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<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
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you are here: <a onclick="link('../index2.html')">Index</a> > <a onclick="link('fov.html')">13. Field of
view</a> > <a onclick="link('fov_compute.html')">13.2. Computing the field of view</a><br>
<a class="prev" onclick="link('fov_init.html')">13.1. Building the map</a> | <a class="next"
onclick="link('fov_get.html')">13.3. Reading fov information</a>
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<h1>13.2. Computing the field of view</h1>
<a name="0"></a>
<p>Once your map is allocated and empty cells have been defined, you can calculate the field of view with :<br />
<div class="code">
<pre>typedef enum { FOV_BASIC, <br /> FOV_DIAMOND, <br /> FOV_SHADOW, <br /> FOV_PERMISSIVE_0,FOV_PERMISSIVE_1,FOV_PERMISSIVE_2,FOV_PERMISSIVE_3,<br /> FOV_PERMISSIVE_4,FOV_PERMISSIVE_5,FOV_PERMISSIVE_6,FOV_PERMISSIVE_7,FOV_PERMISSIVE_8, <br /> FOV_RESTRICTIVE,<br /> NB_FOV_ALGORITHMS } TCOD_fov_algorithm_t;<br /> </pre>
</div><br /> * FOV_BASIC : classic libtcod fov algorithm (ray casted from the player to all the cells on the
submap perimeter)<br /> * FOV_DIAMOND : based on <a href="http://www.geocities.com/temerra/los_rays.html">this</a>
algorithm<br /> * FOV_SHADOW : based on <a
href="http://roguebasin.roguelikedevelopment.org/index.php?title=FOV_using_recursive_shadowcasting">this</a>
algorithm<br /> * FOV_PERMISSIVE_x : based on <a
href="http://roguebasin.roguelikedevelopment.org/index.php?title=Precise_Permissive_Field_of_View">this</a>
algorithm<br /> Permissive has a variable permissiveness parameter. You can either use the constants
FOV_PERMISSIVE_x, x between 0 (the less permissive) and 8 (the more permissive), or using the macro
FOV_PERMISSIVE(x). <br /> * FOV_RESTRICTIVE : Mingos' Restrictive Precise Angle Shadowcasting (MRPAS).<br /> </p>
<div class="code">
<p class="cpp"><span class="code-keyword">void</span> TCODMap<span class="code-symbol">::</span>computeFov<span
class="code-symbol">(</span><span class="code-keyword">int</span> playerX<span
class="code-symbol">,</span><span class="code-keyword">int</span> playerY<span
class="code-symbol">,</span><span class="code-keyword"> int</span> maxRadius<span
class="code-symbol">=</span><span class="code-value">0</span><span class="code-symbol">,</span><span
class="code-keyword">bool</span> light_walls<span class="code-symbol"> =</span><span class="code-keyword">
true</span><span class="code-symbol">,</span><span class="code-tcod"> TCOD_fov_algorithm_t</span> algo<span
class="code-symbol"> =</span><span class="code-tcod"> FOV_BASIC</span><span class="code-symbol">)</span></p>
<p class="c"><span class="code-keyword">void</span> TCOD_map_compute_fov<span class="code-symbol">(</span><span
class="code-tcod">TCOD_map_t</span> map<span class="code-symbol">,</span><span class="code-keyword">
int</span> player_x<span class="code-symbol">,</span><span class="code-keyword"> int</span> player_y<span
class="code-symbol">,</span><span class="code-keyword"> int</span> max_radius<span
class="code-symbol">,</span><span class="code-keyword"> bool</span> light_walls<span
class="code-symbol">,</span><span class="code-tcod"> TCOD_fov_algorithm_t</span> algo<span
class="code-symbol">)</span></p>
<p class="py">map_compute_fov<span class="code-symbol">(</span>map<span class="code-symbol">,</span>
player_x<span class="code-symbol">,</span> player_y<span class="code-symbol">,</span> max_radius<span
class="code-symbol">=</span><span class="code-value">0</span><span class="code-symbol">,</span>
light_walls<span class="code-symbol">=</span><span class="code-keyword">True</span><span
class="code-symbol">,</span> algo<span class="code-symbol">=</span><span
class="code-tcod">FOV_BASIC</span><span class="code-symbol"> )</span></p>
</div>
<table class="param">
<tbody>
<tr>
<th>Parameter</th>
<th>Description</th>
</tr>
<tr class="hilite">
<td>map</td>
<td>In the C version, the map handler returned by the TCOD_map_new function.<br /> </td>
</tr>
<tr>
<td>player_x,player_y</td>
