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July 8, 2011 08:50
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<!-- | |
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. | |
--> | |
<?php | |
//sizes, positions... | |
$mapWidth = 80; | |
$mapHeight = 50; | |
$playerPosX = 40; | |
$playerPosY = 25; | |
//map cell data | |
class cell { | |
public $fov, $transparent, $walkable; | |
public function __construct() { | |
$fov = false; | |
$transparent = false; | |
$walkable = false; | |
} | |
} | |
//map data | |
class map { | |
public $width; | |
public $height; | |
public $nbcells; | |
public $cells; | |
public function __construct ($w, $h) { | |
$this->width = $w; | |
$this->height = $h; | |
$this->nbcells = $w * $h; | |
$this->cells = array(); | |
for ($i = 0; $i < $this->nbcells; $i++) { | |
$this->cells[] = new cell(); | |
} | |
} | |
public function generate () { | |
for ($i = 0; $i < $this->nbcells; $i++) { | |
if (mt_rand(0,100) > 10) { | |
$this->cells[$i]->transparent = true; | |
$this->cells[$i]->walkable = true; | |
} | |
else { | |
$this->cells[$i]->transparent = false; | |
$this->cells[$i]->walkable = false; | |
} | |
$this->cells[$i]->fov = false; | |
} | |
} | |
public function displayTile ($idx) { | |
$c; | |
if ($this->cells[$idx]->walkable) { | |
if ($this->cells[$idx]->fov == true) | |
$c = '<img src="ground-lit.gif">'; | |
else | |
$c = '<img src="ground-unlit.gif">'; | |
} | |
else { | |
if ($this->cells[$idx]->fov == true) | |
$c = '<img src="wall-lit.gif">'; | |
else | |
$c = '<img src="wall-unlit.gif">'; | |
} | |
if ($GLOBALS['playerPosY'] * $GLOBALS['mapWidth'] + $GLOBALS['playerPosX'] == $idx) | |
$c = '<img src="pc.gif">'; | |
echo $c; | |
} | |
} | |
//the fov itself | |
class MRPAS { | |
private function computeQuadrant ($m, $playerX, $playerY, $maxRadius, $lightWalls, $dx, $dy) { | |
$startAngle = array(); | |
$endAngle = array(); | |
//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 || $y >= $m->height) | |
$done = true; | |
while (!$done) { | |
//process cells in the line | |
$slopesPerCell = 1.0 / ($iteration + 1); | |
$halfSlopes = $slopesPerCell * 0.5; | |
$processedCell = (int)($minAngle / $slopesPerCell); | |
$minx = max(0, $playerX - $iteration); | |
$maxx = min($m->width - 1, $playerX + $iteration); | |
$done = true; | |
for ($x = $playerX + ($processedCell * $dx); $x >= $minx && $x <= $maxx; $x += $dx) { | |
$c = $x + ($y * $m->width); | |
//calculate slopes per cell | |
$visible = true; | |
$startSlope = $processedCell * $slopesPerCell; | |
$centreSlope = $startSlope + $halfSlopes; | |
$endSlope = $startSlope + $slopesPerCell; | |
if ($obstaclesInLastLine > 0 && $m->cells[$c]->fov == false) { | |
$idx = 0; | |
while ($visible && $idx < $obstaclesInLastLine) { | |
if ($m->cells[$c]->transparent == true) { | |
if ($centreSlope > $startAngle[$idx] && $centreSlope < $endAngle[$idx]) | |
$visible = false; | |
} | |
else { | |
if ($startSlope >= $startAngle[$idx] && $endSlope <= $endAngle[$idx]) | |
$visible = false; | |
} | |
if ($visible && ($m->cells[$c - ($m->width * $dy)]->fov == false || !$m->cells[$c - ($m->width * $dy)]->transparent) && ($x - $dx >= 0 && $x - $dx < $m->width && ($m->cells[$c - ($m->width * $dy) - $dx]->fov == false || !$m->cells[$c - ($m->width * $dy) - $dx]->transparent))) | |
$visible = false; | |
$idx++; | |
} | |
} | |
if ($visible) { | |
$m->cells[$c]->fov = true; | |
$done = false; | |
