Prevent glyph change messages while loading a level file. Otherwise a monster hiding under an item triggered a vision recalc before light sources were linked to their sources, leading into strange errors looking like pointer corruption. getlev -> hide_monst -> hideunder -> newsym -> show_glyph -> pline_xy -> vision_recalc -> do_light_sources -> get_obj_location Add in_getlev program state variable, analogous to in_mklev
2160 lines
73 KiB
C
2160 lines
73 KiB
C
/* NetHack 3.7 vision.c $NHDT-Date: 1707424350 2024/02/08 20:32:30 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.62 $ */
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/* Copyright (c) Dean Luick, with acknowledgements to Dave Cohrs, 1990. */
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/* NetHack may be freely redistributed. See license for details. */
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#include "hack.h"
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/* Circles
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* ==================================================================*/
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/*
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* These numbers are limit offsets for one quadrant of a circle of a given
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* radius (the first number of each line) from the source. The number in
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* the comment is the element number (so pointers can be set up). Each
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* "circle" has as many elements as its radius+1. The radius is the number
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* of points away from the source that the limit exists. The radius of the
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* offset on the same row as the source *is* included so we don't have to
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* make an extra check. For example, a circle of radius 4 has offsets:
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*
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* XXX +2
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* ...X +3
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* ....X +4
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* ....X +4
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* @...X +4
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*
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* Externally referenced from light.c
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*/
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const coordxy circle_data[] = {
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/* 0*/ 0,
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/* 1*/ 1, 1,
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/* 3*/ 2, 2, 1,
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/* 6*/ 3, 3, 2, 1,
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/* 10*/ 4, 4, 4, 3, 2,
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/* 15*/ 5, 5, 5, 4, 3, 2,
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/* 21*/ 6, 6, 6, 5, 5, 4, 2,
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/* 28*/ 7, 7, 7, 6, 6, 5, 4, 2,
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/* 36*/ 8, 8, 8, 7, 7, 6, 6, 4, 2,
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/* 45*/ 9, 9, 9, 9, 8, 8, 7, 6, 5, 3,
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/* 55*/ 10, 10, 10, 10, 9, 9, 8, 7, 6, 5, 3,
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/* 66*/ 11, 11, 11, 11, 10, 10, 9, 9, 8, 7, 5, 3,
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/* 78*/ 12, 12, 12, 12, 11, 11, 10, 10, 9, 8, 7, 5, 3,
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/* 91*/ 13, 13, 13, 13, 12, 12, 12, 11, 10, 10, 9, 7, 6, 3,
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/*105*/ 14, 14, 14, 14, 13, 13, 13, 12, 12, 11, 10, 9, 8, 6, 3,
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/*120*/ 15, 15, 15, 15, 14, 14, 14, 13, 13, 12, 11, 10, 9, 8, 6, 3,
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/*136*/ 16 /* MAX_RADIUS+1; used to terminate range loops -dlc */
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};
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/*
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* These are the starting indexes into the circle_data[] array for a
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* circle of a given radius. Radius 0 used to be unused, but is now
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* used for a single point: temporary light source of a camera flash
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* as it traverses its path.
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*/
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const coordxy circle_start[] = {
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/* 0*/ 0,
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/* 1*/ 1,
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/* 2*/ 3,
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/* 3*/ 6,
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/* 4*/ 10,
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/* 5*/ 15,
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/* 6*/ 21,
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/* 7*/ 38,
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/* 8*/ 36,
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/* 9*/ 45,
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/*10*/ 55,
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/*11*/ 66,
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/*12*/ 78,
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/*13*/ 91,
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/*14*/ 105,
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/*15*/ 120,
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};
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/*==========================================================================*/
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/* Vision (arbitrary line of sight)
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* =========================================*/
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/*------ local variables ------*/
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static seenV could_see[2][ROWNO][COLNO]; /* vision work space */
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static seenV *cs_rows0[ROWNO], *cs_rows1[ROWNO];
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static coordxy cs_rmin0[ROWNO], cs_rmax0[ROWNO];
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static coordxy cs_rmin1[ROWNO], cs_rmax1[ROWNO];
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static char viz_clear[ROWNO][COLNO]; /* vision clear/blocked map */
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static char *viz_clear_rows[ROWNO];
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static coordxy left_ptrs[ROWNO][COLNO]; /* LOS algorithm helpers */
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static coordxy right_ptrs[ROWNO][COLNO];
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/* Forward declarations. */
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staticfn void fill_point(int, int);
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staticfn void dig_point(int, int);
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staticfn void view_init(void);
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staticfn void view_from(coordxy, coordxy, seenV **, coordxy *, coordxy *, int,
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void (*)(coordxy, coordxy, genericptr_t),
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genericptr_t);
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staticfn void get_unused_cs(seenV ***, coordxy **, coordxy **);
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staticfn void rogue_vision(seenV **, coordxy *, coordxy *);
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/* Macro definitions that I can't find anywhere. */
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#define sign(z) ((z) < 0 ? -1 : ((z) ? 1 : 0))
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#define v_abs(z) ((z) < 0 ? -(z) : (z)) /* don't use abs -- it may exist */
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/*
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* vision_init()
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*
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* The one-time vision initialization routine.