<td>Position of the player in the map.<br /> 0
<= player_x < map width.<br /> 0
<= player_y < map height.<br />
</td>
</tr>
<tr class="hilite">
<td>maxRadius</td>
<td>If > 0, the fov is only computed up to maxRadius cells away from the player. Else, the range is
unlimited.<br /> </td>
</tr>
<tr>
<td>light_walls</td>
<td>Whether the wall cells near ground cells in fov must be in fov too.<br /> </td>
</tr>
<tr class="hilite">
<td>algo</td>
<td>FOV algorithm to use.<br /> </td>
</tr>
</tbody>
</table>
<h6>Example:</h6>
<div class="code">
<p class="cpp">TCODMap<span class="code-symbol"> *</span>map<span class="code-symbol"> =</span><span
class="code-keyword"> new</span> TCODMap<span class="code-symbol">(</span><span
class="code-value">50</span><span class="code-symbol">,</span><span class="code-value">50</span><span
class="code-symbol">)</span><span class="code-symbol">;</span><span class="code-comment"> // allocate the
map<br /></span>map<span class="code-symbol">-></span>setProperties<span class="code-symbol">(</span><span
class="code-value">10</span><span class="code-symbol">,</span><span class="code-value">10</span><span
class="code-symbol">,</span><span class="code-keyword">true</span><span class="code-symbol">,</span><span
class="code-keyword">true</span><span class="code-symbol">)</span><span class="code-symbol">;</span><span
class="code-comment"> // set a cell as 'empty'<br /></span>map<span
class="code-symbol">-></span>computeFov<span class="code-symbol">(</span><span
class="code-value">10</span><span class="code-symbol">,</span><span class="code-value">10</span><span
class="code-symbol">)</span><span class="code-symbol">;</span></p>
<p class="c"><span class="code-tcod">TCOD_map_t</span> map<span class="code-symbol"> =</span> TCOD_map_new<span
class="code-symbol">(</span><span class="code-value">50</span><span class="code-symbol">,</span><span
class="code-value">50</span><span class="code-symbol">)</span><span
class="code-symbol">;</span><br />TCOD_map_set_properties<span class="code-symbol">(</span>map<span
class="code-symbol">,</span><span class="code-value">10</span><span class="code-symbol">,</span><span
class="code-value">10</span><span class="code-symbol">,</span>true<span
class="code-symbol">,</span>true<span class="code-symbol">)</span><span
class="code-symbol">;</span><br />TCOD_map_compute_fov<span class="code-symbol">(</span>map<span
class="code-symbol">,</span><span class="code-value">10</span><span class="code-symbol">,</span><span
class="code-value">10</span><span class="code-symbol">,</span><span class="code-value">0</span><span
class="code-symbol">,</span>true<span class="code-symbol">,</span><span
class="code-tcod">FOV_SHADOW</span><span class="code-symbol">)</span><span class="code-symbol">;</span></p>
<p class="py">map<span class="code-symbol"> =</span> libtcod<span class="code-symbol">.</span>map_new<span
class="code-symbol">(</span><span class="code-value">50</span><span class="code-symbol">,</span><span
class="code-value">50</span><span class="code-symbol">)</span><br />libtcod<span
class="code-symbol">.</span>map_set_properties<span class="code-symbol">(</span>map<span
class="code-symbol">,</span><span class="code-value">10</span><span class="code-symbol">,</span><span
class="code-value">10</span><span class="code-symbol">,</span><span class="code-keyword">True</span><span
class="code-symbol">,</span><span class="code-keyword">True</span><span
class="code-symbol">)</span><br />libtcod<span class="code-symbol">.</span>map_compute_fov<span
class="code-symbol">(</span>map<span class="code-symbol">,</span><span class="code-value">10</span><span
class="code-symbol">,</span><span class="code-value">10</span><span class="code-symbol">,</span><span
class="code-value">0</span><span class="code-symbol">,</span><span class="code-keyword">True</span><span
class="code-symbol">,</span>libtcod<span class="code-symbol">.</span><span
class="code-tcod">FOV_PERMISSIVE</span><span class="code-symbol">(</span><span
class="code-value">2</span><span class="code-symbol">)</span><span class="code-symbol">)</span></p>
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