dungeon/src/FieldOfVision.cpp

66 lines
2.6 KiB
C++

#include <cmath>
#include "FieldOfVision.h"
#include "Tilemap.h"
namespace FOV {
void DoFOV(Tilemap* map, Tilemap* vision, int visionvalue, int x, int y, float radius) {
vision->SetTile(x, y, visionvalue);
// Once for each octant
CastLight(map, vision, visionvalue, 1, 1.0f, 0.0f, 0, -1, -1, 0, x, y, radius);
CastLight(map, vision, visionvalue, 1, 1.0f, 0.0f, -1, 0, 0, -1, x, y, radius);
CastLight(map, vision, visionvalue, 1, 1.0f, 0.0f, 0, 1, -1, 0, x, y, radius);
CastLight(map, vision, visionvalue, 1, 1.0f, 0.0f, 1, 0, 0, -1, x, y, radius);
CastLight(map, vision, visionvalue, 1, 1.0f, 0.0f, 0, -1, 1, 0, x, y, radius);
CastLight(map, vision, visionvalue, 1, 1.0f, 0.0f, -1, 0, 0, 1, x, y, radius);
CastLight(map, vision, visionvalue, 1, 1.0f, 0.0f, 0, 1, 1, 0, x, y, radius);
CastLight(map, vision, visionvalue, 1, 1.0f, 0.0f, 1, 0, 0, 1, x, y, radius);
}
void CastLight(Tilemap* map, Tilemap* vision, int visioncounter, 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) {
vision->SetTile(currentX, currentY, visioncounter);
}
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;
CastLight(map, vision, visioncounter, distance + 1, start, leftSlope, xx, xy, yx, yy, startX, startY, radius);
newStart = rightSlope;
}
}
}
}
}
}