//if the cell is opaque, block the adjacent slopes | |
if (!$m->cells[$c]->transparent) { | |
if ($minAngle >= $startSlope) | |
$minAngle = $endSlope; | |
else { | |
$startAngle[$totalObstacles] = $startSlope; | |
$endAngle[$totalObstacles++] = $endSlope; | |
} | |
if (!$lightWalls) | |
$m->cells[$c]->fov = false; | |
} | |
} | |
$processedCell++; | |
} | |
if ($iteration == $maxRadius) | |
$done = true; | |
$iteration++; | |
$obstaclesInLastLine = $totalObstacles; | |
$y += $dy; | |
if ($y < 0 || $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 || $x >= $m->width) | |
$done = true; | |
while (!$done) { | |
//process cells in the line | |
$slopesPerCell = 1.0 / ($iteration + 1); | |
$halfSlopes = $slopesPerCell * 0.5; | |
$processedCell = (int)($minAngle / $slopesPerCell); | |
$miny = max(0, $playerY - $iteration); | |
$maxy = min($m->height - 1, $playerY + $iteration); | |
$done = true; | |
for ($y = $playerY + ($processedCell * $dy); $y >= $miny && $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 && $m->cells[$c]->fov == false) { | |
$idx = 0; | |
while ($visible && $idx < $obstaclesInLastLine) { | |
if ($m->cells[$c]->transparent == true) { | |
if ($centreSlope > $startAngle[$idx] && $centreSlope < $endAngle[$idx]) | |
$visible = false; | |
} | |
else { | |
if ($startSlope >= $startAngle[$idx] && $endSlope <= $endAngle[$idx]) | |
$visible = false; | |
} | |
if ($visible && ($m->cells[$c - $dx]->fov == false || !$m->cells[$c - $dx]->transparent) && ($y - $dy >= 0 && $y - $dy < $m->height && ($m->cells[$c - ($m->width * $dy) - $dx]->fov == false || !$m->cells[$c - ($m->width * $dy) - $dx]->transparent))) | |
$visible = false; | |
$idx++; | |
} | |
} | |
if ($visible) { | |
$m->cells[$c]->fov = true; | |
$done = false; | |
//if the cell is opaque, block the adjacent slopes | |
if (!$m->cells[$c]->transparent) { | |
if ($minAngle >= $startSlope) | |
$minAngle = $endSlope; | |
else { | |
$startAngle[$totalObstacles] = $startSlope; | |
$endAngle[$totalObstacles++] = $endSlope; | |
} | |
if (!$lightWalls) | |
$m->cells[$c]->fov = false; | |
} | |
} | |
$processedCell++; | |
} | |
if ($iteration == $maxRadius) | |
$done = true; | |
$iteration++; | |
$obstaclesInLastLine = $totalObstacles; | |
$x += $dx; | |
if ($x < 0 || $x >= $m->width) | |
$done = true; | |
if ($minAngle == 1.0) | |
$done = true; | |
} | |
} | |
} | |
public function computeFov ($m, $playerX, $playerY, $maxRadius, $lightWalls) { | |
//first, zero the FOV map | |
for ($c = 0; $c < $m->nbcells; $c++) { | |
$m->cells[$c]->fov = false; | |
} | |
//set PC's position as visible | |
$m->cells[$playerX + ($playerY * $m->width)]->fov = true; | |
//compute the 4 quadrants of the map | |
$this->computeQuadrant($m, $playerX, $playerY, $maxRadius, $lightWalls, 1, 1); | |
$this->computeQuadrant($m, $playerX, $playerY, $maxRadius, $lightWalls, 1, -1); | |
$this->computeQuadrant($m, $playerX, $playerY, $maxRadius, $lightWalls, -1, 1); | |
$this->computeQuadrant($m, $playerX, $playerY, $maxRadius, $lightWalls, -1, -1); | |
} | |
} | |
/* LET'S DO IT! */ | |
$m = new map($mapWidth,$mapHeight); | |
$m->generate(); | |
$fov = new MRPAS(); | |
?> | |
<?php | |
$fov->computeFov($m,$playerPosX, $playerPosY, 0, true); | |
for($j = 0; $j < $mapHeight; $j++) { | |
for($i = 0; $i < $mapWidth; $i++) { | |
$m->displayTile($j * $mapWidth + $i); | |
} | |
echo '<br>'; | |
} | |
?> | |
</p> | |
</body> | |
</html> |
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