1 /* SCCS Id: @(#)vision.c 3.4 1999/02/18 */
2 /* Copyright (c) Dean Luick, with acknowledgements to Dave Cohrs, 1990. */
3 /* NetHack may be freely redistributed. See license for details. */
7 /* Circles ==================================================================*/
10 * These numbers are limit offsets for one quadrant of a circle of a given
11 * radius (the first number of each line) from the source. The number in
12 * the comment is the element number (so pointers can be set up). Each
13 * "circle" has as many elements as its radius+1. The radius is the number
14 * of points away from the source that the limit exists. The radius of the
15 * offset on the same row as the source *is* included so we don't have to
16 * make an extra check. For example, a circle of radius 4 has offsets:
25 char circle_data
[] = {
30 /* 14*/ 5, 5, 5, 4, 3, 2,
31 /* 20*/ 6, 6, 6, 5, 5, 4, 2,
32 /* 27*/ 7, 7, 7, 6, 6, 5, 4, 2,
33 /* 35*/ 8, 8, 8, 7, 7, 6, 6, 4, 2,
34 /* 44*/ 9, 9, 9, 9, 8, 8, 7, 6, 5, 3,
35 /* 54*/ 10,10,10,10, 9, 9, 8, 7, 6, 5, 3,
36 /* 65*/ 11,11,11,11,10,10, 9, 9, 8, 7, 5, 3,
37 /* 77*/ 12,12,12,12,11,11,10,10, 9, 8, 7, 5, 3,
38 /* 90*/ 13,13,13,13,12,12,12,11,10,10, 9, 7, 6, 3,
39 /*104*/ 14,14,14,14,13,13,13,12,12,11,10, 9, 8, 6, 3,
40 /*119*/ 15,15,15,15,14,14,14,13,13,12,11,10, 9, 8, 6, 3,
41 /*135*/ 16 /* should be MAX_RADIUS+1; used to terminate range loops -dlc */
45 * These are the starting indexes into the circle_data[] array for a
46 * circle of a given radius.
48 char circle_start
[] = {
49 /* */ 0, /* circles of radius zero are not used */
68 /*===========================================================================*/
69 /* Vision (arbitrary line of sight) =========================================*/
71 /*------ global variables ------*/
73 #if 0 /* (moved to decl.c) */
74 /* True if we need to run a full vision recalculation. */
75 boolean vision_full_recalc
= 0;
77 /* Pointers to the current vision array. */
80 char *viz_rmin
, *viz_rmax
; /* current vision cs bounds */
83 /*------ local variables ------*/
86 static char could_see
[2][ROWNO
][COLNO
]; /* vision work space */
87 static char *cs_rows0
[ROWNO
], *cs_rows1
[ROWNO
];
88 static char cs_rmin0
[ROWNO
], cs_rmax0
[ROWNO
];
89 static char cs_rmin1
[ROWNO
], cs_rmax1
[ROWNO
];
91 static char viz_clear
[ROWNO
][COLNO
]; /* vision clear/blocked map */
92 static char *viz_clear_rows
[ROWNO
];
94 static char left_ptrs
[ROWNO
][COLNO
]; /* LOS algorithm helpers */
95 static char right_ptrs
[ROWNO
][COLNO
];
97 /* Forward declarations. */
98 STATIC_DCL
void fill_point(int,int);
99 STATIC_DCL
void dig_point(int,int);
100 STATIC_DCL
void view_init(void);
101 STATIC_DCL
void view_from(int,int,char **,char *,char *,int, void (*)(int,int,void *),void *);
102 STATIC_DCL
void get_unused_cs(char ***,char **,char **);
104 STATIC_DCL
void rogue_vision(char **,char *,char *);
107 /* Macro definitions that I can't find anywhere. */
108 #define sign(z) ((z) < 0 ? -1 : ((z) ? 1 : 0 ))
109 #define v_abs(z) ((z) < 0 ? -(z) : (z)) /* don't use abs -- it may exist */
114 * The one-time vision initialization routine.
116 * This must be called before mklev() is called in newgame() [allmain.c],
117 * or before a game restore. Else we die a horrible death.
