Files
nethack/src/vision.c
PatR b37f922cf7 viz_array[][] type
viz_array[][] is indexed by coordinates but the data it contains has
nothing to do with them so it shouldn't have been changed to coordxy.
'char' was sufficient; 'uchar' would have been better; this invents
'seenV' instead.  This led to a cascade of required changes.  The
result is warning free and seems to be working but my fingers are
crosssed....
2022-07-15 13:48:29 -07:00

2149 lines
72 KiB
C

/* NetHack 3.7 vision.c $NHDT-Date: 1657918095 2022/07/15 20:48:15 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.49 $ */
/* Copyright (c) Dean Luick, with acknowledgements to Dave Cohrs, 1990. */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.h"
/* Circles
* ==================================================================*/
/*
* These numbers are limit offsets for one quadrant of a circle of a given
* radius (the first number of each line) from the source. The number in
* the comment is the element number (so pointers can be set up). Each
* "circle" has as many elements as its radius+1. The radius is the number
* of points away from the source that the limit exists. The radius of the
* offset on the same row as the source *is* included so we don't have to
* make an extra check. For example, a circle of radius 4 has offsets:
*
* XXX +2
* ...X +3
* ....X +4
* ....X +4
* @...X +4
*
*/
const coordxy circle_data[] = {
/* 0*/ 0,
/* 1*/ 1, 1,
/* 3*/ 2, 2, 1,
/* 6*/ 3, 3, 2, 1,
/* 10*/ 4, 4, 4, 3, 2,
/* 15*/ 5, 5, 5, 4, 3, 2,
/* 21*/ 6, 6, 6, 5, 5, 4, 2,
/* 28*/ 7, 7, 7, 6, 6, 5, 4, 2,
/* 36*/ 8, 8, 8, 7, 7, 6, 6, 4, 2,
/* 45*/ 9, 9, 9, 9, 8, 8, 7, 6, 5, 3,
/* 55*/ 10, 10, 10, 10, 9, 9, 8, 7, 6, 5, 3,
/* 66*/ 11, 11, 11, 11, 10, 10, 9, 9, 8, 7, 5, 3,
/* 78*/ 12, 12, 12, 12, 11, 11, 10, 10, 9, 8, 7, 5, 3,
/* 91*/ 13, 13, 13, 13, 12, 12, 12, 11, 10, 10, 9, 7, 6, 3,
/*105*/ 14, 14, 14, 14, 13, 13, 13, 12, 12, 11, 10, 9, 8, 6, 3,
/*120*/ 15, 15, 15, 15, 14, 14, 14, 13, 13, 12, 11, 10, 9, 8, 6, 3,
/*136*/ 16 /* MAX_RADIUS+1; used to terminate range loops -dlc */
};
/*
* These are the starting indexes into the circle_data[] array for a
* circle of a given radius. Radius 0 used to be unused, but is now
* used for a single point: temporary light source of a camera flash
* as it traverses its path.
*/
const coordxy circle_start[] = {
/* 0*/ 0,
/* 1*/ 1,
/* 2*/ 3,
/* 3*/ 6,
/* 4*/ 10,
/* 5*/ 15,
/* 6*/ 21,
/* 7*/ 38,
/* 8*/ 36,
/* 9*/ 45,
/*10*/ 55,
/*11*/ 66,
/*12*/ 78,
/*13*/ 91,
/*14*/ 105,
/*15*/ 120,
};
/*==========================================================================*/
/* Vision (arbitrary line of sight)
* =========================================*/
/*------ local variables ------*/
static seenV could_see[2][ROWNO][COLNO]; /* vision work space */
static seenV *cs_rows0[ROWNO], *cs_rows1[ROWNO];
static coordxy cs_rmin0[ROWNO], cs_rmax0[ROWNO];
static coordxy cs_rmin1[ROWNO], cs_rmax1[ROWNO];
static char viz_clear[ROWNO][COLNO]; /* vision clear/blocked map */
static char *viz_clear_rows[ROWNO];
static coordxy left_ptrs[ROWNO][COLNO]; /* LOS algorithm helpers */
static coordxy right_ptrs[ROWNO][COLNO];
/* Forward declarations. */
static void fill_point(int, int);
static void dig_point(int, int);
static void view_init(void);
static void view_from(coordxy, coordxy, seenV **, coordxy *, coordxy *, int,
void (*)(coordxy, coordxy, genericptr_t),
genericptr_t);
static void get_unused_cs(seenV ***, coordxy **, coordxy **);
static void rogue_vision(seenV **, coordxy *, coordxy *);
/* Macro definitions that I can't find anywhere. */
#define sign(z) ((z) < 0 ? -1 : ((z) ? 1 : 0))
#define v_abs(z) ((z) < 0 ? -(z) : (z)) /* don't use abs -- it may exist */
/*
* vision_init()
*
* The one-time vision initialization routine.
*
* This must be called before mklev() is called in newgame() [allmain.c],
* or before a game restore. Else we die a horrible death.
*/
void
vision_init(void)
{
int i;
/* Set up the pointers. */
for (i = 0; i < ROWNO; i++) {
cs_rows0[i] = could_see[0][i];
cs_rows1[i] = could_see[1][i];
viz_clear_rows[i] = viz_clear[i];
}
/* Start out with cs0 as our current array */
g.viz_array = cs_rows0;
g.viz_rmin = cs_rmin0;
g.viz_rmax = cs_rmax0;
g.vision_full_recalc = 0;
(void) memset((genericptr_t) could_see, 0, sizeof(could_see));
/* Initialize the vision algorithm (currently C). */
view_init();
}
/*
* does_block()
*
* Returns true if something at (x,y) blocks sight.
*/
int
does_block(int x, int y, struct rm *lev)
{
struct obj *obj;
struct monst *mon;
int i;
#ifdef DEBUG
/* set DEBUGFILES=seethru in environment to see through bubbles */
if (g.seethru == 0) { /* init once */
g.seethru = (wizard && explicitdebug("seethru")) ? 1 : -1;
}
#endif
/* Features that block . . */
if (IS_ROCK(lev->typ) || lev->typ == TREE
|| (IS_DOOR(lev->typ)
&& (lev->doormask & (D_CLOSED | D_LOCKED | D_TRAPPED))))
return 1;
#ifdef DEBUG
if (g.seethru != 1) {
#endif
if (lev->typ == CLOUD || IS_WATERWALL(lev->typ)
|| (Underwater && is_moat(x, y)))
return 1;
#ifdef DEBUG
} /* g.seethru */
#endif
/* Boulders block light. */
for (obj = g.level.objects[x][y]; obj; obj = obj->nexthere)
if (obj->otyp == BOULDER)
return 1;
/* Mimics mimicing a door or boulder or ... block light. */
if ((mon = m_at(x, y)) && (!mon->minvis || See_invisible)
&& is_lightblocker_mappear(mon))
return 1;
#ifdef DEBUG
if (g.seethru != 1) {
#endif
/* Clouds (poisonous or not) block light. */
for (i = 0; i < g.n_regions; i++) {
/* Ignore regions with ttl == 0 - expire_gas_cloud must unblock its
* points prior to being removed itself. */
if (g.regions[i]->ttl > 0 && g.regions[i]->visible
&& inside_region(g.regions[i], x, y)) {
return 1;
}
}
#ifdef DEBUG
} /* g.seethru */
#endif
return 0;
}
/*
* vision_reset()
*
* This must be called *after* the levl[][] structure is set with the new
* level and the level monsters and objects are in place.
