From a1b5e2eaa1136d6ee40d6ec2e262cfab368c5880 Mon Sep 17 00:00:00 2001 From: Christian Heller Date: Tue, 13 May 2014 03:49:03 +0200 Subject: [PATCH] Add (crude) field of view to player's view of map. --- TODO | 4 +- src/server/field_of_view.c | 672 +++++++++++++++++++++++++++++++++++++ src/server/field_of_view.h | 20 ++ src/server/io.c | 27 +- 4 files changed, 698 insertions(+), 25 deletions(-) create mode 100644 src/server/field_of_view.c create mode 100644 src/server/field_of_view.h diff --git a/TODO b/TODO index 5438e49..ac00490 100644 --- a/TODO +++ b/TODO @@ -9,12 +9,10 @@ BOTH SERVER/CLIENT: - be more strict and humble when allocating memory from the stack -- handle crashes on OS X: +- maps are always as wide as high, so only use one of the two values SERVER: -- implement field of view / line of sight and obstacles for those on the map - - is it actually useful to define map object action ids in the config file? - for game continuation, replace re-playing of whole record files with loading diff --git a/src/server/field_of_view.c b/src/server/field_of_view.c new file mode 100644 index 0000000..a48582a --- /dev/null +++ b/src/server/field_of_view.c @@ -0,0 +1,672 @@ +/* src/server/field_of_view.c */ + +#define _POSIX_C_SOURCE 200809L /* strdup() */ +#include "field_of_view.h" +#include /* free() */ +#include /* uint8_t, uint16_t, uint32_t */ +#include /* memset(), strchr(), strdup() */ +#include "../common/rexit.h" /* exit_trouble() */ +#include "../common/try_malloc.h" /* try_malloc() */ +#include "map_objects.h" /* MapObj, MapObjDef, get_player() */ +#include "yx_uint8.h" /* yx_uint8 */ +#include "world.h" /* global world */ + + + +/* 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 +}; + +/* Values for mv_yx_in_dir_wrap()'s wrapping directory memory. */ +enum wraps +{ + WRAP_N = 0x01, + WRAP_S = 0x02, + WRAP_E = 0x04, + WRAP_W = 0x08 +}; + +/* Transform "yx" to an index position in the world map. */ +static uint16_t yx_to_pos(struct yx_uint8 * yx); + +/* Move "yx" into hex direction "d". If this moves "yx" beyond the minimal (0) + * or maximal (UINT8_MAX) column or row, it wraps to the opposite side. Such + * wrapping is returned as a wraps enum value and stored, so that further calls + * to move "yx" back into the opposite direction may unwrap it again. Pass an + * "unwrap" of UNWRAP to re-set the internal wrap memory to 0. + */ +static uint8_t mv_yx_in_dir_wrap(char d, struct yx_uint8 * yx, uint8_t unwrap); + +/* 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. + */ +extern uint8_t mv_yx_in_dir_legal(char dir, struct yx_uint8 * yx); + +/* Return one by one hex dir characters of walking through a circle of "radius". + * The circle is initialized by passing a "new_circle" of 1 and the "radius" + * and only returns non-null hex direction characters if "new_circle" is 0. + */ +static char next_circle_dir(uint8_t new_circle, uint8_t radius_new); + +/* Draw circle of hexes flagged LIMIT "radius" away from "yx" to "fov_map". */ +extern void draw_border_circle(struct yx_uint8 yx, uint8_t radius, + uint8_t * fov_map); + +/* eye_to_cell_dir_ratio() helper. */ +static void geometry_to_char_ratio(uint8_t * n1, uint8_t * n2, uint8_t indent, + int16_t diff_y, int16_t diff_x, + uint8_t vertical, uint8_t variant); + +/* From the chars in "available_dirs" and the geometry described by the other + * parameters return a string of hex direction characters representing the + * approximation of a straight line. "variant" marks the direction as either in + * the northern, north-eastern or south-western hex neighborhood if 1, or the + * others if 0. + */ +static char * eye_to_cell_dir_ratio(char * available_dirs, uint8_t indent, + int16_t diff_y, int16_t diff_x, + uint8_t vertical, uint8_t variant, + uint8_t shift_right); + +/* Return string approximating in one or two hex direction chars the direction + * that a "diff_y" and "diff_x" lead to in the internal half-indented 2D + * encoding of hexagonal maps, with "indent" the movement's start indentation. + */ +static char * dir_from_delta(uint8_t indent, int16_t diff_y, int16_t diff_x); + +/* Return string of hex movement direction characters describing the best + * possible hex approximation to a straight line from "yx_eye" to "yx_cell". If + * "right" is set and the string is of length two, return it with the direction + * strings scarcer character appearing first. + */ +static char * eye_to_cell(struct yx_uint8 * yx_eye, struct yx_uint8 * yx_cell, + uint8_t right); + +/* Return string of hex movement direction characters describing the best + * possible hex approximation to a straight line from "yx_eye" to "yx_cell". If + * "right" is set and the string is of length two, return it with the direction + * strings scarcer character appearing first. + */ +static char * eye_to_cell(struct yx_uint8 * yx_eye, struct yx_uint8 * yx_cell, + uint8_t right); + +/* fill_shadow() helper, determining if map's top left cell starts a shadow. */ +static uint8_t is_top_left_shaded(uint16_t pos_a, uint16_t pos_b, + int16_t a_y_on_left); + +/* Flag as HIDDEN all cells in "fov_map" that are enclosed by 1) the map's + * borders or cells flagged LIMIT and 2) the shadow arms of cells flagged + * SHADOW_LEFT and SHADOW_RIGHT extending from "yx_cell", as seen as left and + * right as seen from "yx_eye". "pos_a" and "pos_b" store the terminal positions + * of these arms in "fov_map" ("pos_a" for the left, "pos_b" for the right one). + */ +static void fill_shadow(struct yx_uint8 * yx_eye, struct yx_uint8 * yx_cell, + uint8_t * fov_map, uint16_t pos_a, uint16_t pos_b); + +/* Flag with "flag" cells of a path from "yx_start" to the end of the map or (if + * closer) the view border circle of the cells flagged as LIMIT, in a direction + * parallel to the one determined by walking a path from "yx_eye" to the cell + * reachable by moving one step into "dir" from "yx_start". If "shift_right" is + * set, choose among the possible paths the one whose starting cell is set most + * to the right, else do the opposite. + */ +static uint16_t shadow_arm(struct yx_uint8 * yx_eye, struct yx_uint8 * yx_start, + uint8_t * fov_map, char dir, uint8_t flag, + uint8_t shift_right); + +/* From "yx_start", draw shadow of what is invisible as seen from "yx_eye" into + * "fov_map" by extending shadow arms from "yx_start" as shadow borders until + * the edges of