// // Created by Adrian on 2017-09-21. // #include #include "FieldOfView.h" #include "Tilemap.h" FieldOfView::FieldOfView(Tilemap *map) { this->map = map; seen = new Tilemap(map->GetWidth(), map->GetHeight()); counter = 0; } FieldOfView::~FieldOfView() { delete seen; } void FieldOfView::calc(vec2i pos, float range) { counter++; seen->SetTile(pos.x, pos.y, counter); // Once for each octant cast_light(1, 1.0f, 0.0f, 0, -1, -1, 0, pos.x, pos.y, range); cast_light(1, 1.0f, 0.0f, -1, 0, 0, -1, pos.x, pos.y, range); cast_light(1, 1.0f, 0.0f, 0, 1, -1, 0, pos.x, pos.y, range); cast_light(1, 1.0f, 0.0f, 1, 0, 0, -1, pos.x, pos.y, range); cast_light(1, 1.0f, 0.0f, 0, -1, 1, 0, pos.x, pos.y, range); cast_light(1, 1.0f, 0.0f, -1, 0, 0, 1, pos.x, pos.y, range); cast_light(1, 1.0f, 0.0f, 0, 1, 1, 0, pos.x, pos.y, range); cast_light(1, 1.0f, 0.0f, 1, 0, 0, 1, pos.x, pos.y, range); } bool FieldOfView::can_see(vec2i pos) { return seen->GetTile(pos.x, pos.y) >= counter; } bool FieldOfView::has_seen(vec2i pos) { return seen->GetTile(pos.x, pos.y) > 0; } void FieldOfView::cast_light(int row, float start, float end, int xx, int xy, int yx, int yy, int startX, int startY, float radius) { float newStart = 0.0f; if (start < end) { return; } bool blocked = false; for (int distance = row; distance <= radius && !blocked; distance++) { int deltaY = -distance; for (int deltaX = -distance; deltaX <= 0; deltaX++) { int currentX = startX + deltaX * xx + deltaY * xy; int currentY = startY + deltaX * yx + deltaY * yy; float leftSlope = (deltaX - 0.5f) / (deltaY + 0.5f); float rightSlope = (deltaX + 0.5f) / (deltaY - 0.5f); if (!(currentX >= 0 && currentY >= 0 && currentX < map->GetWidth() && currentY < map->GetHeight()) || start < rightSlope) { continue; } else if (end > leftSlope) { break; } if (sqrt(deltaX*deltaX + deltaY*deltaY) <= radius) { seen->SetTile(currentX, currentY, counter); } if (blocked) { if (map->GetTile(currentX, currentY) == '#') { // TODO: Stop hardcoding tiles newStart = rightSlope; continue; } else { blocked = false; start = newStart; } } else { if (map->GetTile(currentX, currentY) == '#' && distance < radius) { // TODO: Get rid of hardcoded tiles blocked = true; cast_light(distance + 1, start, leftSlope, xx, xy, yx, yy, startX, startY, radius); newStart = rightSlope; } } } } } bool line_of_sight(Tilemap *map, vec2i start, vec2i end) { if (start == end) return true; vec2i delta = end - start; const char ix = (delta.x > 0) - (delta.x < 0); const char iy = (delta.y > 0) - (delta.y < 0); delta.x = std::abs(delta.x) << 1; delta.y = std::abs(delta.y) << 1; if (delta.x >= delta.y) { // error may go below zero int error(delta.y - (delta.x >> 1)); while (start.x != end.x && map->GetTile(start.x, start.y) != '#') // TODO: Hardcoded tiles { // reduce error, while taking into account the corner case of error == 0 if ((error > 0) || (!error && (ix > 0))) { error -= delta.x; start.y += iy; } // else do nothing error += delta.y; start.x += ix; } } else { // error may go below zero int error(delta.x - (delta.y >> 1)); while (start.y != end.y && map->GetTile(start.x, start.y) != '#') // TODO: Stop hardcoding tiles { // reduce error, while taking into account the corner case of error == 0 if ((error > 0) || (!error && (iy > 0))) { error -= delta.y; start.x += ix; } // else do nothing error += delta.x; start.y += iy; } } return start == end; }