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*
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* This must be called before mklev() is called in newgame() [allmain.c],
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* or before a game restore. Else we die a horrible death.
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*/
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void
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vision_init(void)
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{
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int i;
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/* Set up the pointers. */
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for (i = 0; i < ROWNO; i++) {
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cs_rows0[i] = could_see[0][i];
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cs_rows1[i] = could_see[1][i];
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viz_clear_rows[i] = viz_clear[i];
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}
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/* Start out with cs0 as our current array */
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gv.viz_array = cs_rows0;
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gv.viz_rmin = cs_rmin0;
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gv.viz_rmax = cs_rmax0;
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gv.vision_full_recalc = 0;
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(void) memset((genericptr_t) could_see, 0, sizeof(could_see));
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/* Initialize the vision algorithm (currently C). */
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view_init();
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}
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/*
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* does_block()
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*
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* Returns 0 if nothing at (x,y) blocks sight, 1 if anything other than
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* an opaque region (gas cloud rather than CLOUD terrain) blocks sight,
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* or 2 if an opaque region blocks sight. [At present, the rest of the
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* code makes no distinction between 1 and 2, just between 0 and non-0.]
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*/
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int
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does_block(int x, int y, struct rm *lev)
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{
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struct obj *obj;
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struct monst *mon;
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#ifdef DEBUG
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/* set DEBUGFILES=seethru in environment to see through bubbles */
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if (gs.seethru == 0) { /* init once */
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gs.seethru = (wizard && explicitdebug("seethru")) ? 1 : -1;
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}
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#endif
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/* Features that block . . */
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if (IS_ROCK(lev->typ) || lev->typ == TREE
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|| (IS_DOOR(lev->typ)
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&& (lev->doormask & (D_CLOSED | D_LOCKED | D_TRAPPED))))
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return 1;
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#ifdef DEBUG
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if (gs.seethru != 1) {
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#endif
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if (lev->typ == CLOUD || IS_WATERWALL(lev->typ) || lev->typ == LAVAWALL
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|| (Underwater && is_moat(x, y)))
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return 1;
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#ifdef DEBUG
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} /* gs.seethru */
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#endif
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/* Boulders block light. */
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for (obj = gl.level.objects[x][y]; obj; obj = obj->nexthere)
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if (obj->otyp == BOULDER)
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return 1;
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/* Mimics mimicking a door or boulder or ... block light. */
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if ((mon = m_at(x, y)) && (!mon->minvis || See_invisible)
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&& is_lightblocker_mappear(mon))
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return 1;
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#ifdef DEBUG
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if (gs.seethru != 1) {
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#endif
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/* Clouds (poisonous or not) block light. */
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if (visible_region_at(x, y))
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return 2;
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#ifdef DEBUG
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} /* gs.seethru */
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#endif
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return 0;
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}
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/*
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* vision_reset()
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*
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* This must be called *after* the levl[][] structure is set with the new
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* level and the level monsters and objects are in place.