the map or, if smaller, the maximum viewing distance, flag these + * shadow arms' cells as HIDE_LATER and the area enclosed by them as HIDDEN. + * "dir_left" and "dir_right" are hex directions to move to from "yx_start" for + * cells whose shortest straight path to "yx_eye" serve as the lines of sight + * enclosing the shadow left and right (left and right as seen from "yx_eye"). + */ +static void shadow(struct yx_uint8 * yx_eye, struct yx_uint8 * yx_start, + uint8_t * fov_map, char dir_left, char dir_right); + +/* In "fov_map", if cell of position "yx_cell" is not HIDDEN, set it as VISIBLE, + * and if an obstacle to view is positioned there in the game map, flag cells + *behind it, unseen from "yx_eye", as HIDDEN on the interior and HIDE_LATER on + * their borders. + * + * The shape and width of shadows is determined by 1) calculating an approximate + * direction of "yx_cell" as seen from "yx_eye" as one hex movement direction, + * or two directly neighboring each other (i.e. "east", "east and north-east"), + * 2) deriving the two hex movement directions clockwise immediately preceding + * the first (or only) direction and immediately succeeding the second (or only) + * one and 3) passing the two directions thus gained as shadow arm direction + * calibration values to shadow() (after this function's other arguments). + */ +static void set_view_of_cell_and_shadows(struct yx_uint8 * yx_cell, + struct yx_uint8 * yx_eye, + uint8_t * fov_map); + +/* 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. + */ +static uint8_t * build_fov_map(); + + + +static uint16_t yx_to_pos(struct yx_uint8 * yx) +{ + return (yx->y * world.map.size.x) + yx->x; +} + + + +static uint8_t mv_yx_in_dir_wrap(char d, struct yx_uint8 * yx, uint8_t unwrap) +{ + static uint8_t wrap = 0; + if (unwrap) + { + wrap = 0; + return 0; + } + struct yx_uint8 original; + original.y = yx->y; + original.x = yx->x; + if (d == 'e') + { + yx->x = yx->x + (yx->y % 2); + yx->y--; + } + else if (d == 'd') + { + yx->x++; + } + else if (d == 'c') + { + yx->x = yx->x + (yx->y % 2); + yx->y++; + } + else if (d == 'x') + { + yx->x = yx->x - !(yx->y % 2); + yx->y++; + } + else if (d == 's') + { + yx->x--; + } + else if (d == 'w') + { + yx->x = yx->x - !(yx->y % 2); + yx->y--; + } + else + { + exit_trouble(1, "mv_yx_in_dir_wrap()", "illegal direction"); + } + if (strchr("edc", d) && yx->x < original.x) + { + wrap = wrap & WRAP_W ? wrap ^ WRAP_W : wrap | WRAP_E; + } + else if (strchr("xsw", d) && yx->x > original.x) + { + wrap = wrap & WRAP_E ? wrap ^ WRAP_E : wrap | WRAP_W; + } + if (strchr("we", d) && yx->y > original.y) + { + wrap = wrap & WRAP_S ? wrap ^ WRAP_S : wrap | WRAP_N; + } + else if (strchr("xc", d) && yx->y < original.y) + { + wrap = wrap & WRAP_N ? wrap ^ WRAP_N : wrap | WRAP_S; + } + return wrap; +} + + + +extern uint8_t mv_yx_in_dir_legal(char dir, struct yx_uint8 * yx) +{ + uint8_t wraptest = mv_yx_in_dir_wrap(dir, yx, 0); + if (!wraptest && yx->x < world.map.size.x && yx->y < world.map.size.y) + { + return 1; + } + return 0; +} + + + +static char next_circle_dir(uint8_t new_circle, uint8_t radius_new) +{ + static uint8_t i_dirs = 0; + static uint8_t i_dist = 0; + static