*/
void
vision_reset(void)
{
int y;
register int x, i, dig_left, block;
register struct rm *lev;
/* Start out with cs0 as our current array */
g.viz_array = cs_rows0;
g.viz_rmin = cs_rmin0;
g.viz_rmax = cs_rmax0;
(void) memset((genericptr_t) could_see, 0, sizeof(could_see));
/* Reset the pointers and clear so that we have a "full" dungeon. */
(void) memset((genericptr_t) viz_clear, 0, sizeof(viz_clear));
/* Dig the level */
for (y = 0; y < ROWNO; y++) {
dig_left = 0;
block = TRUE; /* location (0,y) is always stone; it's !isok() */
lev = &levl[1][y];
for (x = 1; x < COLNO; x++, lev += ROWNO)
if (block != (IS_ROCK(lev->typ) || does_block(x, y, lev))) {
if (block) {
for (i = dig_left; i < x; i++) {
left_ptrs[y][i] = dig_left;
right_ptrs[y][i] = x - 1;
}
} else {
i = dig_left;
if (dig_left)
dig_left--; /* point at first blocked point */
for (; i < x; i++) {
left_ptrs[y][i] = dig_left;
right_ptrs[y][i] = x;
viz_clear[y][i] = 1;
}
}
dig_left = x;
block = !block;
}
/* handle right boundary; almost identical for blocked/unblocked */
i = dig_left;
if (!block && dig_left)
dig_left--; /* point at first blocked point */
for (; i < COLNO; i++) {
left_ptrs[y][i] = dig_left;
right_ptrs[y][i] = (COLNO - 1);
viz_clear[y][i] = !block;
}
}
iflags.vision_inited = 1; /* vision is ready */
g.vision_full_recalc = 1; /* we want to run vision_recalc() */
}
/*
* get_unused_cs()
*
* Called from vision_recalc() and at least one light routine. Get pointers
* to the unused vision work area.
*/
static void
get_unused_cs(seenV ***rows, coordxy **rmin, coordxy **rmax)
{
register int row;
register coordxy *nrmin, *nrmax;
if (g.viz_array == cs_rows0) {
*rows = cs_rows1;
*rmin = cs_rmin1;
*rmax = cs_rmax1;
} else {
*rows = cs_rows0;
*rmin = cs_rmin0;
*rmax = cs_rmax0;
}
/* return an initialized, unused work area */
nrmin = *rmin;
nrmax = *rmax;
(void) memset((genericptr_t) **rows, 0,
ROWNO * COLNO * sizeof (seenV)); /* see nothing */
for (row = 0; row < ROWNO; row++) { /* set row min & max */
*nrmin++ = COLNO - 1;
*nrmax++ = 1;
}
}
/*
* rogue_vision()
*
* Set the "could see" and in sight bits so vision acts just like the old
* rogue game:
*
* + If in a room, the hero can see to the room boundaries.
* + The hero can always see adjacent squares.
*
* We set the in_sight bit here as well to escape a bug that shows up
* due to the one-sided lit wall hack.
*/
static void
rogue_vision(seenV **next, coordxy *rmin, coordxy *rmax)
{
int rnum = levl[u.ux][u.uy].roomno - ROOMOFFSET; /* no SHARED... */
int start, stop, in_door, xhi, xlo, yhi, ylo;
register int zx, zy;
/* If in a lit room, we are able to see to its boundaries. */
/* If dark, set COULD_SEE so various spells work -dlc */
if (rnum >= 0) {
for (zy = g.rooms[rnum].ly - 1; zy <= g.rooms[rnum].hy + 1; zy++) {
rmin[zy] = start = g.rooms[rnum].lx - 1;
rmax[zy] = stop = g.rooms[rnum].hx + 1;
for (zx = start; zx <= stop; zx++) {
if (g.rooms[rnum].rlit) {
next[zy][zx] = COULD_SEE | IN_SIGHT;
levl[zx][zy].seenv = SVALL; /* see the walls */
} else
next[zy][zx] = COULD_SEE;
}
}
}
in_door = levl[u.ux][u.uy].typ == DOOR;
/* Can always see adjacent. */
ylo = max(u.uy - 1, 0);
yhi = min(u.uy + 1, ROWNO - 1);
xlo = max(u.ux - 1, 1);
xhi = min(u.ux + 1, COLNO - 1);
for (zy = ylo; zy <= yhi; zy++) {
if (xlo < rmin[zy])
rmin[zy] = xlo;
if (xhi > rmax[zy])
rmax[zy] = xhi;
for (zx = xlo; zx <= xhi; zx++) {
next[zy][zx] = COULD_SEE | IN_SIGHT;
/*
* Yuck, update adjacent non-diagonal positions when in a doorway.
* We need to do this to catch the case when we first step into
* a room. The room's walls were not seen from the outside, but
* now are seen (the seen bits are set just above). However, the
* positions are not updated because they were already in sight.
* So, we have to do it here.
*/
if (in_door && (zx == u.ux || zy == u.uy))
newsym(zx, zy);
}
}
}
/*#define EXTEND_SPINE*/ /* possibly better looking wall-angle */
#ifdef EXTEND_SPINE
static int new_angle(struct rm *, unsigned char *, int, int);
/*
* new_angle()
*
* Return the new angle seen by the hero for this location. The angle
* bit is given in the value pointed at by sv.
*
* For T walls and crosswall, just setting the angle bit, even though
* it is technically correct, doesn't look good. If we can see the
* next position beyond the current one and it is a wall that we can
* see, then we want to extend a spine of the T to connect with the wall
* that is beyond. Example:
*
* Correct, but ugly Extend T spine
*
* | ... | ...
* | ... <-- wall beyond & floor --> | ...
* | ... | ...
* Unseen --> ... | ...
* spine +-... <-- trwall & doorway --> +-...
* | ... | ...
*
*
* @ <-- hero --> @
*
*
* We fake the above check by only checking if the horizontal
* & vertical positions adjacent to the crosswall and T wall are
* unblocked. Then, _in general_ we can see beyond. Generally,
* this is good enough.
*
* + When this function is called we don't have all of the seen
* information (we're doing a top down scan in vision_recalc).
* We would need to scan once to set all IN_SIGHT and COULD_SEE
* bits, then again to correctly set the seenv bits.
* + I'm trying to make this as cheap as possible. The display
* & vision eat up too much CPU time.
*
*
* Note: Even as I write this, I'm still not convinced. There are too
* many exceptions. I may have to bite the bullet and do more
* checks. - Dean 2/11/93
*/
static int
new_angle(struct rm *lev, unsigned char *sv, int row, int col)
{
register int res = *sv;
/*
* Do extra checks for crosswalls and T walls if we see them from
* an angle.
*/
if (lev->typ >= CROSSWALL && lev->typ <= TRWALL) {
switch (res) {
case SV0:
if (col > 0 && viz_clear[row][col - 1])
res |= SV7;
if (row > 0 && viz_clear[row - 1][col])
res |= SV1;
break;
case SV2:
if (row > 0 && viz_clear[row - 1][col])
res |= SV1;
if (col < COLNO - 1 && viz_clear[row][col + 1])
res |= SV3;
break;
case SV4:
if (col < COLNO - 1 && viz_clear[row][col + 1])
res |= SV3;
if (row < ROWNO - 1 && viz_clear[row + 1][col])
res |= SV5;
break;
case SV6:
if (row < ROWNO - 1 && viz_clear[row + 1][col])
res |= SV5;
if (col > 0 && viz_clear[row][col - 1])
res |= SV7;
break;
}
}
return res;
}
#else
/*
* new_angle()
*
* Return the new angle seen by the hero for this location. The angle
* bit is given in the value pointed at by sv.
*
* The other parameters are not used.
*/
#define new_angle(lev, sv, row, col) (*sv)
#endif
/*
* vision_recalc()
*
* Do all of the heavy vision work. Recalculate all locations that could
* possibly be seen by the hero --- if the location were lit, etc. Note
* which locations are actually seen because of lighting. Then add to
* this all locations that be seen by hero due to night vision and x-ray
* vision. Finally, compare with what the hero was able to see previously.
* Update the difference.