124 /* Set up the pointers. */
125 for (i
= 0; i
< ROWNO
; i
++) {
126 cs_rows0
[i
] = could_see
[0][i
];
127 cs_rows1
[i
] = could_see
[1][i
];
128 viz_clear_rows
[i
] = viz_clear
[i
];
131 /* Start out with cs0 as our current array */
132 viz_array
= cs_rows0
;
136 vision_full_recalc
= 0;
137 (void) memset((void *) could_see
, 0, sizeof(could_see
));
139 /* Initialize the vision algorithm (currently C or D). */
143 /* Note: this initializer doesn't do anything except guarantee that
144 we're linked properly.
153 * Returns true if the level feature, object, or monster at (x,y) blocks
159 register struct rm
*lev
;
164 /* Features that block . . */
165 /* KMH -- added trees */
166 if ( ( (IS_ROCK(lev
->typ
) && !(IS_FARMLAND(lev
->typ
))) || lev
->typ
== TREE
|| lev
->typ
== WATERTUNNEL
|| ((IS_DOOR(lev
->typ
))
167 && (lev
->doormask
& (D_CLOSED
|D_LOCKED
|D_TRAPPED
) ))) )
170 if (lev
->typ
== CLOUD
|| lev
->typ
== BUBBLES
|| lev
->typ
== RAINCLOUD
|| lev
->typ
== WATER
||
171 (lev
->typ
== MOAT
&& Underwater
&& !Swimming
&& !(uwep
&& uwep
->oartifact
== ART_SEE_THE_REST_OF_THE_WORLD
) ))
174 /* Boulders block light. */
175 for (obj
= level
.objects
[x
][y
]; obj
; obj
= obj
->nexthere
)
176 if (obj
->otyp
== BOULDER
) return 1;
178 /* Mimics mimicing a door or boulder block light. */
179 if ((mon
= m_at(x
,y
)) && (!mon
->minvis
|| See_invisible
) && !mon
->minvisreal
&&
180 ((mon
->m_ap_type
== M_AP_FURNITURE
&&
181 (mon
->mappearance
== S_hcdoor
|| mon
->mappearance
== S_vcdoor
)) ||
182 (mon
->m_ap_type
== M_AP_OBJECT
&& mon
->mappearance
== BOULDER
)))
185 if (TezActive
&& m_at(x
,y
)) return 1;
193 * This must be called *after* the levl[][] structure is set with the new
194 * level and the level monsters and objects are in place.
200 register int x
, i
, dig_left
, block
;
201 register struct rm
*lev
;
203 /* Start out with cs0 as our current array */
204 viz_array
= cs_rows0
;
208 (void) memset((void *) could_see
, 0, sizeof(could_see
));
210 /* Reset the pointers and clear so that we have a "full" dungeon. */
211 (void) memset((void *) viz_clear
, 0, sizeof(viz_clear
));
214 for (y
= 0; y
< ROWNO
; y
++) {
216 block
= TRUE
; /* location (0,y) is always stone; it's !isok() */
218 for (x
= 1; x
< COLNO
; x
++, lev
+= ROWNO
)
219 if (block
!= ((IS_ROCK(lev
->typ
) && !(IS_FARMLAND(lev
->typ
))) || does_block(x
,y
,lev
))) {
221 for(i
=dig_left
; i
<x
; i
++) {
222 left_ptrs
[y
][i
] = dig_left
;
223 right_ptrs
[y
][i
] = x
-1;
227 if(dig_left
) dig_left
--; /* point at first blocked point */
229 left_ptrs
[y
][i
] = dig_left
;
230 right_ptrs
[y
][i
] = x
;
232 if (TezActive
&& m_at(y
,i
)) viz_clear
[y
][i
] = 0;
238 /* handle right boundary; almost identical for blocked/unblocked */
240 if(!block
&& dig_left
) dig_left
--; /* point at first blocked point */
241 for(; i
<COLNO
; i
++) {
242 left_ptrs
[y
][i
] = dig_left
;
243 right_ptrs
[y
][i
] = (COLNO
-1);
244 viz_clear
[y
][i
] = !block
;
245 if (TezActive
&& m_at(y
,i
)) viz_clear
[y
][i
] = 0;
249 iflags
.vision_inited
= 1; /* vision is ready */
250 vision_full_recalc
= 1; /* we want to run vision_recalc() */
257 * Called from vision_recalc() and at least one light routine. Get pointers
258 * to the unused vision work area.