uint8_t radius = 0; + char * dirs = "dcxswe"; + if (new_circle) + { + i_dirs = 0; + i_dist = 0; + radius = radius_new; + return '\0'; + } + char ret_dir = dirs[i_dirs]; + i_dist++; + if (i_dist == radius) + { + i_dist = 0; + i_dirs++; + } + return ret_dir; +} + + + +extern void draw_border_circle(struct yx_uint8 yx, uint8_t radius, + uint8_t * fov_map) +{ + uint8_t dist; + for (dist = 1; dist <= radius; dist++) + { + mv_yx_in_dir_wrap('w', &yx, 0); + } + next_circle_dir(1, radius); + char dir; + while ('\0' != (dir = next_circle_dir(0, 0))) + { + if (mv_yx_in_dir_legal(dir, &yx)) + { + uint16_t pos = yx_to_pos(&yx); + fov_map[pos] = LIMIT; + } + } + mv_yx_in_dir_wrap(0, NULL, 1); +} + + + +static void geometry_to_char_ratio(uint8_t * n1, uint8_t * n2, uint8_t indent, + int16_t diff_y, int16_t diff_x, + uint8_t vertical, uint8_t variant) +{ + if (vertical) + { + *n1 = (diff_y / 2) - diff_x + ( indent * (diff_y % 2)); + *n2 = (diff_y / 2) + diff_x + (!indent * (diff_y % 2)); + } + else if (!vertical) + { + *n1 = diff_y; + *n2 = diff_x - (diff_y / 2) - (indent * (diff_y % 2)); + } + if (!variant) + { + uint8_t tmp = *n1; + *n1 = *n2; + *n2 = tmp; + } +} + + + +static char * eye_to_cell_dir_ratio(char * available_dirs, uint8_t indent, + int16_t diff_y, int16_t diff_x, + uint8_t vertical, uint8_t variant, + uint8_t shift_right) +{ + char * f_name = "eye_to_cell_dir_ratio()"; + uint8_t n1, n2; + geometry_to_char_ratio(&n1, &n2, indent, diff_y, diff_x, vertical, variant); + uint8_t size_chars = n1 + n2; + char * dirs = try_malloc(size_chars + 1, f_name); + uint8_t n_strong_char = n1 / n2; + uint8_t more_char1 = 0 < n_strong_char; + n_strong_char = !more_char1 ? (n2 / n1) : n_strong_char; + uint16_t i, i_alter; + uint8_t i_of_char = shift_right; + for (i = 0, i_alter = 0; i < size_chars; i++) + { + char dirchar = available_dirs[i_of_char]; + if (more_char1 != i_of_char) + { + i_alter++; + if (i_alter == n_strong_char) + { + i_alter = 0; + i_of_char = !i_of_char; + } + } + else + { + i_of_char = !i_of_char; + } + + dirs[i] = dirchar; + } + dirs[i] = '\0'; + return dirs; +} + + + +static char * dir_from_delta(uint8_t indent, int16_t diff_y, int16_t diff_x) +{ + int16_t double_x = 2 * diff_x; + int16_t indent_corrected_double_x_pos = double_x - indent + !indent; + int16_t indent_corrected_double_x_neg = -double_x - !indent + indent; + if (diff_y > 0) + { + if (diff_y == double_x || diff_y == indent_corrected_double_x_pos) + { + return "c"; + } + if (diff_y == -double_x || diff_y == indent_corrected_double_x_neg) + { + return "x"; + } + if (diff_y < double_x || diff_y < indent_corrected_double_x_pos) + { + return "dc"; + } + if (diff_y < -double_x || diff_y < indent_corrected_double_x_neg) + { + return "xs"; + } + return "cx"; + } + if (diff_y < 0) + { + if (diff_y == double_x || diff_y == indent_corrected_double_x_pos) + { + return "w"; + } + if (diff_y == -double_x || diff_y == indent_corrected_double_x_neg) + { + return "e"; + } + if (diff_y > double_x || diff_y > indent_corrected_double_x_pos) + { + return "sw"; + } + if (diff_y > -double_x || diff_y > indent_corrected_double_x_neg) + { + return "ed"; + } + return "we"; + } + return 