Difference between revisions of "Simple and accurate LOS function for BlitzMax"

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m (I don't think category + subcategory are both needed at the same time.)
 
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== Simple and accurate LOS function ==
By [[User:Gbox|Gbox]]
By [[User:Gbox|Gbox]]


<pre><nowiki>
Setup:
Setup:
This fuction assumes you have Type (Or struct) For each map cell And your map
This fuction assumes you have Type (Or struct) For each map cell And your map
is an array of this Type.
is an array of this Type.
EX:
Type tMapcell
Field InLos '// This flag is set true if the player can see the cell.
Field HasSeen '// This Flag is when the player has already seen this cell before.
Field BlockVision '// This flag is set for things like walls and doors, otherwise its false.
End Type


Global Map:tMapCell[MAPWIDTH,MAPHEIGHT] '// the map
Example:
  Type tMapcell
  Field InLos '// This flag is set true if the player can see the cell.
  Field HasSeen '// This Flag is when the player has already seen this cell before.
  Field BlockVision '// This flag is set for things like walls and doors, otherwise its false.
  End Type
 
  Global Map:tMapCell[MAPWIDTH,MAPHEIGHT] '// the map


For this code example we'll assume a Type called tMonster. Monsters in the dungeon are of this type and so is the player.
For this code example we'll assume a Type called tMonster. Monsters in the dungeon are of this type and so is the player.
EX:
 
Type tMonster
Example:
Field X
  Type tMonster
Field Y
  Field X
Field Vision '// this is how many tiles can be seen in any direction from center
  Field Y
End Type
  Field Vision '// this is how many tiles can be seen in any direction from center
  End Type


This Method is Not the fastest, but it's easy To implement And work very well. I dont detect  any kind of performance decrease when using this function.
This Method is Not the fastest, but it's easy To implement And work very well. I dont detect  any kind of performance decrease when using this function.
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the fractional amount gives better resolution. [0.1 causes LOS To sometimes seep though doors, >= 0.2 creates gaps. 0.18 seems the sweet spot.
the fractional amount gives better resolution. [0.1 causes LOS To sometimes seep though doors, >= 0.2 creates gaps. 0.18 seems the sweet spot.
The Code is in BLitzMax (a derivitive of Basic made For games. [www.blitzbasic.com]) but should be easy To translate.
The Code is in BLitzMax (a derivitive of Basic made For games. [www.blitzbasic.com]) but should be easy To translate.
---------------------------------------------------------------------------------
Function UpdateLOS( m:tMonster )
If m = Null Then RuntimeError("Null in LOScheck!")
Local XX:Int, YY:Int
'//
'// Loop through the entire map resetting the LOS flag
'//
For xx = 0 To MAPWIDTH - 1
For yy = 0 To MAPHEIGHT - 1
If Map[xx, yy].InLOS = True Then
Map[xx, yy].HasSeen = True '// Mark the cell as previously seen [drawn in dark colors]
Map[xx, yy].InLOS = False
EndIf
Next
Next


For Local angle:Float = 1 To 360 Step 0.18
The code:
Local dist:Int = 0
 
Local x:Float = Float(m.X) + 0.5 '// Add 0.5 to simulate looking from the center of the tile.
  Function UpdateLOS( m:tMonster )
Local y:Float = Float(m.y) + 0.5
  If m = Null Then RuntimeError("Null in LOScheck!")
Local xmove:Float = Cos(angle)
  Local XX:Int, YY:Int
Local ymove:Float = Sin(angle)
  '//
  '// Loop through the entire map resetting the LOS flag
Repeat
  '//
x = x + xmove
  For xx = 0 To MAPWIDTH - 1
y = y + ymove
  For yy = 0 To MAPHEIGHT - 1
dist = dist + 1
  If Map[xx, yy].InLOS = True Then
If dist >= m.Vision Then Exit
  Map[xx, yy].HasSeen = True '// Mark the cell as previously seen [drawn in dark colors]
If X >= MAPWIDTH Then Exit
  Map[xx, yy].InLOS = False
If y >= MAPHEIGHT Then Exit
  EndIf
If x < 0 Then Exit
  Next
If y < 0 Then Exit
  Next
Map[x, y].InLOS = True
 