*
* This function is usually called only when the variable 'vision_full_recalc'
* is set. The following is a list of places where this function is called,
* with three valid values for the control flag parameter:
*
* Control flag = 0. A complete vision recalculation. Generate the vision
* tables from scratch. This is necessary to correctly set what the hero
* can see. (1) and (2) call this routine for synchronization purposes, (3)
* calls this routine so it can operate correctly.
*
* + After the monster move, before input from the player. [moveloop()]
* + At end of moveloop. [moveloop() ??? not sure why this is here]
* + Right before something is printed. [pline()]
* + Right before we do a vision based operation. [do_clear_area()]
* + screen redraw, so we can renew all positions in sight. [docrt()]
* + When toggling temporary blindness, in case additional events
* impacted by vision occur during the same move [make_blinded()]
*
* Control flag = 1. An adjacent vision recalculation. The hero has moved
* one square. Knowing this, it might be possible to optimize the vision
* recalculation using the current knowledge. This is presently unimplemented
* and is treated as a control = 0 call.
*
* + Right after the hero moves. [domove()]
*
* Control flag = 2. Turn off the vision system. Nothing new will be
* displayed, since nothing is seen. This is usually done when you need
* a newsym() run on all locations in sight, or on some locations but you
* don't know which ones.
*
* + Before a screen redraw, so all positions are renewed. [docrt()]
* + Right before the hero arrives on a new level. [goto_level()]
* + Right after a scroll of light is read. [litroom()]
* + After an option has changed that affects vision [parseoptions()]
* + Right after the hero is swallowed. [gulpmu()]
* + Just before bubbles are moved. [movebubbles()]
*/
void
vision_recalc(int control)
{
extern const seenV seenv_matrix[3][3]; /* from display.c */
static coordxy colbump[COLNO + 1]; /* cols to bump sv */
seenV **temp_array; /* points to the old vision array */
seenV **next_array; /* points to the new vision array */
seenV *next_row; /* row pointer for the new array */
seenV *old_row; /* row pointer for the old array */
coordxy *next_rmin; /* min pointer for the new array */
coordxy *next_rmax; /* max pointer for the new array */
const coordxy *ranges; /* circle ranges -- used for xray & night vision */
int row = 0; /* row counter (outer loop) */
int start, stop; /* inner loop starting/stopping index */
int dx, dy; /* one step from a lit door or lit wall (see below) */
register int col; /* inner loop counter */
register struct rm *lev; /* pointer to current pos */
struct rm *flev; /* pointer to position in "front" of current pos */
const seenV *sv; /* ptr to seen angle bits */
int oldseenv; /* previous seenv value */
g.vision_full_recalc = 0; /* reset flag */
if (g.in_mklev || !iflags.vision_inited)
return;
/*
* Either the light sources have been taken care of, or we must
* recalculate them here.
*/
/* Get the unused could see, row min, and row max arrays. */
get_unused_cs(&next_array, &next_rmin, &next_rmax);
/* You see nothing, nothing can see you --- if swallowed or refreshing. */
if (u.uswallow || control == 2) {
/* do nothing -- get_unused_cs() nulls out the new work area */
;
} else if (Blind) {
/*
* Calculate the could_see array even when blind so that monsters
* can see you, even if you can't see them. Note that the current
* setup allows:
*
* + Monsters to see with the "new" vision, even on the rogue
* level.
* + Monsters can see you even when you're in a pit.
*/
view_from(u.uy, u.ux, next_array, next_rmin, next_rmax, 0,
(void (*)(coordxy, coordxy, genericptr_t)) 0,
(genericptr_t) 0);
/*
* Our own version of the update loop below. We know we can't see
* anything, so we only need update positions we used to be able
* to see.
*/
temp_array = g.viz_array; /* set g.viz_array so newsym() will work */
g.viz_array = next_array;
for (row = 0; row < ROWNO; row++) {
old_row = temp_array[row];
/* Find the min and max positions on the row. */
start = min(g.viz_rmin[row], next_rmin[row]);
stop = max(g.viz_rmax[row], next_rmax[row]);
for (col = start; col <= stop; col++)
if (old_row[col] & IN_SIGHT)
newsym(col, row);
}
/* skip the normal update loop */
goto skip;
} else if (Is_rogue_level(&u.uz)) {
rogue_vision(next_array, next_rmin, next_rmax);
} else {
int lo_col, has_night_vision = 1; /* hero has night vision */
if (Underwater && !Is_waterlevel(&u.uz)) {
/*
* The hero is under water. Only see surrounding locations if
* they are also underwater. This overrides night vision but
* does not override x-ray vision.
*/
has_night_vision = 0;
lo_col = max(u.ux - 1, 1);
for (row = u.uy - 1; row <= u.uy + 1; row++)
for (col = lo_col; col <= u.ux + 1; col++) {
if (!isok(col, row) || !is_pool(col, row))
continue;
next_rmin[row] = min(next_rmin[row], col);
next_rmax[row] = max(next_rmax[row], col);
next_array[row][col] = IN_SIGHT | COULD_SEE;
}
/* if in a pit, just update for immediate locations */
} else if (u.utrap && u.utraptype == TT_PIT) {
for (row = u.uy - 1; row <= u.uy + 1; row++) {
if (row < 0)
continue;
if (row >= ROWNO)
break;
next_rmin[row] = max(1, u.ux - 1);
next_rmax[row] = min(COLNO - 1, u.ux + 1);
next_row = next_array[row];
for (col = next_rmin[row]; col <= next_rmax[row]; col++)
next_row[col] = IN_SIGHT | COULD_SEE;
}
} else
view_from(u.uy, u.ux, next_array, next_rmin, next_rmax, 0,
(void (*)(coordxy, coordxy, genericptr_t)) 0,
(genericptr_t) 0);
/*
* Set the IN_SIGHT bit for xray and night vision.
*/
if (u.xray_range >= 0) {
if (u.xray_range) {
ranges = circle_ptr(u.xray_range);
for (row = u.uy - u.xray_range; row <= u.uy + u.xray_range;
row++) {
if (row < 0)
continue;
if (row >= ROWNO)
break;
dy = v_abs(u.uy - row);
next_row = next_array[row];
start = max(1, u.ux - ranges[dy]);
stop = min(COLNO - 1, u.ux + ranges[dy]);
for (col = start; col <= stop; col++) {
char old_row_val = next_row[col];
next_row[col] |= IN_SIGHT;
oldseenv = levl[col][row].seenv;
levl[col][row].seenv = SVALL; /* see all! */
/* Update if previously not in sight or new angle. */
if (!(old_row_val & IN_SIGHT) || oldseenv != SVALL)
newsym(col, row);
}
next_rmin[row] = min(start, next_rmin[row]);
next_rmax[row] = max(stop, next_rmax[row]);
}
} else { /* range is 0 */
next_array[u.uy][u.ux] |= IN_SIGHT;
levl[u.ux][u.uy].seenv = SVALL;
next_rmin[u.uy] = min(u.ux, next_rmin[u.uy]);
next_rmax[u.uy] = max(u.ux, next_rmax[u.uy]);
}
}
if (has_night_vision && u.xray_range < u.nv_range) {
if (!u.nv_range) { /* range is 0 */
next_array[u.uy][u.ux] |= IN_SIGHT;
levl[u.ux][u.uy].seenv = SVALL;
next_rmin[u.uy] = min(u.ux, next_rmin[u.uy]);
next_rmax[u.uy] = max(u.ux, next_rmax[u.uy]);
} else if (u.nv_range > 0) {
ranges = circle_ptr(u.nv_range);
for (row = u.uy - u.nv_range; row <= u.uy + u.nv_range;
row++) {
if (row < 0)
continue;
if (row >= ROWNO)
break;
dy = v_abs(u.uy - row);
next_row = next_array[row];
start = max(1, u.ux - ranges[dy]);
stop = min(COLNO - 1, u.ux + ranges[dy]);
for (col = start; col <= stop; col++)
if (next_row[col])
next_row[col] |= IN_SIGHT;
next_rmin[row] = min(start, next_rmin[row]);
next_rmax[row] = max(stop, next_rmax[row]);
}
}
}
}
/* Set the correct bits for all light sources. */
do_light_sources(next_array);
/*
* Make the viz_array the new array so that cansee() will work correctly.