0 > diff_x ? "s" : "d"; +} + + + +static char * eye_to_cell(struct yx_uint8 * yx_eye, struct yx_uint8 * yx_cell, + uint8_t right) +{ + int16_t diff_y = yx_cell->y - yx_eye->y; + int16_t diff_x = yx_cell->x - yx_eye->x; + uint8_t indent = yx_eye->y % 2; + char * dir = dir_from_delta(indent, diff_y, diff_x); + char * dirs; + if (1 == strlen(dir)) + { + return strdup(dir); + } + else if (!strcmp(dir, "dc")) + { + dirs = eye_to_cell_dir_ratio(dir, indent, diff_y, diff_x, 0,0,right); + } + else if (!strcmp(dir, "xs")) + { + dirs = eye_to_cell_dir_ratio(dir, !indent, diff_y, -diff_x, 0,1,right); + } + else if (!strcmp(dir, "cx")) + { + dirs = eye_to_cell_dir_ratio(dir, indent, diff_y, diff_x, 1,0,right); + } + else if (!strcmp(dir, "sw")) + { + dirs = eye_to_cell_dir_ratio(dir, !indent, -diff_y, -diff_x, 0,0,right); + } + else if (!strcmp(dir, "ed")) + { + dirs = eye_to_cell_dir_ratio(dir, indent, -diff_y, diff_x, 0,1,right); + } + else if (!strcmp(dir, "we")) + { + dirs = eye_to_cell_dir_ratio(dir, indent, -diff_y, diff_x, 1,1,right); + } + return dirs; +} + + + +static uint8_t is_top_left_shaded(uint16_t pos_a, uint16_t pos_b, + int16_t a_y_on_left) +{ + uint16_t start_last_row = world.map.size.x * (world.map.size.y - 1); + uint8_t a_on_left_or_bottom = 0 <= a_y_on_left + || (pos_a >= start_last_row); + uint8_t b_on_top_or_right = pos_b < world.map.size.x + || pos_b % world.map.size.x==world.map.size.x-1; + return pos_a != pos_b && b_on_top_or_right && a_on_left_or_bottom; +} + + + +static void fill_shadow(struct yx_uint8 * yx_eye, struct yx_uint8 * yx_cell, + uint8_t * fov_map, uint16_t pos_a, uint16_t pos_b) +{ + int16_t a_y_on_left = !(pos_a%world.map.size.x)? pos_a/world.map.size.x :-1; + int16_t b_y_on_left = !(pos_b%world.map.size.x)? pos_b/world.map.size.x :-1; + uint8_t top_left_shaded = is_top_left_shaded(pos_a, pos_b, a_y_on_left); + uint16_t pos; + uint8_t y, x, in_shade; + for (y = 0; y < world.map.size.y; y++) + { + in_shade = (top_left_shaded || (b_y_on_left >= 0 && y > b_y_on_left)) + && (a_y_on_left < 0 || y < a_y_on_left); + for (x = 0; x < world.map.size.x; x++) + { + pos = (y * world.map.size.x) + x; + if (yx_eye->y == yx_cell->y && yx_eye->x < yx_cell->x) + { + uint8_t val = fov_map[pos] & (SHADOW_LEFT | SHADOW_RIGHT); + in_shade = 0 < val ? 1 : in_shade; + } + else if (yx_eye->y == yx_cell->y && yx_eye->x > yx_cell->x) + { + uint8_t val = fov_map[pos] & (SHADOW_LEFT | SHADOW_RIGHT); + in_shade = 0 < val ? 0 : in_shade; + } + else if (yx_eye->y > yx_cell->y && y <= yx_cell->y) + { + in_shade = 0 < (fov_map[pos] & SHADOW_LEFT) ? 1 : in_shade; + in_shade = (fov_map[pos] & SHADOW_RIGHT) ? 0 : in_shade; + } + else if (yx_eye->y < yx_cell->y && y >= yx_cell->y) + { + in_shade = 0 < (fov_map[pos] & SHADOW_RIGHT) ? 1 : in_shade; + in_shade = (fov_map[pos] & SHADOW_LEFT) ? 0 : in_shade; + } + if (!