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*/
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void
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vision_reset(void)
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{
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int y;
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int x, i, dig_left, block;
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struct rm *lev;
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/* Start out with cs0 as our current array */
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gv.viz_array = cs_rows0;
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gv.viz_rmin = cs_rmin0;
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gv.viz_rmax = cs_rmax0;
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(void) memset((genericptr_t) could_see, 0, sizeof(could_see));
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/* Reset the pointers and clear so that we have a "full" dungeon. */
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(void) memset((genericptr_t) viz_clear, 0, sizeof(viz_clear));
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/* Dig the level */
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for (y = 0; y < ROWNO; y++) {
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dig_left = 0;
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block = TRUE; /* location (0,y) is always stone; it's !isok() */
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lev = &levl[1][y];
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for (x = 1; x < COLNO; x++, lev += ROWNO)
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if (block != (IS_ROCK(lev->typ) || does_block(x, y, lev))) {
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if (block) {
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for (i = dig_left; i < x; i++) {
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left_ptrs[y][i] = dig_left;
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right_ptrs[y][i] = x - 1;
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}
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} else {
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i = dig_left;
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if (dig_left)
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dig_left--; /* point at first blocked point */
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for (; i < x; i++) {
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left_ptrs[y][i] = dig_left;
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right_ptrs[y][i] = x;
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viz_clear[y][i] = 1;
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}
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}
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dig_left = x;
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block = !block;
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}
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/* handle right boundary; almost identical for blocked/unblocked */
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i = dig_left;
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if (!block && dig_left)
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dig_left--; /* point at first blocked point */
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for (; i < COLNO; i++) {
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left_ptrs[y][i] = dig_left;
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right_ptrs[y][i] = (COLNO - 1);
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viz_clear[y][i] = !block;
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}
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}
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iflags.vision_inited = TRUE; /* vision is ready */
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gv.vision_full_recalc = 1; /* we want to run vision_recalc() */
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}
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/*
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* get_unused_cs()
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*
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* Called from vision_recalc() and at least one light routine. Get pointers
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* to the unused vision work area.
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*/
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staticfn void
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get_unused_cs(seenV ***rows, coordxy **rmin, coordxy **rmax)
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{
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int row;
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coordxy *nrmin, *nrmax;
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if (gv.viz_array == cs_rows0) {
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*rows = cs_rows1;
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*rmin = cs_rmin1;
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*rmax = cs_rmax1;
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} else {
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*rows = cs_rows0;
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*rmin = cs_rmin0;
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*rmax = cs_rmax0;
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}
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/* return an initialized, unused work area */
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nrmin = *rmin;
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nrmax = *rmax;
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(void) memset((genericptr_t) **rows, 0,
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ROWNO * COLNO * sizeof (seenV)); /* see nothing */
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for (row = 0; row < ROWNO; row++) { /* set row min & max */
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*nrmin++ = COLNO - 1;
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*nrmax++ = 1;
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}
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}
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/*
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* rogue_vision()
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*
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* Set the "could see" and in sight bits so vision acts just like the old
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* rogue game:
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*
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* + If in a room, the hero can see to the room boundaries.
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* + The hero can always see adjacent squares.
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*
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* We set the in_sight bit here as well to escape a bug that shows up
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* due to the one-sided lit wall hack.
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*/
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staticfn void
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rogue_vision(seenV **next, coordxy *rmin, coordxy *rmax)
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{
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int rnum = levl[u.ux][u.uy].roomno - ROOMOFFSET; /* no SHARED... */
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int start, stop, in_door, xhi, xlo, yhi, ylo;
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int zx, zy;
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/* If in a lit room, we are able to see to its boundaries. */
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/* If dark, set COULD_SEE so various spells work -dlc */
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if (rnum >= 0) {
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for (zy = gr.rooms[rnum].ly - 1; zy <= gr.rooms[rnum].hy + 1; zy++) {
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rmin[zy] = start = gr.rooms[rnum].lx - 1;
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rmax[zy] = stop = gr.rooms[rnum].hx + 1;
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for (zx = start; zx <= stop; zx++) {
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if (gr.rooms[rnum].rlit) {
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next[zy][zx] = COULD_SEE | IN_SIGHT;
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levl[zx][zy].seenv = SVALL; /* see the walls */
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} else
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next[zy][zx] = COULD_SEE;
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}
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}
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}
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in_door = levl[u.ux][u.uy].typ == DOOR;
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/* Can always see adjacent. */
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ylo = max(u.uy - 1, 0);
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yhi = min(u.uy + 1, ROWNO - 1);
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xlo = max(u.ux - 1, 1);
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xhi = min(u.ux + 1, COLNO - 1);
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for (zy = ylo; zy <= yhi; zy++) {
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if (xlo < rmin[zy])
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rmin[zy] = xlo;
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if (xhi > rmax[zy])
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rmax[zy] = xhi;
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for (zx = xlo; zx <= xhi; zx++) {
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next[zy][zx] = COULD_SEE | IN_SIGHT;
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/*
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* Yuck, update adjacent non-diagonal positions when in a doorway.
