X-Git-Url: https://plomlompom.com/repos/foo.html?a=blobdiff_plain;ds=inline;f=src%2Fserver%2Ffield_of_view.h;h=503fba9f0b76ad102ac9cc2b6afb246b37dd93a7;hb=58486c337a7b1f04311801d902fed41ed3f67315;hp=ee337eb1d69636d4d95e764c685a94cc02d5e99b;hpb=639a12151eeb7ce0d18de330b4bb8d9d8094c4d3;p=plomrogue
diff --git a/src/server/field_of_view.h b/src/server/field_of_view.h
index ee337eb..503fba9 100644
--- a/src/server/field_of_view.h
+++ b/src/server/field_of_view.h
@@ -9,37 +9,12 @@
#define FIELD_OF_VIEW_H
#include /* uint8_t */
-struct MapObj;
+struct Thing;
-/* States that cells in the fov map may be in. */
-enum fov_cell_states {
- VISIBLE = 0x01,
- HIDDEN = 0x02,
- SHADOW_LEFT = 0x04,
- SHADOW_RIGHT = 0x08,
- LIMIT = 0x10,
- HIDE_LATER = 0x20
-};
-
-/* 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 and update its map memory with the result. */
+extern void build_fov_map(struct Thing * t);