(fov_map[pos] & (SHADOW_LEFT | SHADOW_RIGHT)) + && in_shade) + { + fov_map[pos] = fov_map[pos] | HIDDEN; + } + } + } +} + + + +static uint16_t shadow_arm(struct yx_uint8 * yx_eye, struct yx_uint8 * yx_start, + uint8_t * fov_map, char dir, uint8_t flag, + uint8_t shift_right) +{ + struct yx_uint8 yx_border = *yx_start; + uint16_t pos; + if (mv_yx_in_dir_legal(dir, &yx_border)) + { + uint8_t met_limit = 0; + uint8_t i_dirs = 0; + char * dirs = eye_to_cell(yx_eye, &yx_border, shift_right); + yx_border = *yx_start; + while (!met_limit && mv_yx_in_dir_legal(dirs[i_dirs], &yx_border)) + { + pos = yx_to_pos(&yx_border); + met_limit = fov_map[pos] & LIMIT; + fov_map[pos] = fov_map[pos] | flag; + i_dirs = dirs[i_dirs + 1] ? i_dirs + 1 : 0; + } + free(dirs); + } + mv_yx_in_dir_wrap(0, NULL, 1); + return pos; +} + + + +static void shadow(struct yx_uint8 * yx_eye, struct yx_uint8 * yx_start, + uint8_t * fov_map, char dir_left, char dir_right) +{ + uint16_t pos_a, pos_b, pos_start, i; + pos_a = shadow_arm(yx_eye, yx_start, fov_map, dir_left, SHADOW_LEFT, 0); + pos_b = shadow_arm(yx_eye, yx_start, fov_map, dir_right, SHADOW_RIGHT, 1); + pos_start = yx_to_pos(yx_start); + fov_map[pos_start] = fov_map[pos_start] | SHADOW_LEFT | SHADOW_RIGHT; + fill_shadow(yx_eye, yx_start, fov_map, pos_a, pos_b); + for (i = 0; i < world.map.size.y * world.map.size.x; i++) + { + if (fov_map[i] & (SHADOW_LEFT | SHADOW_RIGHT) && i != pos_start) + { + fov_map[i] = fov_map[i] | HIDE_LATER; + } + fov_map[i] = fov_map[i] ^ (fov_map[i] & SHADOW_LEFT); + fov_map[i] = fov_map[i] ^ (fov_map[i] & SHADOW_RIGHT); + } + return; +} + + + +static void set_view_of_cell_and_shadows(struct yx_uint8 * yx_cell, + struct yx_uint8 * yx_eye, + uint8_t * fov_map) +{ + char * dirs = "dcxswe"; + uint16_t pos = yx_to_pos(yx_cell); + if (!(fov_map[pos] & HIDDEN)) + { + fov_map[pos] = fov_map[pos] | VISIBLE; + if ('X' == world.map.cells[pos]) + { + uint8_t last_pos = strlen(dirs) - 1; + int16_t diff_y = yx_cell->y - yx_eye->y; + int16_t diff_x = yx_cell->x - yx_eye->x; + uint8_t indent = yx_eye->y % 2; + char * dir = dir_from_delta(indent, diff_y, diff_x); + uint8_t start_pos = strchr(dirs, dir[0]) - dirs; + char prev = start_pos > 0 ? dirs[start_pos - 1] : dirs[last_pos]; + char next = start_pos < last_pos ? dirs[start_pos + 1] : dirs[0]; + if (dir[1]) + { + uint8_t end_pos = strchr(dirs, dir[1]) - dirs; + next = end_pos < last_pos ? dirs[end_pos + 1] : dirs[0]; + } + shadow(yx_eye, yx_cell, fov_map, prev, next); + } + } +} + + + +static uint8_t * build_fov_map() +{ + char * f_name = "build_fov_map()"; + uint8_t radius = 2 * world.map.size.y; + uint32_t map_size = world.map.size.y * world.map.size.x; + struct MapObj * player = get_player(); + struct yx_uint8 yx = player->pos; + uint8_t * fov_map = try_malloc(map_size, f_name); + memset(fov_map, 0, map_size); + draw_border_circle(yx, radius, fov_map); + fov_map[yx_to_pos(&yx)] = VISIBLE; + uint8_t dist; + for (dist = 1; dist <= radius; dist++) + { + uint8_t first_round = 1; + char dir; + next_circle_dir(1, dist); + while ('\0' != (dir = next_circle_dir(0, 0))) + { + char i_dir = first_round ? 