261 get_unused_cs(rows
, rmin
, rmax
)
266 register char *nrmin
, *nrmax
;
268 if (viz_array
== cs_rows0
) {
278 /* return an initialized, unused work area */
282 (void) memset((void *)**rows
, 0, ROWNO
*COLNO
); /* we see nothing */
283 for (row
= 0; row
< ROWNO
; row
++) { /* set row min & max */
294 * Set the "could see" and in sight bits so vision acts just like the old
297 * + If in a room, the hero can see to the room boundaries.
298 * + The hero can always see adjacent squares.
300 * We set the in_sight bit here as well to escape a bug that shows up
301 * due to the one-sided lit wall hack.
304 rogue_vision(next
, rmin
, rmax
)
305 char **next
; /* could_see array pointers */
308 int rnum
= levl
[u
.ux
][u
.uy
].roomno
- ROOMOFFSET
; /* no SHARED... */
309 int start
, stop
, in_door
, xhi
, xlo
, yhi
, ylo
;
312 /* If in a lit room, we are able to see to its boundaries. */
313 /* If dark, set COULD_SEE so various spells work -dlc */
315 for (zy
= rooms
[rnum
].ly
-1; zy
<= rooms
[rnum
].hy
+1; zy
++) {
316 rmin
[zy
] = start
= rooms
[rnum
].lx
-1;
317 rmax
[zy
] = stop
= rooms
[rnum
].hx
+1;
319 for (zx
= start
; zx
<= stop
; zx
++) {
320 if (rooms
[rnum
].rlit
) {
321 next
[zy
][zx
] = COULD_SEE
| IN_SIGHT
;
322 levl
[zx
][zy
].seenv
= SVALL
; /* see the walls */
324 next
[zy
][zx
] = COULD_SEE
;
329 in_door
= levl
[u
.ux
][u
.uy
].typ
== DOOR
;
331 /* Can always see adjacent. */
332 ylo
= max(u
.uy
- 1, 0);
333 yhi
= min(u
.uy
+ 1, ROWNO
- 1);
334 xlo
= max(u
.ux
- 1, 1);
335 xhi
= min(u
.ux
+ 1, COLNO
- 1);
336 for (zy
= ylo
; zy
<= yhi
; zy
++) {
337 if (xlo
< rmin
[zy
]) rmin
[zy
] = xlo
;
338 if (xhi
> rmax
[zy
]) rmax
[zy
] = xhi
;
340 for (zx
= xlo
; zx
<= xhi
; zx
++) {
341 next
[zy
][zx
] = COULD_SEE
| IN_SIGHT
;
343 * Yuck, update adjacent non-diagonal positions when in a doorway.
344 * We need to do this to catch the case when we first step into
345 * a room. The room's walls were not seen from the outside, but
346 * now are seen (the seen bits are set just above). However, the
347 * positions are not updated because they were already in sight.
348 * So, we have to do it here.
350 if (in_door
&& (zx
== u
.ux
|| zy
== u
.uy
)) newsym(zx
,zy
);
354 #endif /* REINCARNATION */
356 /*#define EXTEND_SPINE*/ /* possibly better looking wall-angle */
360 STATIC_DCL
int new_angle(struct rm
*, unsigned char *, int, int);
364 * Return the new angle seen by the hero for this location. The angle
365 * bit is given in the value pointed at by sv.
367 * For T walls and crosswall, just setting the angle bit, even though
368 * it is technically correct, doesn't look good. If we can see the
369 * next position beyond the current one and it is a wall that we can
370 * see, then we want to extend a spine of the T to connect with the wall
371 * that is beyond. Example:
373 * Correct, but ugly Extend T spine
376 * | ... <-- wall beyond & floor --> | ...
378 * Unseen --> ... | ...
379 * spine +-... <-- trwall & doorway --> +-...
386 * We fake the above check by only checking if the horizontal &
387 * vertical positions adjacent to the crosswall and T wall are
388 * unblocked. Then, _in general_ we can see beyond. Generally,
389 * this is good enough.
