#include "player.h"
+static const int step[][2] = {{0, 1}, {1, 0}, {0, -1}, {-1, 0}};
+
void init_player(struct player *p)
{
memset(p, 0, sizeof *p);
p->mp = p->mp_max = 10;
}
-void move_player(struct player *p, int right, int fwd)
+#define TWO_PI ((float)M_PI * 2.0f)
+#define HALF_PI ((float)M_PI / 2.0f)
+
+void update_player_dir(struct player *p)
{
- static const int step[][2] = {{0, 1}, {1, 0}, {0, -1}, {-1, 0}};
- int fdir, rdir;
+ int prev_dir = p->dir;
float angle;
- cgm_vec3 vdir = {0, 0, -1};
- cgm_vmul_m3v3(&vdir, p->view_xform);
+ /* TODO: take vrot into account */
+ angle = fmod(p->theta, TWO_PI);
+ if(angle < 0) angle += TWO_PI;
- angle = atan2(vdir.z, vdir.x) + 3.0 * M_PI;
- fdir = (p->dir + (int)(2.0 * angle / M_PI)) & 3;
+ p->theta = angle; /* renormalize theta */
+ p->dir = (int)(4.0f * angle / TWO_PI + 0.5) & 3;
+ if(p->dir != prev_dir) {
+ p->vis = 0; /* invalidate visibility list */
+ }
+}
+
+void move_player(struct player *p, int right, int fwd)
+{
+ int fdir, rdir;
+
+ update_player_dir(p);
+
+ fdir = p->dir & 3;
rdir = (fdir + 1) & 3;
p->cx += step[fdir][0] * fwd + step[rdir][0] * right;
p->cy += step[fdir][1] * fwd + step[rdir][1] * right;
+
+ p->vis = 0; /* invalidate visibility list */
}
void turn_player(struct player *p, int turn)
{
if(!turn) return;
- turn = turn > 0 ? 1 : 3;
- p->dir = (p->dir + turn) & 3;
- p->theta = 0;
+
+ p->theta += turn > 0 ? HALF_PI : -HALF_PI;
+
+ update_player_dir(p);
+ p->theta = (float)p->dir * HALF_PI; /* snap theta */
+
+ p->vis = 0; /* invalidate visibility list */
}
void upd_player_xform(struct player *p)
cgm_midentity(p->view_xform);
cgm_mprerotate_x(p->view_xform, -p->phi);
- cgm_mprerotate_y(p->view_xform, p->theta + p->dir * M_PI / 2.0f);
+ cgm_mprerotate_y(p->view_xform, p->theta);
cgm_mrotate_quat(p->view_xform, &p->vrot);
cgm_mpretranslate(p->view_xform, -pos.x, -pos.y, -pos.z);
}
+static void vis_visit(struct player *p, int cx, int cy, int *cvis)
+{
+ int i, j, nx, ny, dx, dy;
+ struct level *lvl = p->lvl;
+ struct cell *cell;
+
+ if(cx < 0 || cx >= lvl->width || cy < 0 || cy >= lvl->height) {
+ return;
+ }
+ cell = lvl->cells + cy * lvl->width + cx;
+
+ /* stop when we encounter a solid cell */
+ if(cell->type == CELL_SOLID) {
+ return;
+ }
+
+ dx = cx - p->cx;
+ dy = cy - p->cy;
+ /* stop beyond the maximum visibility distance (manhattan) */
+ if(abs(dx) > lvl->visdist || abs(dy) > lvl->visdist) {
+ return;
+ }
+
+ /* dot product */
+ if(step[p->dir][0] * dx + step[p->dir][1] * dy < 0) {
+ return; /* cell is behind the player */
+ }
+
+ cvis[cy * lvl->width + cx] = 1; /* mark as visited before recursing */
+
+ /* visit neighboring nodes before adding current cell */
+ for(i=0; i<3; i++) {
+ ny = cy - 1 + i;
+ if(ny < 0) continue;
+ if(ny >= lvl->height) break;
+
+ for(j=0; j<3; j++) {
+ if(i == 1 && j == 1) continue;
+ nx = cx - 1 + j;
+ if(nx < 0) continue;
+ if(nx >= lvl->width) break;
+
+ if(!cvis[ny * lvl->width + nx]) {
+ vis_visit(p, nx, ny, cvis);
+ }
+ }
+ }
+
+ /* then add this cell to the visible list */
+ cell->next = p->vis;
+ p->vis = cell;
+}
+
void upd_player_vis(struct player *p)
{
- p->vis = 0;
+ int *cvis;
+ struct level *lvl = p->lvl;
+ cvis = alloca(lvl->width * lvl->height * sizeof *cvis);
+ memset(cvis, 0, lvl->width * lvl->height * sizeof *cvis);
+ p->vis = 0;
+ vis_visit(p, p->cx, p->cy, cvis);
}