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July 8, 2011 08:50
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#!/usr/bin/env python | |
""" | |
PHP MRPAS | |
Copyright (c) 2010 Dominik Marczuk | |
All rights reserved. | |
Redistribution and use in source and binary forms, with or without | |
modification, are permitted provided that the following conditions are met: | |
* Redistributions of source code must retain the above copyright | |
notice, this list of conditions and the following disclaimer. | |
* Redistributions in binary form must reproduce the above copyright | |
notice, this list of conditions and the following disclaimer in the | |
documentation and/or other materials provided with the distribution. | |
* The name of Dominik Marczuk may not be used to endorse or promote products | |
derived from this software without specific prior written permission. | |
THIS SOFTWARE IS PROVIDED BY DOMINIK MARCZUK ``AS IS'' AND ANY | |
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | |
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | |
DISCLAIMED. IN NO EVENT SHALL DOMINIK MARCZUK BE LIABLE FOR ANY | |
DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | |
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | |
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | |
ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | |
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | |
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | |
""" | |
import random | |
mapWidth = 80 | |
mapHeight = 50 | |
playerPosX = 40 | |
playerPosY = 25 | |
class cell: | |
def __init__(self): | |
self.fov = False | |
self.transparent = False | |
self.walkable = False | |
class mainmap: | |
def __init__ (self,w, h): | |
self.width = w | |
self.height = h | |
self.nbcells = w * h | |
self.cells = [] | |
for i in xrange(self.nbcells + 1): | |
self.cells.append(cell()) | |
def generate (self): | |
for i in xrange(self.nbcells + 1): | |
if random.randint(0,100) > 10: | |
self.cells[i].transparent = True | |
self.cells[i].walkable = True | |
else: | |
self.cells[i].transparent = False | |
self.cells[i].walkable = False | |
self.cells[i].fov = False | |
def displayTile(self,idx): | |
if self.cells[idx].walkable: | |
if self.cells[idx].fov == True: | |
c = '<img src="ground-lit.gif">' | |
else: | |
c = '<img src="ground-unlit.gif">' | |
else: | |
if self.cells[idx].fov == True: | |
c = '<img src="wall-lit.gif">' | |
else: | |
c = '<img src="wall-unlit.gif">' | |
if playerPosY * mapWidth + playerPosX == idx: | |
c = '<img src="pc.gif">' | |
print c | |
#the fov itself | |
class MRPAS: | |
def computeQuadrant (self,m,playerX,playerY,maxRadius,lightWalls,dx,dy): | |
startAngle = [None] * 1000 | |
endAngle = [None] * 1000 | |
#octant: vertical edge: | |
iteration = 1 | |
done = False | |
totalObstacles = 0 | |
obstaclesInLastLine = 0 | |
minAngle = 0.0 | |
x = 0 | |
y = 0 | |
#do while there are unblocked slopes left and the algo is within | |
# the map's boundaries | |
#scan progressive lines/columns from the PC outwards | |
y = playerY + dy | |
if y < 0 or y >= m.height: | |
done = True | |
while not done: | |
#process cells in the line | |
slopesPerCell = 1.0 / (iteration + 1); | |
halfSlopes = slopesPerCell * 0.5 | |
processedCell = abs(minAngle / slopesPerCell) | |
minx = max(0, playerX - iteration) | |
maxx = min(m.width - 1, playerX + iteration) | |
done = True | |
x = playerX + (processedCell * dx) | |
while x >= minx and x <= maxx: | |
c = x + (y * m.width) | |
#calculate slopes per cell | |
visible = True | |
startSlope = processedCell * slopesPerCell | |
centreSlope = startSlope + halfSlopes | |
endSlope = startSlope + slopesPerCell | |
if obstaclesInLastLine > 0 and m.cells[int(c)].fov == False: | |
idx = 0 | |
while visible and idx < obstaclesInLastLine: | |
if m.cells[int(c)].transparent == True: | |
if centreSlope > startAngle[idx] and centreSlope <\ | |
endAngle[idx]: | |
visible = False | |
else: | |
if startSlope >= startAngle[idx] and endSlope <= endAngle[idx]: | |
visible = False; | |
if visible and (m.cells[c - (m.width * dy)].fov == False or\ | |
not m.cells[c - (m.width * dy)].transparent)\ | |
and (x - dx >= 0 and x - dx < m.width and\ | |
(m.cells[c - (m.width * dy) - dx].fov == False\ | |
or not m.cells[c - (m.width * dy) - dx].\ | |
transparent)): | |
visible = False | |
idx += 1 | |
if visible: | |