391 * + When this function is called we don't have all of the seen
392 * information (we're doing a top down scan in vision_recalc).
393 * We would need to scan once to set all IN_SIGHT and COULD_SEE
394 * bits, then again to correctly set the seenv bits.
395 * + I'm trying to make this as cheap as possible. The display &
396 * vision eat up too much CPU time.
399 * Note: Even as I write this, I'm still not convinced. There are too
400 * many exceptions. I may have to bite the bullet and do more
401 * checks. - Dean 2/11/93
404 new_angle(lev
, sv
, row
, col
)
409 register int res
= *sv
;
412 * Do extra checks for crosswalls and T walls if we see them from
415 if (lev
->typ
>= CROSSWALL
&& lev
->typ
<= TRWALL
) {
418 if (col
> 0 && viz_clear
[row
][col
-1]) res
|= SV7
;
419 if (row
> 0 && viz_clear
[row
-1][col
]) res
|= SV1
;
422 if (row
> 0 && viz_clear
[row
-1][col
]) res
|= SV1
;
423 if (col
< COLNO
-1 && viz_clear
[row
][col
+1]) res
|= SV3
;
426 if (col
< COLNO
-1 && viz_clear
[row
][col
+1]) res
|= SV3
;
427 if (row
< ROWNO
-1 && viz_clear
[row
+1][col
]) res
|= SV5
;
430 if (row
< ROWNO
-1 && viz_clear
[row
+1][col
]) res
|= SV5
;
431 if (col
> 0 && viz_clear
[row
][col
-1]) res
|= SV7
;
441 * Return the new angle seen by the hero for this location. The angle
442 * bit is given in the value pointed at by sv.
444 * The other parameters are not used.
446 #define new_angle(lev, sv, row, col) (*sv)
454 * Do all of the heavy vision work. Recalculate all locations that could
455 * possibly be seen by the hero --- if the location were lit, etc. Note
456 * which locations are actually seen because of lighting. Then add to
457 * this all locations that be seen by hero due to night vision and x-ray
458 * vision. Finally, compare with what the hero was able to see previously.
459 * Update the difference.
461 * This function is usually called only when the variable 'vision_full_recalc'
462 * is set. The following is a list of places where this function is called,
463 * with three valid values for the control flag parameter:
465 * Control flag = 0. A complete vision recalculation. Generate the vision
466 * tables from scratch. This is necessary to correctly set what the hero
467 * can see. (1) and (2) call this routine for synchronization purposes, (3)
468 * calls this routine so it can operate correctly.
470 * + After the monster move, before input from the player. [moveloop()]
471 * + At end of moveloop. [moveloop() ??? not sure why this is here]
472 * + Right before something is printed. [pline()]
473 * + Right before we do a vision based operation. [do_clear_area()]
474 * + screen redraw, so we can renew all positions in sight. [docrt()]
475 *WAC + when firing wand of fire [buzz()] #define LIGHT_SRC_SPELL
476 *WAC + fire explosions [explode()] #define LIGHT_SRC_SPELL
478 * Control flag = 1. An adjacent vision recalculation. The hero has moved
479 * one square. Knowing this, it might be possible to optimize the vision
480 * recalculation using the current knowledge. This is presently unimplemented
481 * and is treated as a control = 0 call.
483 * + Right after the hero moves. [domove()]
485 * Control flag = 2. Turn off the vision system. Nothing new will be
486 * displayed, since nothing is seen. This is usually done when you need
487 * a newsym() run on all locations in sight, or on some locations but you
488 * don't know which ones.