'e' : dir; + first_round = 0; + if (mv_yx_in_dir_legal(i_dir, &yx)) + { + set_view_of_cell_and_shadows(&yx, &player->pos, fov_map); + } + } + } + uint16_t i; + for (i = 0; i < world.map.size.y * world.map.size.x; i++) + { + if (fov_map[i] & HIDE_LATER) + { + fov_map[i] = fov_map[i] ^ (fov_map[i] & VISIBLE); + } + } + return fov_map; +} + + + +extern char * build_visible_map() +{ + char * f_name = "build_visible_map()"; + uint8_t * fov_map = build_fov_map(); + uint32_t map_size = world.map.size.y * world.map.size.x; + char * visible_map = try_malloc(map_size, f_name); + memset(visible_map, ' ', map_size); + uint16_t pos_i; + for (pos_i = 0; pos_i < map_size; pos_i++) + { + if (fov_map[pos_i] & VISIBLE) + { + visible_map[pos_i] = world.map.cells[pos_i]; + } + } + struct MapObj * o; + struct MapObjDef * d; + char c; + uint8_t i; + for (i = 0; i < 2; i++) + { + for (o = world.map_objs; o != 0; o = o->next) + { + if ( fov_map[yx_to_pos(&o->pos)] & VISIBLE + && ( (0 == i && 0 == o->lifepoints) + || (1 == i && 0 < o->lifepoints))) + { + d = get_map_object_def(o->type); + c = d->char_on_map; + visible_map[yx_to_pos(&o->pos)] = c; + } + } + } + free(fov_map); + return visible_map; +} diff --git a/src/server/field_of_view.h b/src/server/field_of_view.h new file mode 100644 index 0000000..eb117ae --- /dev/null +++ b/src/server/field_of_view.h @@ -0,0 +1,20 @@ +/* src/server/field_of_view.h + * + * Generate view of map as visible to player. + */ + + + +#ifndef FIELD_OF_VIEW_H +#define FIELD_OF_VIEW_H + + + +/* Return map cells sequence as visible to the player, with invisible cells as + * whitespace. Super-impose over visible map cells map objects positioned there. + */ +extern char * build_visible_map(); + + + +#endif diff --git a/src/server/io.c b/src/server/io.c index 4fbf6ed..81251c1 100644 --- a/src/server/io.c +++ b/src/server/io.c @@ -16,6 +16,7 @@ */ #include "../common/try_malloc.h" /* try_malloc() */ #include "cleanup.h" /* set_cleanup_flag() */ +#include "field_of_view.h" /* build_visible_map() */ #include "map_objects.h" /* structs MapObj, MapObjDef, get_map_obj_def() */ #include "world.h" /* global world */ @@ -44,8 +45,8 @@ static void write_value_as_line(uint32_t value, FILE * file); /* Write to "file" player's inventory, one item name per line. End in "%\n". */ static void write_inventory(struct MapObj * player, FILE * file); -/* Write to "file" game map, with map objects super-imposed. Write one row per - * \n-delimited line. Super-impose animated objects over inanimate objects. +/* Write to "file" game map as visible to the player, build_visible_map()-drawn. + * Write one row per \n-delimited line. */ static void write_map(FILE * file); @@ -190,26 +191,7 @@ static void write_inventory(struct MapObj * player, FILE * file) static void write_map(FILE * file) { char * f_name = "write_map()"; - uint32_t map_size = world.map.size.y * world.map.size.x; - char visible_map[map_size]; - memcpy(visible_map, world.map.cells, map_size); - struct MapObj * o; - struct MapObjDef * d; - char c; - uint8_t i; - for (i = 0; i < 2; i++) - { - for (o = world.map_objs; o != 0; o = o->next) - { - if (( (0 == i && 0 == o->lifepoints) - || (1 == i && 0 < o->lifepoints))) - { - d = get_map_object_def(o->type); - c = d->char_on_map; - visible_map[(o->pos.y * world.map.size.x) + o->pos.x] = c; - } - } - } + char * visible_map = build_visible_map(); uint16_t x, y; for (y = 0; y < world.map.size.y; y++) { @@ -219,6 +201,7 @@ static void write_map(FILE * file) } try_fputc('\n', file, f_name); } + free(visible_map); } -- 2.30.2