various: sub-tile lighting; nicer visibility calculations
Signed-off-by: NotAShelf <raf@notashelf.dev> Change-Id: I0f0a0c12db76cc8e0f4c8ccc72ca4b826a6a6964
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8 changed files with 206 additions and 47 deletions
147
libs/map/map.c
147
libs/map/map.c
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@ -2,18 +2,18 @@
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#include "rng/rng.h"
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#include "settings.h"
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#include "utils.h"
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#include <math.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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void map_init(Map *map) {
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// Fill entire map with walls
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for (int y = 0; y < MAP_HEIGHT; y++) {
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for (int x = 0; x < MAP_WIDTH; x++) {
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map->tiles[y][x] = TILE_WALL;
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}
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}
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memset(map->visible, 0, sizeof(map->visible));
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memset(map->light_map, 0, sizeof(map->light_map));
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memset(map->remembered, 0, sizeof(map->remembered));
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map->room_count = 0;
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}
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@ -300,20 +300,145 @@ int has_line_of_sight(const Map *map, int x1, int y1, int x2, int y2) {
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int can_see_entity(const Map *map, int from_x, int from_y, int to_x, int to_y, int range) {
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if (!is_in_view_range(to_x, to_y, from_x, from_y, range))
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return 0;
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return has_line_of_sight(map, from_x, from_y, to_x, to_y);
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if (!has_line_of_sight(map, from_x, from_y, to_x, to_y))
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return 0;
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return tile_brightness(map, to_x, to_y) > LIGHT_SIGHT_THRESHOLD;
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}
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void calculate_visibility(Map *map, int x, int y) {
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memset(map->visible, 0, sizeof(map->visible));
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static int is_solid(const Map *map, int sub_x, int sub_y) {
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int map_w = MAP_WIDTH;
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int map_h = MAP_HEIGHT;
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int tx = sub_x / SUB_TILE_RES;
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int ty = sub_y / SUB_TILE_RES;
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if (tx < 0 || tx >= map_w || ty < 0 || ty >= map_h)
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return 1;
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TileType t = map->tiles[ty][tx];
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return t == TILE_WALL || t == TILE_DOOR_CLOSED;
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}
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for (int ty = 0; ty < MAP_HEIGHT; ty++) {
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for (int tx = 0; tx < MAP_WIDTH; tx++) {
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if (is_in_view_range(tx, ty, x, y, PLAYER_VIEW_RANGE)) {
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if (has_line_of_sight(map, x, y, tx, ty)) {
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map->visible[ty][tx] = 1;
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map->remembered[ty][tx] = 1;
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static float smoothstep_light(float edge0, float edge1, float x) {
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float t = (x - edge0) / (edge1 - edge0);
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if (t < 0.0f)
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return 0.0f;
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if (t > 1.0f)
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return 1.0f;
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return t * t * (3.0f - 2.0f * t);
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}
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static int trace_sub_los(const Map *map, int sx, int sy, int tx, int ty) {
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int dx = abs(tx - sx);
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int dy = abs(ty - sy);
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int step_x = (sx < tx) ? 1 : -1;
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int step_y = (sy < ty) ? 1 : -1;
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int err = dx - dy;
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int x = sx, y = sy;
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while (1) {
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if (x == tx && y == ty)
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return 1;
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if (is_solid(map, x, y) && !(x == sx && y == sy))
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return 0;
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int e2 = 2 * err;
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if (e2 > -dy) {
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err -= dy;
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x += step_x;
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}
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if (e2 < dx) {
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err += dx;
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y += step_y;
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}
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}
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}
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void compute_lighting(Map *map, const LightSource *sources, int num_sources) {
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memset(map->light_map, 0, sizeof(map->light_map));
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int map_sub_w = MAP_WIDTH * SUB_TILE_RES;
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int map_sub_h = MAP_HEIGHT * SUB_TILE_RES;
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for (int si = 0; si < num_sources; si++) {
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int cx = sources[si].x * SUB_TILE_RES + SUB_TILE_RES / 2;
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int cy = sources[si].y * SUB_TILE_RES + SUB_TILE_RES / 2;