490 * + Before a screen redraw, so all positions are renewed. [docrt()]
491 * + Right before the hero arrives on a new level. [goto_level()]
492 * + Right after a scroll of light is read. [litroom()]
493 * + After an option has changed that affects vision [parseoptions()]
494 * + Right after the hero is swallowed. [gulpmu()]
495 * + Just before bubbles are moved. [movebubbles()]
497 * Control flag = 5. For interface screw trap, which requires the player
498 * to press Ctrl-R to see what has happened in the game. --Amy
501 vision_recalc(control
)
504 char **temp_array
; /* points to the old vision array */
505 char **next_array
; /* points to the new vision array */
506 char *next_row
; /* row pointer for the new array */
507 char *old_row
; /* row pointer for the old array */
508 char *next_rmin
; /* min pointer for the new array */
509 char *next_rmax
; /* max pointer for the new array */
510 char *ranges
; /* circle ranges -- used for xray & night vision */
511 int row
; /* row counter (outer loop) */
512 int start
, stop
; /* inner loop starting/stopping index */
513 int dx
, dy
; /* one step from a lit door or lit wall (see below) */
514 register int col
; /* inner loop counter */
515 register struct rm
*lev
; /* pointer to current pos */
516 struct rm
*flev
; /* pointer to position in "front" of current pos */
517 extern unsigned char seenv_matrix
[3][3]; /* from display.c */
518 static unsigned char colbump
[COLNO
+1]; /* cols to bump sv */
519 unsigned char *sv
; /* ptr to seen angle bits */
520 int oldseenv
; /* previous seenv value */
523 vision_full_recalc
= 0; /* reset flag */
524 if (in_mklev
|| !iflags
.vision_inited
) return;
526 if ((InterfaceScrewed
|| u
.uprops
[INTERFACE_SCREW
].extrinsic
|| have_interfacescrewstone()) && control
!= 5) return;
527 if (control
== 5) control
= 0;
534 * Either the light sources have been taken care of, or we must
535 * recalculate them here.
538 /* Get the unused could see, row min, and row max arrays. */
539 get_unused_cs(&next_array
, &next_rmin
, &next_rmax
);
541 /* You see nothing, nothing can see you --- if swallowed or refreshing. */
542 if (u
.uswallow
|| control
== 2) {
543 /* do nothing -- get_unused_cs() nulls out the new work area */
547 * Calculate the could_see array even when blind so that monsters
548 * can see you, even if you can't see them. Note that the current
551 * + Monsters to see with the "new" vision, even on the rogue
554 * + Monsters can see you even when you're in a pit.
556 view_from(u
.uy
, u
.ux
, next_array
, next_rmin
, next_rmax
,
557 0, (void (*)(int,int,void *))0, (void *)0);
560 * Our own version of the update loop below. We know we can't see
561 * anything, so we only need update positions we used to be able
564 temp_array
= viz_array
; /* set viz_array so newsym() will work */
565 viz_array
= next_array
;
567 for (row
= 0; row
< ROWNO
; row
++) {
568 old_row
= temp_array
[row
];
570 /* Find the min and max positions on the row. */
571 start
= min(viz_rmin
[row
], next_rmin
[row
]);
572 stop
= max(viz_rmax
[row
], next_rmax
[row
]);
574 for (col
= start
; col
<= stop
; col
++)
575 if (old_row
[col
] & IN_SIGHT
) newsym(col
,row
);
578 /* skip the normal update loop */
582 else if (Is_rogue_level(&u
.uz
)) {
583 rogue_vision(next_array
,next_rmin
,next_rmax
);
587 int has_night_vision
= 1; /* hero has night vision */
589 if (Underwater
&& !Is_waterlevel(&u
.uz
) && (!Swimming
|| (uwep
&& uwep
->oartifact
== ART_SPACEL_SWIM
) || (uwep
&& uwep
->oartifact
== ART_SEE_THE_REST_OF_THE_WORLD
) ) ) {
591 * The hero is under water. Only see surrounding locations if
592 * they are also underwater. This overrides night vision but
593 * does not override x-ray vision.
