t pos_in_map = test_pos->y * world.map.length + test_pos->x;
+ uint8_t all_shaded = shade_hex(left_angle, right_angle_1st, middle_angle,
+ shadows, pos_in_map, fov_map);
+ if (!all_shaded && 'X' == world.map.cells[pos_in_map])
+ {
+ set_shadow(left_angle, right_angle_1st, shadows);
+ if (right_angle_1st != right_angle)
+ {
+ left_angle = CIRCLE;
+ set_shadow(left_angle, right_angle, shadows);
+ }
+ }
+}
+
+
+
+static void update_map_memory(struct Thing * t, uint32_t map_size)
+{
+ if (!t->mem_map)
{
- left_angle = CIRCLE;
- set_shadow(left_angle, right_angle, shadows, pos_in_map, fov_map);
+ t->mem_map = try_malloc(map_size, __func__);
+ memset(t->mem_map, ' ', map_size);
+ }
+ uint32_t i;
+ for (i = 0; i < map_size; i++)
+ {
+ if (' ' == t->mem_map[i] && t->fov_map[i] == 'v')
+ {
+ t->mem_map[i] = world.map.cells[i];
+ }
}
}
-extern uint8_t * build_fov_map(struct Thing * eye)
+extern void build_fov_map(struct Thing * t)
{
uint32_t map_size = world.map.length * world.map.length;
- uint8_t * fov_map = try_malloc(map_size, __func__);
- memset(fov_map, VISIBLE, map_size);
- struct yx_uint8 test_pos = eye->pos;
+ t->fov_map = t->fov_map ? t->fov_map : try_malloc(map_size, __func__);
+ memset(t->fov_map, 'v', map_size);
+ struct yx_uint8 test_pos = t->pos;
struct shadow_angle * shadows = NULL;
char * circle_dirs = "xswedc";
uint16_t dist;
@@ -351,7 +396,7 @@ extern uint8_t * build_fov_map(struct Thing * eye)
{
if (mv_yx_in_dir_legal(dir, &test_pos))
{
- eval_position(dist, hex_i, fov_map, &test_pos, &shadows);
+ eval_position(dist, hex_i, t->fov_map, &test_pos, &shadows);
circle_on_map = 1;
}
dir = circle_dirs[i_dir];
@@ -364,5 +409,5 @@ extern uint8_t * build_fov_map(struct Thing * eye)
}
mv_yx_in_dir_wrap(0, NULL, 1);
free_angles(shadows);
- return fov_map;
+ update_map_memory(t, map_size);
}