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-rw-r--r--src/defs.h4
-rw-r--r--src/game.c75
2 files changed, 77 insertions, 2 deletions
diff --git a/src/defs.h b/src/defs.h
index a200ad1..51d76f3 100644
--- a/src/defs.h
+++ b/src/defs.h
@@ -80,6 +80,10 @@
#define MF_COLOR_CHKM_G 0x00
#define MF_COLOR_CHKM_B 0x00
#define MF_COLOR_CHKM_A 0xFF
+#define MF_COLOR_FOGW_R 0x2F /* Fog of war color */
+#define MF_COLOR_FOGW_G 0x2F
+#define MF_COLOR_FOGW_B 0x2F
+#define MF_COLOR_FOGW_A 0xFF
#define MF_COLOR_PLYR_R 0x00 /* Player color */
#define MF_COLOR_PLYR_G 0xAF
#define MF_COLOR_PLYR_B 0x7F
diff --git a/src/game.c b/src/game.c
index e336c03..433227f 100644
--- a/src/game.c
+++ b/src/game.c
@@ -62,6 +62,73 @@ _mf_game_form(SDL_Renderer *renderer, TTF_Font *text_font,
);
}
+static int
+_mf_game_fow(SDL_Renderer *renderer, struct mf_maze *maze,
+ struct mf_player *player, int cw)
+{
+ int x1;
+ int y1;
+ int travel;
+ int dx;
+ int dy;
+ int x2;
+ int y2;
+ SDL_Rect rect;
+
+ if (SDL_SetRenderDrawColor(renderer,
+ MF_COLOR_FOGW_R, MF_COLOR_FOGW_G,
+ MF_COLOR_FOGW_B, MF_COLOR_FOGW_A) < 0) {
+ SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, \
+ "Couldn't render fog: %s", \
+ SDL_GetError()); \
+ return -1; \
+ }
+
+ mf_player_get_vector(player, &x1, &y1, &travel, &dx, &dy);
+ x2 = x1, y2 = y1;
+ while (!mf_maze_is_wall(maze, dx >= 0 ? x2 : x1, dy >= 0 ? y2 : y1,
+ dx, dy)) {
+ if (dx >= 0) x2 += dx;
+ else x1 += dx;
+ if (dy >= 0) y2 += dy;
+ else y1 += dy;
+ }
+ ++x2, ++y2;
+ x1 *= cw, y1 *= cw, x2 *= cw, y2 *= cw;
+ if (dx >= 0) x1 += travel * dx;
+ else x2 += travel * dx;
+ if (dy >= 0) y1 += travel * dy;
+ else y2 += travel * dy;
+ ++x2, ++y2;
+
+#define mf_game_w_ MF_WINDOW_H
+#define mf_game_h_ MF_WINDOW_H
+#define mf_game_render_() \
+ do { \
+ if (SDL_RenderFillRect(renderer, &rect) < 0) { \
+ SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, \
+ "Couldn't render fog: %s", \
+ SDL_GetError()); \
+ return -1; \
+ } \
+ } while (0)
+
+ rect.x= 0, rect.y= 0, rect.w= x1, rect.h= mf_game_h_;
+ mf_game_render_();
+ rect.x= x1, rect.y= 0, rect.w= x2-x1, rect.h= y1;
+ mf_game_render_();
+ rect.x= x1, rect.y= y2, rect.w= x2-x1, rect.h= mf_game_h_-y2;
+ mf_game_render_();
+ rect.x= x2, rect.y= 0, rect.w= mf_game_w_-x2, rect.h= mf_game_h_;
+ mf_game_render_();
+
+#undef mf_game_w_
+#undef mf_game_h_
+#undef mf_game_render_
+
+ return 0;
+}
+
int
mf_game(long seed, int size, int fow, int reveal, SDL_Renderer *renderer)
{
@@ -153,15 +220,19 @@ mf_game(long seed, int size, int fow, int reveal, SDL_Renderer *renderer)
MF_COLOR_BACK_R, MF_COLOR_BACK_G,
MF_COLOR_BACK_B, MF_COLOR_BACK_A);
SDL_RenderClear(renderer);
- mf_maze_render(maze, renderer, &maze_color, MF_WINDOW_H / size);
mf_player_render(player, renderer);
+ if (fow == SDL_TRUE && _mf_game_fow(renderer, maze, player,
+ MF_WINDOW_H / size) < 0) {
+ goto err;
+ }
+ mf_maze_render(maze, renderer, &maze_color, MF_WINDOW_H / size);
secs = (beg - game.beg) / 1000;
if (sprintf(game.time_buf, "%02d:%02d", secs / 60, secs % 60)
< 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Couldn't allocate string: %s",
strerror(errno));
- return -1;
+ goto err;
}
mftk_text_set_value(game.timer, game.time_buf);
mftk_window_render(win, renderer);