595 has_night_vision
= 0;
597 if ((Swimming
&& uwep
&& uwep
->oartifact
== ART_SPACEL_SWIM
) || (uwep
&& uwep
->oartifact
== ART_SEE_THE_REST_OF_THE_WORLD
)) {
598 /* originally a bug, enabled for artifact --Amy */
600 for (row
= 0; row
<= ROWNO
; row
++)
601 for (col
= 0; col
<= COLNO
; col
++) {
602 if (!isok(col
,row
)) continue;
604 next_rmin
[row
] = min(next_rmin
[row
], col
);
605 next_rmax
[row
] = max(next_rmax
[row
], col
);
606 next_array
[row
][col
] = IN_SIGHT
| COULD_SEE
;
611 for (row
= u
.uy
-1; row
<= u
.uy
+1; row
++)
612 for (col
= u
.ux
-1; col
<= u
.ux
+1; col
++) {
613 if (!isok(col
,row
) || (!is_waterypool(col
,row
)) ) continue;
615 next_rmin
[row
] = min(next_rmin
[row
], col
);
616 next_rmax
[row
] = max(next_rmax
[row
], col
);
617 next_array
[row
][col
] = IN_SIGHT
| COULD_SEE
;
622 /* if in a pit, just update for immediate locations */
623 else if (u
.utrap
&& u
.utraptype
== TT_PIT
) {
624 for (row
= u
.uy
-1; row
<= u
.uy
+1; row
++) {
625 if (row
< 0) continue; if (row
>= ROWNO
) break;
627 next_rmin
[row
] = max( 0, u
.ux
- 1);
628 next_rmax
[row
] = min(COLNO
-1, u
.ux
+ 1);
629 next_row
= next_array
[row
];
631 for(col
=next_rmin
[row
]; col
<= next_rmax
[row
]; col
++)
632 next_row
[col
] = IN_SIGHT
| COULD_SEE
;
635 view_from(u
.uy
, u
.ux
, next_array
, next_rmin
, next_rmax
,
636 0,(void(*)(int, int, void *))0, (void *)0);
639 * Set the IN_SIGHT bit for xray and night vision.
641 if (u
.xray_range
>= 0) {
643 ranges
= circle_ptr(u
.xray_range
);
645 for (row
= u
.uy
-u
.xray_range
; row
<= u
.uy
+u
.xray_range
; row
++) {
646 if (row
< 0) continue; if (row
>= ROWNO
) break;
647 dy
= v_abs(u
.uy
-row
); next_row
= next_array
[row
];
649 start
= max( 0, u
.ux
- ranges
[dy
]);
650 stop
= min(COLNO
-1, u
.ux
+ ranges
[dy
]);
652 for (col
= start
; col
<= stop
; col
++) {
653 char old_row_val
= next_row
[col
];
654 next_row
[col
] |= IN_SIGHT
;
655 oldseenv
= levl
[col
][row
].seenv
;
656 levl
[col
][row
].seenv
= SVALL
; /* see all! */
657 /* Update if previously not in sight or new angle. */
658 if (!(old_row_val
& IN_SIGHT
) || oldseenv
!= SVALL
)
662 next_rmin
[row
] = min(start
, next_rmin
[row
]);
663 next_rmax
[row
] = max(stop
, next_rmax
[row
]);
666 } else { /* range is 0 */
667 next_array
[u
.uy
][u
.ux
] |= IN_SIGHT
;
668 levl
[u
.ux
][u
.uy
].seenv
= SVALL
;
669 next_rmin
[u
.uy
] = min(u
.ux
, next_rmin
[u
.uy
]);
670 next_rmax
[u
.uy
] = max(u
.ux
, next_rmax
[u
.uy
]);
674 efflightradius
= (u
.nv_range
+ Sight_bonus
+ StrongSight_bonus
);
675 if (uarmh
&& uarmh
->oartifact
== ART_DARKSIGHT_HELM
) efflightradius
+= 2;
676 if (uarm
&& uarm
->oartifact
== ART_SILKS_OF_THE_VICTOR
) efflightradius
+= 1;
677 if (uwep
&& uwep
->oartifact
== ART_IT_BECOME_LIGHT
) efflightradius
+= 2;
678 if (uwep
&& uwep
->oartifact
== ART_WONDERLIGHT
) efflightradius
+= 2;
679 if (uwep
&& uwep
->oartifact
== ART_SEEVEEN
) efflightradius
+= 2;
680 if (uwep
&& uwep
