Add vision sanity checking, fix more vision

- Add a vision sanity checking routine

- Recalc block point when digging a door for temporary clouds

- Add recalc_block_point after cvt_sdoor_to_door, because doorways
  on the Rogue level have no doors, and otherwise the sanity checking
  would complain.  This doesn't actually change how the Rogue level
  vision works, as it uses a different vision system

- Monster using a trap in a secret corridor revealed the corridor,
  but didn't unblock the vision unless you saw the location
This commit is contained in:
Pasi Kallinen
2025-01-09 17:26:58 +02:00
parent 83c0d430c9
commit 843b02ec1d
9 changed files with 40 additions and 4 deletions

View File

@@ -452,6 +452,7 @@ use_stethoscope(struct obj *obj)
Soundeffect(se_hollow_sound, 100);
You_hear(hollow_str, "door");
cvt_sdoor_to_door(lev); /* ->typ = DOOR */
recalc_block_point(rx, ry);
feel_newsym(rx, ry);
return res;
case SCORR:

View File

@@ -1651,6 +1651,7 @@ findone(coordxy zx, coordxy zy, genericptr_t whatfound)
flash_glyph_at(zx, zy, cmap_to_glyph(sym), FOUND_FLASH_COUNT);
cvt_sdoor_to_door(lev); /* set lev->typ = DOOR */
recalc_block_point(zx, zy);
magic_map_background(zx, zy, 0);
foundone(zx, zy, back_to_glyph(zx, zy));
found_p->num_sdoors++;
@@ -2040,6 +2041,7 @@ dosearch0(int aflag) /* intrinsic autosearch vs explicit searching */
if (rnl(7 - fund))
continue;
cvt_sdoor_to_door(&levl[x][y]); /* .typ = DOOR */
recalc_block_point(x, y);
exercise(A_WIS, TRUE);
nomul(0);
feel_location(x, y); /* make sure it shows up */

View File

@@ -541,6 +541,7 @@ dig(void)
if (IS_DOOR(lev->typ) && (lev->doormask & D_TRAPPED)) {
lev->doormask = D_NODOOR;
b_trapped("door", NO_PART);
recalc_block_point(dpx, dpy);
newsym(dpx, dpy);
}
cleanup:
@@ -1682,7 +1683,7 @@ zap_dig(void)
pline_The("door is razed!");
watch_dig((struct monst *) 0, zx, zy, TRUE);
room->doormask = D_NODOOR;
unblock_point(zx, zy); /* vision */
recalc_block_point(zx, zy); /* vision */
digdepth -= 2;
if (maze_dig)
break;

View File

@@ -758,8 +758,7 @@ reveal_trap(struct trap *t, boolean seeit)
if (lev->typ == SCORR) {
lev->typ = CORR, lev->flags = 0; /* set_levltyp(,,CORR) */
if (seeit)
unblock_point(t->tx, t->ty);
unblock_point(t->tx, t->ty);
}
if (seeit)
seetrap(t);

View File

@@ -2035,8 +2035,11 @@ seffect_magic_mapping(struct obj **sobjp)
for (x = 1; x < COLNO; x++)
for (y = 0; y < ROWNO; y++)
if (levl[x][y].typ == SDOOR)
if (levl[x][y].typ == SDOOR) {
cvt_sdoor_to_door(&levl[x][y]);
if (Is_rogue_level(&u.uz))
unblock_point(x, y);
}
/* do_mapping() already reveals secret passages */
}
gk.known = TRUE;

View File

@@ -100,6 +100,15 @@ staticfn void rogue_vision(seenV **, coordxy *, coordxy *);
#define sign(z) ((z) < 0 ? -1 : ((z) ? 1 : 0))
#define v_abs(z) ((z) < 0 ? -(z) : (z)) /* don't use abs -- it may exist */
/* expose viz_clear[][] for sanity checking */
boolean
get_viz_clear(int x, int y)
{
if (isok(x,y) && !viz_clear[y][x])
return TRUE;
return FALSE;
}
/*
* vision_init()
*

View File

@@ -20,6 +20,7 @@ staticfn void mon_chain(winid, const char *, struct monst *, boolean, long *,
staticfn void contained_stats(winid, const char *, long *, long *);
staticfn void misc_stats(winid, long *, long *);
staticfn void you_sanity_check(void);
staticfn void levl_sanity_check(void);
staticfn void makemap_unmakemon(struct monst *, boolean);
staticfn int QSORTCALLBACK migrsort_cmp(const genericptr, const genericptr);
staticfn void list_migrating_mons(d_level *);
@@ -1437,6 +1438,22 @@ you_sanity_check(void)
(void) check_invent_gold("invent");
}
staticfn void
levl_sanity_check(void)
{
coordxy x, y;
if (Underwater)
return; /* Underwater uses different vision */
for (y = 0; y < ROWNO; y++) {
for (x = 1; x < COLNO; x++) {
if ((does_block(x, y, &levl[x][y]) ? 1 : 0) != get_viz_clear(x, y))
impossible("levl[%i][%i] vision blocking", x, y);
}
}
}
void
sanity_check(void)
{
@@ -1457,6 +1474,7 @@ sanity_check(void)
bc_sanity_check();
trap_sanity_check();
engraving_sanity_check();
levl_sanity_check();
program_state.in_sanity_check--;
}

View File

@@ -3707,6 +3707,7 @@ zap_map(
/* secret door gets revealed, converted into regular door */
if (ltyp == SDOOR) {
cvt_sdoor_to_door(&levl[x][y]); /* .typ = DOOR */
recalc_block_point(x, y);
newsym(x, y);
if (cansee(x, y)) {
pline("Probing reveals a secret door.");
@@ -5331,6 +5332,7 @@ zap_over_floor(
/* secret door gets revealed, converted into regular door */
if (levl[x][y].typ == SDOOR) {
cvt_sdoor_to_door(&levl[x][y]); /* .typ = DOOR */
recalc_block_point(x, y);
/* target spot will now pass closed_door() test below
(except on rogue level) */
newsym(x, y);