Wow, default field of vision is
extremely permissive in dungeon crawl stone soup (DCSS). Looks like it's the
most permissive FoV option available. Even the largest actors in ToME won't have that much vision once I'm finished with my project. By the way, the line of sight targeting
path isn't symmetric in DCSS either, even though vision (if A can see B, then B can see A)
is symmetric.
DCSS does give a fairly good example of how I'm going to make LoS "just work"
(tm) with FoV. It'll be smarter than it is now, so your passive projectiles (i.e., Corona, Hymn of Moonlight) won't hit walls on the way to their targets.
There really isn't a good comparison or analogy that I know of to illustrate how I'm implementing FoV. When I surveyed current FoV methods, none struck me as being particularly suitable for ToME. So, ToME gets to be special, and this should be the last FoV algorithm that T-Engine needs
(why should a roguelike library or engine have half a dozen FoV options when all you need is one?!)
Disclaimer: The largest actors in ToME
could have the same permissive FoV as in DCSS--my algorithm is very flexible--but I don't think they should
Progress report: FoV algorithm is finished and properly tested, I believe. I should whip up a few screenshots sometime. I'm still working on LoS and integrating everything into ToME (and T-Engine if appropriate), though, and this will take a decent chunk of time at my current work pace, which slowed down a bit once the weather became nice