*/
temp_array = g.viz_array;
g.viz_array = next_array;
/*
* The main update loop. Here we do two things:
*
* + Set the IN_SIGHT bit for places that we could see and are lit.
* + Reset changed places.
*
* There is one thing that make deciding what the hero can see
* difficult:
*
* 1. Directional lighting. Items that block light create problems.
* The worst offenders are doors. Suppose a door to a lit room
* is closed. It is lit on one side, but not on the other. How
* do you know? You have to check the closest adjacent position.
* Even so, that is not entirely correct. But it seems close
* enough for now.
*/
colbump[u.ux] = colbump[u.ux + 1] = 1;
for (row = 0; row < ROWNO; row++) {
dy = u.uy - row;
dy = sign(dy);
next_row = next_array[row];
old_row = temp_array[row];
/* Find the min and max positions on the row. */
start = min(g.viz_rmin[row], next_rmin[row]);
stop = max(g.viz_rmax[row], next_rmax[row]);
lev = &levl[start][row];
sv = &seenv_matrix[dy + 1][start < u.ux ? 0 : (start > u.ux ? 2 : 1)];
for (col = start; col <= stop;
lev += ROWNO, sv += (int) colbump[++col]) {
if (next_row[col] & IN_SIGHT) {
/*
* We see this position because of night- or xray-vision.
*/
oldseenv = lev->seenv;
lev->seenv |=
new_angle(lev, sv, row, col); /* update seen angle */
/* Update pos if previously not in sight or new angle. */
if (!(old_row[col] & IN_SIGHT) || oldseenv != lev->seenv)
newsym(col, row);
} else if ((next_row[col] & COULD_SEE)
&& (lev->lit || (next_row[col] & TEMP_LIT))) {
/*
* We see this position because it is lit.
*/
if ((IS_DOOR(lev->typ) || lev->typ == SDOOR
|| IS_WALL(lev->typ)) && !viz_clear[row][col]) {
/*
* Make sure doors, walls, boulders or mimics don't show
* up
* at the end of dark hallways. We do this by checking
* the adjacent position. If it is lit, then we can see
* the door or wall, otherwise we can't.
*/
dx = u.ux - col;
dx = sign(dx);
flev = &(levl[col + dx][row + dy]);
if (flev->lit
|| next_array[row + dy][col + dx] & TEMP_LIT) {
next_row[col] |= IN_SIGHT; /* we see it */
oldseenv = lev->seenv;
lev->seenv |= new_angle(lev, sv, row, col);
/* Update pos if previously not in sight or new
* angle.*/
if (!(old_row[col] & IN_SIGHT)
|| oldseenv != lev->seenv)
newsym(col, row);
} else
goto not_in_sight; /* we don't see it */
} else {
next_row[col] |= IN_SIGHT; /* we see it */
oldseenv = lev->seenv;
lev->seenv |= new_angle(lev, sv, row, col);
/* Update pos if previously not in sight or new angle. */
if (!(old_row[col] & IN_SIGHT) || oldseenv != lev->seenv)
newsym(col, row);
}
} else if ((next_row[col] & COULD_SEE) && lev->waslit) {
/*
* If we make it here, the hero _could see_ the location,
* but doesn't see it (location is not lit).
* However, the hero _remembers_ it as lit (waslit is true).
* The hero can now see that it is not lit, so change waslit
* and update the location.
*/
lev->waslit = 0; /* remember lit condition */
newsym(col, row);
/*
* At this point we know that the row position is *not* in normal
* sight. That is, the position is could be seen, but is dark
* or LOS is just plain blocked.
*
* Update the position if:
* o If the old one *was* in sight. We may need to clean up
* the glyph -- E.g. darken room spot, etc.
* o If we now could see the location (yet the location is not
* lit), but previously we couldn't see the location, or vice
* versa. Update the spot because there there may be an
* infrared monster there.
*/
} else {
not_in_sight:
if ((old_row[col] & IN_SIGHT)
|| ((next_row[col] & COULD_SEE)
^ (old_row[col] & COULD_SEE)))
newsym(col, row);
}
} /* end for col . . */
} /* end for row . . */
colbump[u.ux] = colbump[u.ux + 1] = 0;
skip:
/* This newsym() caused a crash delivering msg about failure to open
* dungeon file init_dungeons() -> panic() -> done(11) ->
* vision_recalc(2) -> newsym() -> crash! u.ux and u.uy are 0 and
* g.program_state.panicking == 1 under those circumstances
*/
if (!g.program_state.panicking)
newsym(u.ux, u.uy); /* Make sure the hero shows up! */
/* Set the new min and max pointers. */
g.viz_rmin = next_rmin;
g.viz_rmax = next_rmax;
recalc_mapseen();
}
/*
* block_point()
*
* Make the location opaque to light.
*/
void
block_point(int x, int y)
{
#ifdef DEBUG
/* set DEBUGFILES=seethru in environment to see through clouds & water */
if (g.seethru == 0) { /* init once */
g.seethru = (wizard && explicitdebug("seethru")) ? 1 : -1;
}
if (g.seethru == 1) {
if (!does_block(x, y, &levl[x][y]))
return;
}
#endif
fill_point(y, x);
/* recalc light sources here? */
/*
* We have to do a full vision recalculation if we "could see" the
* location. Why? Suppose some monster opened a way so that the
* hero could see a lit room. However, the position of the opening
* was out of night-vision range of the hero. Suddenly the hero should
* see the lit room.
*/
if (g.viz_array[y][x])
g.vision_full_recalc = 1;
}
/*
* unblock_point()
*
* Make the location transparent to light.
*/
void
unblock_point(int x, int y)
{
dig_point(y, x);
/* recalc light sources here? */
if (g.viz_array[y][x])
g.vision_full_recalc = 1;
}
/*==========================================================================*\
: :
: Everything below this line uses (y,x) instead of (x,y) --- the :
: algorithms are faster if they are less recursive and can scan :
: on a row longer. :
: :
\*==========================================================================*/
/* ======================================================================= *\
Left and Right Pointer Updates
\* ======================================================================= */
/*
* LEFT and RIGHT pointer rules
*
*
* **NOTE** The rules changed on 4/4/90. This comment reflects the
* new rules. The change was so that the stone-wall optimization
* would work.
*
* OK, now the tough stuff. We must maintain our left and right
* row pointers. The rules are as follows:
*
* Left Pointers:
* ______________
*
* + If you are a clear spot, your left will point to the first
* stone to your left. If there is none, then point the first
* legal position in the row (0).
*
* + If you are a blocked spot, then your left will point to the
* left-most blocked spot to your left that is connected to you.
* This means that a left-edge (a blocked spot that has an open
* spot on its left) will point to itself.
*
*
* Right Pointers:
* ---------------
* + If you are a clear spot, your right will point to the first
* stone to your right. If there is none, then point the last
* legal position in the row (COLNO-1).
*
* + If you are a blocked spot, then your right will point to the
* right-most blocked spot to your right that is connected to you.
* This means that a right-edge (a blocked spot that has an open
* spot on its right) will point to itself.
*/
static void
dig_point(int row, int col)
{
int i;
if (viz_clear[row][col])
return; /* already done */
viz_clear[row][col] = 1;
/*
* Boundary cases first.