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* We need to do this to catch the case when we first step into
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* a room. The room's walls were not seen from the outside, but
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* now are seen (the seen bits are set just above). However, the
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* positions are not updated because they were already in sight.
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* So, we have to do it here.
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*/
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if (in_door && (zx == u.ux || zy == u.uy))
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newsym(zx, zy);
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}
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}
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}
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/*#define EXTEND_SPINE*/ /* possibly better looking wall-angle */
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#ifdef EXTEND_SPINE
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staticfn int new_angle(struct rm *, unsigned char *, int, int);
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/*
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* new_angle()
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*
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* Return the new angle seen by the hero for this location. The angle
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* bit is given in the value pointed at by sv.
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*
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* For T walls and crosswall, just setting the angle bit, even though
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* it is technically correct, doesn't look good. If we can see the
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* next position beyond the current one and it is a wall that we can
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* see, then we want to extend a spine of the T to connect with the wall
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* that is beyond. Example:
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*
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* Correct, but ugly Extend T spine
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*
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* | ... | ...
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* | ... <-- wall beyond & floor --> | ...
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* | ... | ...
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* Unseen --> ... | ...
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* spine +-... <-- trwall & doorway --> +-...
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* | ... | ...
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*
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*
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* @ <-- hero --> @
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*
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*
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* We fake the above check by only checking if the horizontal
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* & vertical positions adjacent to the crosswall and T wall are
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* unblocked. Then, _in general_ we can see beyond. Generally,
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* this is good enough.
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*
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* + When this function is called we don't have all of the seen
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* information (we're doing a top down scan in vision_recalc).
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* We would need to scan once to set all IN_SIGHT and COULD_SEE
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* bits, then again to correctly set the seenv bits.
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* + I'm trying to make this as cheap as possible. The display
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* & vision eat up too much CPU time.
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*
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*
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* Note: Even as I write this, I'm still not convinced. There are too
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* many exceptions. I may have to bite the bullet and do more
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* checks. - Dean 2/11/93
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*/
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staticfn int
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new_angle(struct rm *lev, unsigned char *sv, int row, int col)
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{
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int res = *sv;
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/*
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* Do extra checks for crosswalls and T walls if we see them from
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* an angle.
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*/
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if (lev->typ >= CROSSWALL && lev->typ <= TRWALL) {
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switch (res) {
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case SV0:
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if (col > 0 && viz_clear[row][col - 1])
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res |= SV7;
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if (row > 0 && viz_clear[row - 1][col])
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res |= SV1;
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break;
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case SV2:
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if (row > 0 && viz_clear[row - 1][col])
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res |= SV1;
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if (col < COLNO - 1 && viz_clear[row][col + 1])
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res |= SV3;
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break;
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case SV4:
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if (col < COLNO - 1 && viz_clear[row][col + 1])
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res |= SV3;
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if (row < ROWNO - 1 && viz_clear[row + 1][col])
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res |= SV5;
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break;
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case SV6:
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if (row < ROWNO - 1 && viz_clear[row + 1][col])
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res |= SV5;
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if (col > 0 && viz_clear[row][col - 1])
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res |= SV7;
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break;
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}
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}
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return res;
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}
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#else
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/*
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* new_angle()
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*
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* Return the new angle seen by the hero for this location. The angle
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* bit is given in the value pointed at by sv.
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*
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* The other parameters are not used.
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*/
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#define new_angle(lev, sv, row, col) (*sv)
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#endif
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|
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/*
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* vision_recalc()
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*
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* Do all of the heavy vision work. Recalculate all locations that could
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* possibly be seen by the hero --- if the location were lit, etc. Note
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* which locations are actually seen because of lighting. Then add to
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* this all locations that be seen by hero due to night vision and x-ray
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* vision. Finally, compare with what the hero was able to see previously.
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* Update the difference.
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*
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* This function is usually called only when the variable 'vision_full_recalc'
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* is set. The following is a list of places where this function is called,
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* with three valid values for the control flag parameter:
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*
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* Control flag = 0. A complete vision recalculation. Generate the vision
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* tables from scratch. This is necessary to correctly set what the hero
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* can see. (1) and (2) call this routine for synchronization purposes, (3)
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* calls this routine so it can operate correctly.