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int range_sub = sources[si].range * SUB_TILE_RES;
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int intensity = sources[si].intensity;
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for (int dy = -range_sub; dy <= range_sub; dy++) {
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for (int dx = -range_sub; dx <= range_sub; dx++) {
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int sub_x = cx + dx;
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int sub_y = cy + dy;
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if (sub_x < 0 || sub_x >= map_sub_w || sub_y < 0 || sub_y >= map_sub_h)
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continue;
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int dist_sq = dx * dx + dy * dy;
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if (dist_sq > range_sub * range_sub)
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continue;
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if (!trace_sub_los(map, cx, cy, sub_x, sub_y))
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continue;
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float dist = sqrtf((float)dist_sq);
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float t = dist / (float)range_sub;
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float brightness = 1.0f - smoothstep_light(0.35f, 1.0f, t);
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int val = (int)(brightness * (float)intensity);
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if (val > map->light_map[sub_y][sub_x])
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map->light_map[sub_y][sub_x] = (unsigned char)val;
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}
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}
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int src_x = sources[si].x;
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int src_y = sources[si].y;
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int src_range = sources[si].range;
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int src_intensity = sources[si].intensity;
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for (int ty = 0; ty < MAP_HEIGHT; ty++) {
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for (int tx = 0; tx < MAP_WIDTH; tx++) {
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if (map->tiles[ty][tx] != TILE_WALL && map->tiles[ty][tx] != TILE_DOOR_CLOSED)
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continue;
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if (!is_in_view_range(tx, ty, src_x, src_y, src_range))
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continue;
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if (!has_line_of_sight(map, src_x, src_y, tx, ty))
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continue;
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int dx = tx - src_x;
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int dy = ty - src_y;
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float t = sqrtf((float)(dx * dx + dy * dy)) / (float)src_range;
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float fb = 1.0f - smoothstep_light(0.35f, 1.0f, t);
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int val = (int)(fb * (float)src_intensity);
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int base_x = tx * SUB_TILE_RES;
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int base_y = ty * SUB_TILE_RES;
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for (int cy2 = 0; cy2 < SUB_TILE_RES; cy2++) {
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for (int cx2 = 0; cx2 < SUB_TILE_RES; cx2++) {
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if (val > map->light_map[base_y + cy2][base_x + cx2])
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map->light_map[base_y + cy2][base_x + cx2] = (unsigned char)val;
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}
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}
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}
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}
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}
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for (int ty = 0; ty < MAP_HEIGHT; ty++) {
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for (int tx = 0; tx < MAP_WIDTH; tx++) {
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if (tile_brightness(map, tx, ty) > LIGHT_SIGHT_THRESHOLD)
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map->remembered[ty][tx] = 1;
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}
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}
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}
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int tile_brightness(const Map *map, int tx, int ty) {
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int sum = 0;
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int base_x = tx * SUB_TILE_RES;
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int base_y = ty * SUB_TILE_RES;
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for (int dy = 0; dy < SUB_TILE_RES; dy++) {
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for (int dx = 0; dx < SUB_TILE_RES; dx++) {
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sum += map->light_map[base_y + dy][base_x + dx];
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}
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}
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return sum / (SUB_TILE_RES * SUB_TILE_RES);
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}
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int is_tile_revealed(const Map *map, int tx, int ty) {
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return tile_brightness(map, tx, ty) > LIGHT_SIGHT_THRESHOLD;
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}
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@ -21,7 +21,9 @@ void get_random_floor_tile(Map *map, int *x, int *y, int attempts);
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// Visibility / Fog of War
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int is_in_view_range(int x, int y, int view_x, int view_y, int range);
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int has_line_of_sight(const Map *map, int x1, int y1, int x2, int y2);
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void calculate_visibility(Map *map, int x, int y);
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void compute_lighting(Map *map, const LightSource *sources, int num_sources);
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int tile_brightness(const Map *map, int tx, int ty);
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int is_tile_revealed(const Map *map, int tx, int ty);
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int can_see_entity(const Map *map, int from_x, int from_y, int to_x, int to_y, int range);
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#endif // MAP_H
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