*/
if (col == 0) { /* left edge */
if (viz_clear[row][1]) {
right_ptrs[row][0] = right_ptrs[row][1];
} else {
right_ptrs[row][0] = 1;
for (i = 1; i <= right_ptrs[row][1]; i++)
left_ptrs[row][i] = 1;
}
} else if (col == (COLNO - 1)) { /* right edge */
if (viz_clear[row][COLNO - 2]) {
left_ptrs[row][COLNO - 1] = left_ptrs[row][COLNO - 2];
} else {
left_ptrs[row][COLNO - 1] = COLNO - 2;
for (i = left_ptrs[row][COLNO - 2]; i < COLNO - 1; i++)
right_ptrs[row][i] = COLNO - 2;
}
/*
* At this point, we know we aren't on the boundaries.
*/
} else if (viz_clear[row][col - 1] && viz_clear[row][col + 1]) {
/* Both sides clear */
for (i = left_ptrs[row][col - 1]; i <= col; i++) {
if (!viz_clear[row][i])
continue; /* catch non-end case */
right_ptrs[row][i] = right_ptrs[row][col + 1];
}
for (i = col; i <= right_ptrs[row][col + 1]; i++) {
if (!viz_clear[row][i])
continue; /* catch non-end case */
left_ptrs[row][i] = left_ptrs[row][col - 1];
}
} else if (viz_clear[row][col - 1]) {
/* Left side clear, right side blocked. */
for (i = col + 1; i <= right_ptrs[row][col + 1]; i++)
left_ptrs[row][i] = col + 1;
for (i = left_ptrs[row][col - 1]; i <= col; i++) {
if (!viz_clear[row][i])
continue; /* catch non-end case */
right_ptrs[row][i] = col + 1;
}
left_ptrs[row][col] = left_ptrs[row][col - 1];
} else if (viz_clear[row][col + 1]) {
/* Right side clear, left side blocked. */
for (i = left_ptrs[row][col - 1]; i < col; i++)
right_ptrs[row][i] = col - 1;
for (i = col; i <= right_ptrs[row][col + 1]; i++) {
if (!viz_clear[row][i])
continue; /* catch non-end case */
left_ptrs[row][i] = col - 1;
}
right_ptrs[row][col] = right_ptrs[row][col + 1];
} else {
/* Both sides blocked */
for (i = left_ptrs[row][col - 1]; i < col; i++)
right_ptrs[row][i] = col - 1;
for (i = col + 1; i <= right_ptrs[row][col + 1]; i++)
left_ptrs[row][i] = col + 1;
left_ptrs[row][col] = col - 1;
right_ptrs[row][col] = col + 1;
}
}
static void
fill_point(int row, int col)
{
int i;
if (!viz_clear[row][col])
return;
viz_clear[row][col] = 0;
if (col == 0) {
if (viz_clear[row][1]) { /* adjacent is clear */
right_ptrs[row][0] = 0;
} else {
right_ptrs[row][0] = right_ptrs[row][1];
for (i = 1; i <= right_ptrs[row][1]; i++)
left_ptrs[row][i] = 0;
}
} else if (col == COLNO - 1) {
if (viz_clear[row][COLNO - 2]) { /* adjacent is clear */
left_ptrs[row][COLNO - 1] = COLNO - 1;
} else {
left_ptrs[row][COLNO - 1] = left_ptrs[row][COLNO - 2];
for (i = left_ptrs[row][COLNO - 2]; i < COLNO - 1; i++)
right_ptrs[row][i] = COLNO - 1;
}
/*
* Else we know that we are not on an edge.
*/
} else if (viz_clear[row][col - 1] && viz_clear[row][col + 1]) {
/* Both sides clear */
for (i = left_ptrs[row][col - 1] + 1; i <= col; i++)
right_ptrs[row][i] = col;
if (!left_ptrs[row][col - 1]) /* catch the end case */
right_ptrs[row][0] = col;
for (i = col; i < right_ptrs[row][col + 1]; i++)
left_ptrs[row][i] = col;
if (right_ptrs[row][col + 1] == COLNO - 1) /* catch the end case */
left_ptrs[row][COLNO - 1] = col;
} else if (viz_clear[row][col - 1]) {
/* Left side clear, right side blocked. */
for (i = col; i <= right_ptrs[row][col + 1]; i++)
left_ptrs[row][i] = col;
for (i = left_ptrs[row][col - 1] + 1; i < col; i++)
right_ptrs[row][i] = col;
if (!left_ptrs[row][col - 1]) /* catch the end case */
right_ptrs[row][i] = col;
right_ptrs[row][col] = right_ptrs[row][col + 1];
} else if (viz_clear[row][col + 1]) {
/* Right side clear, left side blocked. */
for (i = left_ptrs[row][col - 1]; i <= col; i++)
right_ptrs[row][i] = col;
for (i = col + 1; i < right_ptrs[row][col + 1]; i++)
left_ptrs[row][i] = col;
if (right_ptrs[row][col + 1] == COLNO - 1) /* catch the end case */
left_ptrs[row][i] = col;
left_ptrs[row][col] = left_ptrs[row][col - 1];
} else {
/* Both sides blocked */
for (i = left_ptrs[row][col - 1]; i <= col; i++)
right_ptrs[row][i] = right_ptrs[row][col + 1];
for (i = col; i <= right_ptrs[row][col + 1]; i++)
left_ptrs[row][i] = left_ptrs[row][col - 1];
}
}
/*==========================================================================*/
/*==========================================================================*/
/*
* Variables local to Algorithm C.
*/
static int start_row;
static int start_col;
static int step;
static seenV **cs_rows;
static coordxy *cs_left;
static coordxy *cs_right;
static void (*vis_func)(coordxy, coordxy, genericptr_t);
static genericptr_t varg;
/*
* Algorithm C uses the following macros:
*
* good_row(z) - Return TRUE if the argument is a legal row.
* set_cs(rowp,col) - Set the local could see array.
* set_min(z) - Save the min value of the argument and the current
* row minimum.
* set_max(z) - Save the max value of the argument and the current
* row maximum.
*
* The last three macros depend on having local pointers row_min, row_max,
* and rowp being set correctly.
*/
#define set_cs(rowp, col) (rowp[col] = COULD_SEE)
#define good_row(z) ((z) >= 0 && (z) < ROWNO)
#define set_min(z) \
if (*row_min > (z)) \
*row_min = (z)
#define set_max(z) \
if (*row_max < (z)) \
*row_max = (z)
#define is_clear(row, col) viz_clear_rows[row][col]
/*
* clear_path() expanded into 4 macros/functions:
*
* q1_path()
* q2_path()
* q3_path()
* q4_path()
*
* "Draw" a line from the start to the given location. Stop if we hit
* something that blocks light. The start and finish points themselves are
* not checked, just the points between them. These routines do _not_
* expect to be called with the same starting and stopping point.
*
* These routines use the generalized integer Bresenham's algorithm (fast
* line drawing) for all quadrants. The algorithm was taken from _Procedural
* Elements for Computer Graphics_, by David F. Rogers. McGraw-Hill, 1985.
*/
#ifdef MACRO_CPATH /* quadrant calls are macros */
/*
* When called, the result is in "result".
* The first two arguments (srow,scol) are one end of the path. The next
* two arguments (row,col) are the destination. The last argument is
* used as a C language label. This means that it must be different
* in each pair of calls.
*/
/*
* Quadrant I (step < 0).
*/
#define q1_path(srow, scol, y2, x2, label) \
{ \
int dx, dy; \
register int k, err, x, y, dxs, dys; \
\
x = (scol); \
y = (srow); \
dx = (x2) -x; \
dy = y - (y2); \
\
result = 0; /* default to a blocked path */ \
\
dxs = dx << 1; /* save the shifted values */ \
dys = dy << 1; \
if (dy > dx) { \
err = dxs - dy; \
\
for (k = dy - 1; k; k--) { \
if (err >= 0) { \
x++; \
err -= dys; \
} \
y--; \
err += dxs; \
if (!is_clear(y, x)) \
goto label; /* blocked */ \
} \
} else { \
err = dys - dx; \
\
for (k = dx - 1; k; k--) { \
if (err >= 0) { \
y--; \
err -= dxs; \
} \
x++; \
err += dys; \
if (!is_clear(y, x)) \
goto label; /* blocked */ \
} \
} \
\
result = 1; \
}
/*
* Quadrant IV (step > 0).