If Map[x, y].BlockVision Then Exit
  For Local angle:Float = 1 To 360 Step 0.18
Forever
  Local dist:Int = 0
Next
  Local x:Float = Float(m.X) + 0.5 '// Add 0.5 to simulate looking from the center of the tile.
End Function
  Local y:Float = Float(m.y) + 0.5
---------------------------------------------------------------------------------
  Local xmove:Float = Cos(angle)
</nowiki></pre>
  Local ymove:Float = Sin(angle)
 
  Repeat
  x = x + xmove
  y = y + ymove
  dist = dist + 1
  If dist >= m.Vision Then Exit
  If X >= MAPWIDTH Then Exit
  If y >= MAPHEIGHT Then Exit
  If x < 0 Then Exit
  If y < 0 Then Exit
  Map[x, y].InLOS = True
  If Map[x, y].BlockVision Then Exit
  Forever
  Next
  End Function
[[category:FOV]]

Latest revision as of 06:51, 22 March 2009

By Gbox

Setup: This fuction assumes you have Type (Or struct) For each map cell And your map is an array of this Type.

Example:

 Type tMapcell
 	Field InLos		'// This flag is set true if the player can see the cell.
 	Field HasSeen		'// This Flag is when the player has already seen this cell before. 
 	Field BlockVision	'// This flag is set for things like walls and doors, otherwise its false.
 End Type
 Global Map:tMapCell[MAPWIDTH,MAPHEIGHT]	'// the map

For this code example we'll assume a Type called tMonster. Monsters in the dungeon are of this type and so is the player.

Example:

 Type tMonster
 	Field X
 	Field Y
 	Field Vision		'// this is how many tiles can be seen in any direction from center
 End Type

This Method is Not the fastest, but it's easy To implement And work very well. I dont detect any kind of performance decrease when using this function. It works by drawing a filled circle 360 deg around the player And marking map cells that are in LOS. There are more than 360 Steps in the circle because just using 360 would Create gaps in the vision at a distance. the fractional amount gives better resolution. [0.1 causes LOS To sometimes seep though doors, >= 0.2 creates gaps. 0.18 seems the sweet spot. The Code is in BLitzMax (a derivitive of Basic made For games. [www.blitzbasic.com]) but should be easy To translate.

The code:

 Function UpdateLOS( m:tMonster )
 	If m = Null Then RuntimeError("Null in LOScheck!")
 	Local XX:Int, YY:Int
 	'//
 	'// Loop through the entire map resetting the LOS flag
 	'// 
 	For xx = 0 To MAPWIDTH - 1
 		For yy = 0 To MAPHEIGHT - 1
 			If Map[xx, yy].InLOS = True Then
 				Map[xx, yy].HasSeen = True	'// Mark the cell as previously seen [drawn in dark colors]
 				Map[xx, yy].InLOS = False
 			EndIf
 		Next
 	Next
 
 	For Local angle:Float = 1 To 360 Step 0.18
 		Local dist:Int = 0
 		Local x:Float = Float(m.X) + 0.5		'// Add 0.5 to simulate looking from the center of the tile.
 		Local y:Float = Float(m.y) + 0.5
 		Local xmove:Float = Cos(angle)
 		Local ymove:Float = Sin(angle)
 	
 		Repeat
 			x = x + xmove
 			y = y + ymove
 			dist = dist + 1
 			If dist >= m.Vision Then Exit
 			If X >= MAPWIDTH Then Exit
 			If y >= MAPHEIGHT Then Exit
 			If x < 0 Then Exit
 			If y < 0 Then Exit
 			Map[x, y].InLOS = True
 			If Map[x, y].BlockVision Then Exit
 		Forever
 	Next
 End Function