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*
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* + After the monster move, before input from the player. [moveloop()]
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* + At end of moveloop. [moveloop() ??? not sure why this is here]
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* + 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) */
|
|
int col; /* inner loop counter */
|
|
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 */
|
|
|
|
gv.vision_full_recalc = 0; /* reset flag */
|
|
if (gi.in_mklev || gp.program_state.in_getlev || !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 = gv.viz_array; /* set gv.viz_array so newsym() will work */
|
|
gv.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(gv.viz_rmin[row], next_rmin[row]);
|
|
stop = max(gv.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 = gv.viz_array;
|
|
gv.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(gv.viz_rmin[row], next_rmin[row]);
|
|
stop = max(gv.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 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 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
|
|
* gp.program_state.panicking == 1 under those circumstances
|
|
*/
|
|
if (!gp.program_state.panicking)
|
|
newsym(u.ux, u.uy); /* Make sure the hero shows up! */
|
|
|
|
/* Set the new min and max pointers. */
|
|
gv.viz_rmin = next_rmin;
|
|
gv.viz_rmax = next_rmax;
|
|
|
|
notice_all_mons(TRUE);
|
|
}
|
|
|
|
/*
|
|
* 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 (gs.seethru == 0) { /* init once */
|
|
gs.seethru = (wizard && explicitdebug("seethru")) ? 1 : -1;
|
|
}
|
|
if (gs.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 (gv.viz_array[y][x])
|
|
gv.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 (gv.viz_array[y][x])
|
|
gv.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.
|
|
*/
|
|
staticfn 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;
|
|
}
|
|
}
|
|
|
|
staticfn 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.
|
|
*
|
|
* The assertions are included to pacify a static source code analyzer.
|
|
* Compile with NDEBUG defined to suppress them.
|
|
*/
|
|
#define is_clear(row, col) viz_clear_rows[row][col]
|
|
#define good_row(z) ((z) >= 0 && (z) < ROWNO)
|
|
#define set_cs(rowp, col) \
|
|
do { \
|
|
assert(rowp != NULL); \
|
|
rowp[col] = COULD_SEE; \
|
|
} while (0)
|
|
#define set_min(z) \
|
|
do { \
|
|
assert(row_min != NULL); \
|
|
if (*row_min > (z)) \
|
|
*row_min = (z); \
|
|
} while (0)
|
|
#define set_max(z) \
|
|
do { \
|
|
assert(row_max != NULL); \
|
|
if (*row_max < (z)) \
|
|
*row_max = (z); \
|
|
} while (0)
|
|
|
|
/*
|
|
* 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; \
|
|
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; \
|
|
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; \
|
|
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; \
|
|
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 */
|
|
|
|
staticfn int _q1_path(int, int, int, int);
|
|
staticfn int _q2_path(int, int, int, int);
|
|
staticfn int _q3_path(int, int, int, int);
|
|
staticfn 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).
|
|
*/
|
|
staticfn int
|
|
_q1_path(int scol, int srow, int y2, int x2)
|
|
{
|
|
int dx, dy;
|
|
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).
|
|
*/
|
|
staticfn int
|
|
_q4_path(int scol, int srow, int y2, int x2)
|
|
{
|
|
int dx, dy;
|
|
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).
|
|
*/
|
|
staticfn int
|
|
_q2_path(int scol, int srow, int y2, int x2)
|
|
{
|
|
int dx, dy;
|
|
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).
|
|
*/
|
|
staticfn int
|
|
_q3_path(int scol, int srow, int y2, int x2)
|
|
{
|
|
int dx, dy;
|
|
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.
|
|
*/
|
|
staticfn void right_side(int, int, int, const coordxy *);
|
|
staticfn void left_side(int, int, int, const coordxy *);
|
|
|
|
/* Initialize algorithm C (nothing). */
|
|
staticfn 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
|
|
*/
|
|
staticfn 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() */
|
|
int i; /* loop counter */
|
|
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.
|
|
*/
|
|
staticfn void
|
|
left_side(
|
|
int row,
|
|
int left_mark,
|
|
int right,
|
|
const coordxy *limits)
|
|
{
|
|
int left, left_edge, nrow, deeper, result;
|
|
int i;
|
|
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
|
|
*/
|
|
staticfn 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)
|
|
{
|
|
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 {
|
|
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 (gv.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 */
|
|
|
|
/* assert(mon != NULL) */
|
|
/* 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 && mdistu(mon) <= 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*/
|