*/
#define q4_path(srow, scol, y2, x2, label) \
{ \
int dx, dy; \
register int k, err, x, y, dxs, dys; \
\
x = (scol); \
y = (srow); \
dx = (x2) -x; \
dy = (y2) -y; \
\
result = 0; /* default to a blocked path */ \
\
dxs = dx << 1; /* save the shifted values */ \
dys = dy << 1; \
if (dy > dx) { \
err = dxs - dy; \
\
for (k = dy - 1; k; k--) { \
if (err >= 0) { \
x++; \
err -= dys; \
} \
y++; \
err += dxs; \
if (!is_clear(y, x)) \
goto label; /* blocked */ \
} \
\
} else { \
err = dys - dx; \
\
for (k = dx - 1; k; k--) { \
if (err >= 0) { \
y++; \
err -= dxs; \
} \
x++; \
err += dys; \
if (!is_clear(y, x)) \
goto label; /* blocked */ \
} \
} \
\
result = 1; \
}
/*
* Quadrant II (step < 0).
*/
#define q2_path(srow, scol, y2, x2, label) \
{ \
int dx, dy; \
register int k, err, x, y, dxs, dys; \
\
x = (scol); \
y = (srow); \
dx = x - (x2); \
dy = y - (y2); \
\
result = 0; /* default to a blocked path */ \
\
dxs = dx << 1; /* save the shifted values */ \
dys = dy << 1; \
if (dy > dx) { \
err = dxs - dy; \
\
for (k = dy - 1; k; k--) { \
if (err >= 0) { \
x--; \
err -= dys; \
} \
y--; \
err += dxs; \
if (!is_clear(y, x)) \
goto label; /* blocked */ \
} \
} else { \
err = dys - dx; \
\
for (k = dx - 1; k; k--) { \
if (err >= 0) { \
y--; \
err -= dxs; \
} \
x--; \
err += dys; \
if (!is_clear(y, x)) \
goto label; /* blocked */ \
} \
} \
\
result = 1; \
}
/*
* Quadrant III (step > 0).
*/
#define q3_path(srow, scol, y2, x2, label) \
{ \
int dx, dy; \
register int k, err, x, y, dxs, dys; \
\
x = (scol); \
y = (srow); \
dx = x - (x2); \
dy = (y2) -y; \
\
result = 0; /* default to a blocked path */ \
\
dxs = dx << 1; /* save the shifted values */ \
dys = dy << 1; \
if (dy > dx) { \
err = dxs - dy; \
\
for (k = dy - 1; k; k--) { \
if (err >= 0) { \
x--; \
err -= dys; \
} \
y++; \
err += dxs; \
if (!is_clear(y, x)) \
goto label; /* blocked */ \
} \
\
} else { \
err = dys - dx; \
\
for (k = dx - 1; k; k--) { \
if (err >= 0) { \
y++; \
err -= dxs; \
} \
x--; \
err += dys; \
if (!is_clear(y, x)) \
goto label; /* blocked */ \
} \
} \
\
result = 1; \
}
#else /* !MACRO_CPATH -- quadrants are really functions */
static int _q1_path(int, int, int, int);
static int _q2_path(int, int, int, int);
static int _q3_path(int, int, int, int);
static int _q4_path(int, int, int, int);
#define q1_path(sy, sx, y, x, dummy) result = _q1_path(sy, sx, y, x)
#define q2_path(sy, sx, y, x, dummy) result = _q2_path(sy, sx, y, x)
#define q3_path(sy, sx, y, x, dummy) result = _q3_path(sy, sx, y, x)
#define q4_path(sy, sx, y, x, dummy) result = _q4_path(sy, sx, y, x)
/*
* Quadrant I (step < 0).
*/
static int
_q1_path(int scol, int srow, int y2, int x2)
{
int dx, dy;
register int k, err, x, y, dxs, dys;
x = scol;
y = srow;
dx = x2 - x;
dy = y - y2;
dxs = dx << 1; /* save the shifted values */
dys = dy << 1;
if (dy > dx) {
err = dxs - dy;
for (k = dy - 1; k; k--) {
if (err >= 0) {
x++;
err -= dys;
}
y--;
err += dxs;
if (!is_clear(y, x))
return 0; /* blocked */
}
} else {
err = dys - dx;
for (k = dx - 1; k; k--) {
if (err >= 0) {
y--;
err -= dxs;
}
x++;
err += dys;
if (!is_clear(y, x))
return 0; /* blocked */
}
}
return 1;
}
/*
* Quadrant IV (step > 0).
*/
static int
_q4_path(int scol, int srow, int y2, int x2)
{
int dx, dy;
register int k, err, x, y, dxs, dys;
x = scol;
y = srow;
dx = x2 - x;
dy = y2 - y;
dxs = dx << 1; /* save the shifted values */
dys = dy << 1;
if (dy > dx) {
err = dxs - dy;
for (k = dy - 1; k; k--) {
if (err >= 0) {
x++;
err -= dys;
}
y++;
err += dxs;
if (!is_clear(y, x))
return 0; /* blocked */
}
} else {
err = dys - dx;
for (k = dx - 1; k; k--) {
if (err >= 0) {
y++;
err -= dxs;
}
x++;
err += dys;
if (!is_clear(y, x))
return 0; /* blocked */
}
}
return 1;
}
/*
* Quadrant II (step < 0).
*/
static int
_q2_path(int scol, int srow, int y2, int x2)
{
int dx, dy;
register int k, err, x, y, dxs, dys;
x = scol;
y = srow;
dx = x - x2;
dy = y - y2;
dxs = dx << 1; /* save the shifted values */
dys = dy << 1;
if (dy > dx) {
err = dxs - dy;
for (k = dy - 1; k; k--) {
if (err >= 0) {
x--;
err -= dys;
}
y--;
err += dxs;
if (!is_clear(y, x))
return 0; /* blocked */
}
} else {
err = dys - dx;
for (k = dx - 1; k; k--) {
if (err >= 0) {
y--;
err -= dxs;
}
x--;
err += dys;
if (!is_clear(y, x))
return 0; /* blocked */
}
}
return 1;
}
/*
* Quadrant III (step > 0).
*/
static int
_q3_path(int scol, int srow, int y2, int x2)
{
int dx, dy;
register int k, err, x, y, dxs, dys;
x = scol;
y = srow;
dx = x - x2;
dy = y2 - y;
dxs = dx << 1; /* save the shifted values */
dys = dy << 1;
if (dy > dx) {
err = dxs - dy;
for (k = dy - 1; k; k--) {
if (err >= 0) {
x--;
err -= dys;
}
y++;
err += dxs;
if (!is_clear(y, x))
return 0; /* blocked */
}
} else {
err = dys - dx;
for (k = dx - 1; k; k--) {
if (err >= 0) {
y++;
err -= dxs;
}
x--;
err += dys;
if (!is_clear(y, x))
return 0; /* blocked */
}
}
return 1;
}
#endif /* ?MACRO_CPATH */
/*
* Use vision tables to determine if there is a clear path from
* (col1,row1) to (col2,row2). This is used by:
* m_cansee()
* m_canseeu()
* do_light_sources()
*/
boolean
clear_path(int col1, int row1, int col2, int row2)
{
int result;
if (col1 < col2) {
if (row1 > row2) {
q1_path(row1, col1, row2, col2, cleardone);
} else {
q4_path(row1, col1, row2, col2, cleardone);
}
} else {
if (row1 > row2) {
q2_path(row1, col1, row2, col2, cleardone);
} else if (row1 == row2 && col1 == col2) {
result = 1;
} else {
q3_path(row1, col1, row2, col2, cleardone);
}
}
#ifdef MACRO_CPATH
cleardone:
#endif
return (boolean) result;
}
/*==========================================================================*\
GENERAL LINE OF SIGHT
Algorithm C
\*==========================================================================*/
/*
* Defines local to Algorithm C.