m.cells[int(c)].fov = True | |
done = False | |
#if the cell is opaque, block the adjacent slopes | |
if not m.cells[int(c)].transparent: | |
if minAngle >= startSlope: | |
minAngle = endSlope | |
else: | |
startAngle[totalObstacles] = startSlope | |
endAngle[totalObstacles + 1] = endSlope | |
if (not lightWalls): | |
m.cells[int(c)].fov = False | |
processedCell += 1 | |
x += dx | |
if iteration == maxRadius: | |
done = True | |
iteration += 1 | |
obstaclesInLastLine = totalObstacles; | |
y += dy | |
if y < 0 or y >= m.height: | |
done = True | |
if minAngle == 1.0: | |
done = True | |
#octant: horizontal edge | |
iteration = 1 #iteration of the algo for this octant | |
done = False | |
totalObstacles = 0 | |
obstaclesInLastLine = 0 | |
minAngle = 0.0 | |
x = 0 | |
y = 0 | |
#do while there are unblocked slopes left and the algo is within the map's boundaries | |
#scan progressive lines/columns from the PC outwards | |
x = playerX + dx #the outer slope's coordinates (first processed line) | |
if x < 0 or x >= m.width: | |
done = True | |
while not done: | |
#process cells in the line | |
slopesPerCell = 1.0 / (iteration + 1) | |
halfSlopes = slopesPerCell * 0.5 | |
processedCell = abs(minAngle / slopesPerCell) | |
miny = max(0, playerY - iteration) | |
maxy = min(m.height - 1, playerY + iteration); | |
done = True | |
y = playerY + (processedCell * dy) | |
while y >= miny and y <= maxy: | |
y += dy | |
c = x + (y * m.width) | |
#calculate slopes per cell | |
visible = True | |
startSlope = (processedCell * slopesPerCell) | |
centreSlope = startSlope + halfSlopes | |
endSlope = startSlope + slopesPerCell | |
if obstaclesInLastLine > 0 and m.cells[int(c)].fov == False: | |
idx = 0 | |
while visible and idx < obstaclesInLastLine: | |
if m.cells[int(c)].transparent == True: | |
if centreSlope > startAngle[idx] and centreSlope <\ | |
endAngle[idx]: | |
visible = False | |
else: | |
if startSlope >= startAngle[idx] and endSlope <= endAngle[idx]: | |
visible = False | |
if visible and (m.cells[c - dx].fov == False or\ | |
not m.cells[c - dx].transparent) and\ | |
(y - dy >= 0 and y - dy < m.height and (m.cells[c -\ | |
(m.width * dy) - dx].fov == False or not m.cells[c -\ | |
(m.width * dy) - dx].transparent)): | |
visible = False | |
idx += 1 | |
if visible: | |
m.cells[int(c)].fov = True | |
done = False; | |
#if the cell is opaque, block the adjacent slopes | |
if not m.cells[int(c)].transparent: | |
if minAngle >= startSlope: | |
minAngle = endSlope | |
else: | |
startAngle[totalObstacles] = startSlope; | |
endAngle[totalObstacles + 1] = endSlope; | |
if not lightWalls: | |
m.cells[int(c)].fov = False | |
processedCell += 1 | |
if iteration == maxRadius: | |
done = True | |
iteration += 1 | |
obstaclesInLastLine = totalObstacles | |
x += dx | |
if x < 0 or x >= m.width: | |
done = True | |
if minAngle == 1.0: | |
done = True | |
def computeFov (self,m,playerX,playerY,maxRadius,lightWalls): | |
#first, zero the FOV map | |
for c in xrange(m.nbcells + 1): | |
m.cells[c].fov = False | |
#set PC's position as visible | |
m.cells[playerX + (playerY * m.width)].fov = True | |
#compute the 4 quadrants of the map | |
self.computeQuadrant(m, playerX, playerY, maxRadius, lightWalls, 1, 1); | |
self.computeQuadrant(m, playerX, playerY, maxRadius, lightWalls, 1, -1); | |
self.computeQuadrant(m, playerX, playerY, maxRadius, lightWalls, -1, 1); | |
self.computeQuadrant(m, playerX, playerY, maxRadius, lightWalls, -1, -1); | |
#LET'S DO IT! | |
m = mainmap(mapWidth,mapHeight) | |
m.generate(); | |
fov = MRPAS() | |
print "Content-Type: text/html\n\n", | |
print """ | |
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd"> | |
<html lang="en"> | |
<head> | |
<meta http-equiv="Content-Type" content="text/html;charset=UTF-8"> | |
<title>PHP MRPAS</title> | |
<style type="text/css"> | |
body { font-family: monospace; background-color: black; color: white; line-height: 0; text-align: center; } | |
img { border: 0; padding: 0; margin: 0; } | |
</style> | |
</head> | |
<body> | |
<h1>PHP MRPAS</h1> | |
<h3>Hit "refresh" to generate another map.</h3> | |
<p> | |
""" | |
fov.computeFov(m,playerPosX,playerPosY,0, True) | |
for j in xrange(mapHeight): | |
for i in xrange(mapWidth): | |
m.displayTile(j * mapWidth + i) | |
print '<br>' | |
print """ | |
</p> | |
</body> | |
</html> | |
""" |
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