Hey there! I just registered so I'd like to say hey to the roguelike community!
Anyway, I read
this article on the wiki. However, it seems that there's a bug in there somewhere. If you look at this picture I'm sure you'd understand:
http://imgur.com/okvVBIn the top picture, the algorithm works as expected, but when 2 tiles are added like in the second picture (the vertical wall doesn't matter, i exaggerated it) it acts weird and that's not at all the way I'd like it to look.
It's the same on all 4 sides. So it's the code posted in my link that's a bit faulty as a whole.
Is there an updated version or is it just like that?
This is my first octant just to show my syntax, all the other ones are the same except for a few other values
int x = 0;
int y = 0;
switch (octant)
{
case 1:
y = playerPosition.Y - depth;
x = (int)Math.Round(playerPosition.X - startSlope * depth);
if (x < 0)
break;
if (x >= mapDimensions.X)
break;
if (y < 0)
break;
if (y >= mapDimensions.Y)
break;
while (GetSlope(x, y, playerPosition.X, playerPosition.Y) >= endSlope)
{
if (IsWithinVisualRange(playerPosition.X, playerPosition.Y, x, y))
{
if (map[y][x].BlocksVision)
{
//if (TestCell(x - 1, y, playerPosition.X, playerPosition.Y, false, depth))
if(!map[y][x - 1].BlocksVision)
RecursiveScan(playerPosition, depth + 1, octant, startSlope, GetSlope(x - 0.5, y + 0.5, playerPosition.X, playerPosition.Y));
lightMap[y][x] = 1;
visitedMap[y][x] = true;
}
else
{
//if (TestCell(x - 1, y, playerPosition.X, playerPosition.Y, true, depth))
if(map[y][x - 1].BlocksVision)
startSlope = GetSlope(x - 0.5, y - 0.5, playerPosition.X, playerPosition.Y);
lightMap[y][x] = 1;
visitedMap[y][x] = true;
}
}
x++;
}
x--;