*/
static void right_side(int, int, int, const coordxy *);
static void left_side(int, int, int, const coordxy *);
/* Initialize algorithm C (nothing). */
static void
view_init(void)
{
}
/*
* Mark positions as visible on one quadrant of the right side. The
* quadrant is determined by the value of the global variable step.
*
* Arguments:
* row current row
* left first (left side) visible spot on prev row
* right_mark last (right side) visible spot on prev row
* limits points at range limit for current row, or NULL
*/
static void
right_side(
int row,
int left,
int right_mark,
const coordxy *limits)
{
int right; /* right limit of "could see" */
int right_edge; /* right edge of an opening */
int nrow; /* new row (calculate once) */
int deeper; /* if TRUE, call self as needed */
int result; /* set by q?_path() */
register int i; /* loop counter */
register seenV *rowp = NULL; /* row optimization */
coordxy *row_min = NULL; /* left most [used by macro set_min()] */
coordxy *row_max = NULL; /* right most [used by macro set_max()] */
int lim_max; /* right most limit of circle */
nrow = row + step;
/*
* Can go deeper if the row is in bounds and the next row is within
* the circle's limit. We tell the latter by checking to see if the next
* limit value is the start of a new circle radius (meaning we depend
* on the structure of circle_data[]).
*/
deeper = good_row(nrow) && (!limits || (*limits >= *(limits + 1)));
if (!vis_func) {
rowp = cs_rows[row]; /* optimization */
row_min = &cs_left[row];
row_max = &cs_right[row];
}
if (limits) {
lim_max = start_col + *limits;
if (lim_max > COLNO - 1)
lim_max = COLNO - 1;
if (right_mark > lim_max)
right_mark = lim_max;
limits++; /* prepare for next row */
} else
lim_max = COLNO - 1;
while (left <= right_mark) {
right_edge = right_ptrs[row][left];
if (right_edge > lim_max)
right_edge = lim_max;
if (!is_clear(row, left)) {
/*
* Jump to the far side of a stone wall. We can set all
* the points in between as seen.
*
* If the right edge goes beyond the right mark, check to see
* how much we can see.
*/
if (right_edge > right_mark) {
/*
* If the mark on the previous row was a clear position,
* the odds are that we can actually see part of the wall
* beyond the mark on this row. If so, then see one beyond
* the mark. Otherwise don't. This is a kludge so corners
* with an adjacent doorway show up in nethack.
*/
right_edge = is_clear(row - step, right_mark) ? right_mark + 1
: right_mark;
}
if (vis_func) {
for (i = left; i <= right_edge; i++)
(*vis_func)(i, row, varg);
} else {
for (i = left; i <= right_edge; i++)
set_cs(rowp, i);
set_min(left);
set_max(right_edge);
}
left = right_edge + 1; /* no limit check necessary */
continue;
}
/* No checking needed if our left side is the start column. */
if (left != start_col) {
/*
* Find the left side. Move right until we can see it or we run
* into a wall.
*/
for (; left <= right_edge; left++) {
if (step < 0) {
q1_path(start_row, start_col, row, left, rside1);
} else {
q4_path(start_row, start_col, row, left, rside1);
}
rside1: /* used if q?_path() is a macro */
if (result)
break;
}
/*
* Check for boundary conditions. We *need* check (2) to break
* an infinite loop where:
*
* left == right_edge == right_mark == lim_max.
*
*/
if (left > lim_max)
return; /* check (1) */
if (left == lim_max) { /* check (2) */
if (vis_func) {
(*vis_func)(lim_max, row, varg);
} else {
set_cs(rowp, lim_max);
set_max(lim_max);
}
return;
}
/*
* Check if we can see any spots in the opening. We might
* (left == right_edge) or might not (left == right_edge+1) have
* been able to see the far wall. Make sure we *can* see the
* wall (remember, we can see the spot above/below this one)
* by backing up.
*/
if (left >= right_edge) {
left = right_edge; /* for the case left == right_edge+1 */
continue;
}
}
/*
* Find the right side. If the marker from the previous row is
* closer than the edge on this row, then we have to check
* how far we can see around the corner (under the overhang). Stop
* at the first non-visible spot or we actually hit the far wall.
*
* Otherwise, we know we can see the right edge of the current row.
*
* This must be a strict less than so that we can always see a
* horizontal wall, even if it is adjacent to us.
*/
if (right_mark < right_edge) {
for (right = right_mark; right <= right_edge; right++) {
if (step < 0) {
q1_path(start_row, start_col, row, right, rside2);
} else {
q4_path(start_row, start_col, row, right, rside2);
}
rside2: /* used if q?_path() is a macro */
if (!result)
break;
}
--right; /* get rid of the last increment */
} else
right = right_edge;
/*
* We have the range that we want. Set the bits. Note that
* there is no else --- we no longer handle splinters.
*/
if (left <= right) {
/*
* An ugly special case. If you are adjacent to a vertical wall
* and it has a break in it, then the right mark is set to be
* start_col. We *want* to be able to see adjacent vertical
* walls, so we have to set it back.
*/
if (left == right && left == start_col && start_col < (COLNO - 1)
&& !is_clear(row, start_col + 1))
right = start_col + 1;
if (right > lim_max)
right = lim_max;
/* set the bits */
if (vis_func) {
for (i = left; i <= right; i++)
(*vis_func)(i, row, varg);
} else {
for (i = left; i <= right; i++)
set_cs(rowp, i);
set_min(left);
set_max(right);
}
/* recursive call for next finger of light */
if (deeper)
right_side(nrow, left, right, limits);
left = right + 1; /* no limit check necessary */
}
}
}
/*
* This routine is the mirror image of right_side(). See right_side() for
* extensive comments.
*/
static void
left_side(
int row,
int left_mark,
int right,
const coordxy *limits)
{
int left, left_edge, nrow, deeper, result;
register int i;
register seenV *rowp = NULL;
coordxy *row_min = NULL;
coordxy *row_max = NULL;
int lim_min;
nrow = row + step;
deeper = good_row(nrow) && (!limits || (*limits >= *(limits + 1)));
if (!vis_func) {
rowp = cs_rows[row];
row_min = &cs_left[row];
row_max = &cs_right[row];
}
if (limits) {
lim_min = start_col - *limits;
if (lim_min < 0)
lim_min = 0;
if (left_mark < lim_min)
left_mark = lim_min;
limits++; /* prepare for next row */
} else
lim_min = 0;
while (right >= left_mark) {
left_edge = left_ptrs[row][right];
if (left_edge < lim_min)
left_edge = lim_min;
if (!is_clear(row, right)) {
/* Jump to the far side of a stone wall. */
if (left_edge < left_mark) {
/* Maybe see more (kludge). */
left_edge = is_clear(row - step, left_mark) ? left_mark - 1
: left_mark;
}
if (vis_func) {
for (i = left_edge; i <= right; i++)
(*vis_func)(i, row, varg);
} else {
for (i = left_edge; i <= right; i++)
set_cs(rowp, i);
set_min(left_edge);
set_max(right);
}
right = left_edge - 1; /* no limit check necessary */
continue;
}
if (right != start_col) {
/* Find the right side. */
for (; right >= left_edge; right--) {
if (step < 0) {
q2_path(start_row, start_col, row, right, lside1);
} else {
q3_path(start_row, start_col, row, right, lside1);
}
lside1: /* used if q?_path() is a macro */
if (result)
break;
}
/* Check for boundary conditions. */
if (right < lim_min)
return;
if (right == lim_min) {
if (vis_func) {
(*vis_func)(lim_min, row, varg);
} else {
set_cs(rowp, lim_min);
set_min(lim_min);
}
return;
}
/* Check if we can see any spots in the opening. */
if (right <= left_edge) {
right = left_edge;
continue;
}
}
/* Find the left side. */
if (left_mark > left_edge) {
for (left = left_mark; left >= left_edge; --left) {
if (step < 0) {
q2_path(start_row, start_col, row, left, lside2);
} else {
q3_path(start_row, start_col, row, left, lside2);
}
lside2: /* used if q?_path() is a macro */
if (!result)
break;
}
left++; /* get rid of the last decrement */
} else
left = left_edge;
if (left <= right) {
/* An ugly special case. */
if (left == right && right == start_col && start_col > 0
&& !is_clear(row, start_col - 1))
left = start_col - 1;
if (left < lim_min)
left = lim_min;
if (vis_func) {
for (i = left; i <= right; i++)
(*vis_func)(i, row, varg);
} else {
for (i = left; i <= right; i++)
set_cs(rowp, i);
set_min(left);
set_max(right);
}
/* Recurse */
if (deeper)
left_side(nrow, left, right, limits);
right = left - 1; /* no limit check necessary */
}
}
}
/*
* Calculate all possible visible locations from the given location
* (srow,scol). NOTE this is (y,x)! Mark the visible locations in the
* array provided.
*
* Arguments
* srow, scol starting row and column
* loc_cs_rows pointers to the rows of the could_see array
* left_most min mark on each row
* right_most max mark on each row
* range 0 if unlimited
* func function to call on each spot
* arg argument for func
*/
static void
view_from(
coordxy srow, coordxy scol,
seenV **loc_cs_rows,
coordxy *left_most, coordxy *right_most,
int range,
void (*func)(coordxy, coordxy, genericptr_t),
genericptr_t arg)
{
register int i; /* loop counter */
seenV *rowp; /* optimization for setting could_see */
int nrow; /* the next row */
int left; /* the left-most visible column */
int right; /* the right-most visible column */
const coordxy *limits; /* range limit for next row */
/* Set globals for q?_path(), left_side(), and right_side() to use. */
start_col = scol;
start_row = srow;
cs_rows = loc_cs_rows; /* 'could see' rows */
cs_left = left_most;
cs_right = right_most;
vis_func = func;
varg = arg;
/*
* Determine extent of sight on the starting row.
*/
if (is_clear(srow, scol)) {
left = left_ptrs[srow][scol];
right = right_ptrs[srow][scol];
} else {
/*
* When in stone, you can only see your adjacent squares, unless
* you are on an array boundary or a stone/clear boundary.
*/
left = (!scol) ? 0
: (is_clear(srow, scol - 1) ? left_ptrs[srow][scol - 1]
: scol - 1);
right = (scol == COLNO - 1)
? COLNO - 1
: (is_clear(srow, scol + 1) ? right_ptrs[srow][scol + 1]
: scol + 1);
}
if (range) {
if (range > MAX_RADIUS || range < 1)
panic("view_from called with range %d", range);
limits = circle_ptr(range) + 1; /* start at next row */
if (left < scol - range)
left = scol - range;
if (right > scol + range)
right = scol + range;
} else
limits = (coordxy *) 0;
if (func) {
for (i = left; i <= right; i++)
(*func)(i, srow, arg);
} else {
/* Row pointer optimization. */
rowp = cs_rows[srow];
/* We know that we can see our row. */
for (i = left; i <= right; i++)
set_cs(rowp, i);
cs_left[srow] = left;
cs_right[srow] = right;
}
/*
* Check what could be seen in quadrants. We need to check for valid
* rows here, since we don't do it in the routines right_side() and
* left_side() [ugliness to remove extra routine calls].
*/
if ((nrow = srow + 1) < ROWNO) { /* move down */
step = 1;
if (scol < COLNO - 1)
right_side(nrow, scol, right, limits);
if (scol)
left_side(nrow, left, scol, limits);
}
if ((nrow = srow - 1) >= 0) { /* move up */
step = -1;
if (scol < COLNO - 1)
right_side(nrow, scol, right, limits);
if (scol)
left_side(nrow, left, scol, limits);
}
}
/*===== End of algorithm C =====*/
/*
* AREA OF EFFECT "ENGINE"
*
* Calculate all possible visible locations as viewed from the given location
* (srow,scol) within the range specified. Perform "func" with (x, y) args and
* additional argument "arg" for each square.
*
* If not centered on the hero, just forward arguments to view_from(); it
* will call "func" when necessary. If the hero is the center, use the
* vision matrix and reduce extra work.
*/
void
do_clear_area(
coordxy scol, coordxy srow,
int range,
void (*func)(coordxy, coordxy, genericptr_t),
genericptr_t arg)
{
/* If not centered on hero, do the hard work of figuring the area */
if (scol != u.ux || srow != u.uy) {
view_from(srow, scol, (seenV **) 0, (coordxy *) 0, (coordxy *) 0,
range, func, arg);
} else {
register int x;
int y, min_x, max_x, max_y, offset;
const coordxy *limits;
boolean override_vision;
/* vision doesn't pass through water or clouds, detection should
[this probably ought to be an arg supplied by our caller...] */
override_vision =
(Is_waterlevel(&u.uz) || Is_airlevel(&u.uz)) && detecting(func);
if (range > MAX_RADIUS || range < 1)
panic("do_clear_area: illegal range %d", range);
if (g.vision_full_recalc)
vision_recalc(0); /* recalc vision if dirty */
limits = circle_ptr(range);
if ((max_y = (srow + range)) >= ROWNO)
max_y = ROWNO - 1;
if ((y = (srow - range)) < 0)
y = 0;
for (; y <= max_y; y++) {
offset = limits[v_abs(y - srow)];
if ((min_x = (scol - offset)) < 0)
min_x = 0;
if ((max_x = (scol + offset)) >= COLNO)
max_x = COLNO - 1;
for (x = min_x; x <= max_x; x++)
if (couldsee(x, y) || override_vision)
(*func)(x, y, arg);
}
}
}
/* bitmask indicating ways mon is seen; extracted from lookat(pager.c) */
unsigned
howmonseen(struct monst *mon)
{
boolean useemon = (boolean) canseemon(mon);
int xraydist = (u.xray_range < 0) ? -1 : (u.xray_range * u.xray_range);
unsigned how_seen = 0; /* result */
/* normal vision;
cansee is true for both normal and astral vision,
but couldsee it not true for astral vision */
if ((mon->wormno ? worm_known(mon) : (cansee(mon->mx, mon->my)
&& couldsee(mon->mx, mon->my)))
&& mon_visible(mon) && !mon->minvis)
how_seen |= MONSEEN_NORMAL;
/* see invisible */
if (useemon && mon->minvis)
how_seen |= MONSEEN_SEEINVIS;
/* infravision */
if ((!mon->minvis || See_invisible) && see_with_infrared(mon))
how_seen |= MONSEEN_INFRAVIS;
/* telepathy */
if (tp_sensemon(mon))
how_seen |= MONSEEN_TELEPAT;
/* xray */
if (useemon && xraydist > 0 && distu(mon->mx, mon->my) <= xraydist)
how_seen |= MONSEEN_XRAYVIS;
/* extended detection */
if (Detect_monsters)
how_seen |= MONSEEN_DETECT;
/* class-/type-specific warning */
if (MATCH_WARN_OF_MON(mon))
how_seen |= MONSEEN_WARNMON;
return how_seen;
}
/*vision.c*/