->oartifact
== ART_NURSING_THE_FLAME
) efflightradius
+= 1;
681 if (uwep
&& uwep
->oartifact
== ART_FEUBURN
) efflightradius
+= 1;
682 if (uwep
&& uwep
->oartifact
== ART_DARKLITE
&& uwep
->lamplit
) efflightradius
+= 2;
683 if (uwep
&& uwep
->oartifact
== ART_ULTRA_ANNOYANCE
) efflightradius
+= 2;
684 if (uarm
&& uarm
->oartifact
== ART_FARTHER_INTO_THE_JUNGLE
) efflightradius
+= 2;
685 if (uwep
&& uwep
->oartifact
== ART_IS_EVERYWHERE
&& uwep
->lamplit
) efflightradius
+= 4;
686 if (uwep
&& uwep
->oartifact
== ART_KRART_T_T_T_T
) efflightradius
+= 2;
687 if (uarmf
&& uarmf
->oartifact
== ART_BRIGHT_AURORA
) efflightradius
+= 2;
688 if (uarmf
&& uarmf
->oartifact
== ART_GIORDANA_S_RADIANCE
) efflightradius
+= 2;
689 if (uwep
&& uwep
->oartifact
== ART_KIMYO_NI_HIKARU_SONZAI
) efflightradius
+= 2;
690 if (uwep
&& uwep
->oartifact
== ART_GIGANTIC_SUN
) efflightradius
+= 3;
691 if (uarm
&& uarm
->oartifact
== ART_HELP_WITH_THE_MINE
&& In_mines(&u
.uz
)) efflightradius
+= 2;
692 if (uarm
&& uarm
->oartifact
== ART_HELP_WITH_THE_MINE
&& In_deepmines(&u
.uz
)) efflightradius
+= 1;
693 if (uarmg
&& uarmg
->oartifact
== ART_FARTUBE
) efflightradius
+= 9;
695 if (uarmg
&& uarmg
->oartifact
== ART_MAX_THE_SECRET_AGENT
) efflightradius
= MAX_RADIUS
;
697 if (efflightradius
> MAX_RADIUS
) efflightradius
= MAX_RADIUS
; /* fail safe, why isn't that present in vanilla --Amy */
699 if (has_night_vision
&& !(u
.uprops
[WEAKSIGHT
].extrinsic
|| (uarmg
&& itemhasappearance(uarmg
, APP_TELESCOPE
) && uarmg
->cursed
) || (Race_if(PM_ETHEREALOID
) && !Upolyd
) || (Race_if(PM_INCORPOREALOID
) && !Upolyd
) || (uwep
&& uwep
->otyp
== SNIPESLING
) || (u
.twoweap
&& uswapwep
&& uswapwep
->otyp
== SNIPESLING
) || (uarmh
&& uarmh
->oartifact
== ART_WOLF_KING
) || WeakSight
|| autismringcheck(ART_BLIND_PILOT
) || have_weaksightstone() || (autismweaponcheck(ART_GREAT_MATRON
) && !Role_if(PM_AMAZON
)) || (uarmf
&& uarmf
->oartifact
== ART_DARK_BALL_OF_LIGHT
) || (Race_if(PM_NEMESIS
) && uarmh
) ) && !autismweaponcheck(ART_WEAKITE_THRUST
) && !(uarm
&& uarm
->oartifact
== ART_OVERRATED_FACE_PROTECTION
) && !(uarmh
&& uarmh
->oartifact
== ART_FIRE_CHIEF_HELMET
) && u
.xray_range
< efflightradius
) {
700 if (!efflightradius
) { /* range is 0 */
701 next_array
[u
.uy
][u
.ux
] |= IN_SIGHT
;
702 levl
[u
.ux
][u
.uy
].seenv
= SVALL
;
703 next_rmin
[u
.uy
] = min(u
.ux
, next_rmin
[u
.uy
]);
704 next_rmax
[u
.uy
] = max(u
.ux
, next_rmax
[u
.uy
]);
705 } else if ((efflightradius
> 0) && !(u
.uprops
[WEAKSIGHT
].extrinsic
|| (uarmg
&& itemhasappearance(uarmg
, APP_TELESCOPE
) && uarmg
->cursed
) || (uwep
&& uwep
->otyp
== SNIPESLING
) || (u
.twoweap
&& uswapwep
&& uswapwep
->otyp
== SNIPESLING
) || (uarmh
&& uarmh
->oartifact
== ART_WOLF_KING
) || WeakSight
|| autismringcheck(ART_BLIND_PILOT
) || (autismweaponcheck(ART_GREAT_MATRON
) && !Role_if(PM_AMAZON
)) || have_weaksightstone() || (uarmf
&& uarmf
->oartifact
== ART_DARK_BALL_OF_LIGHT
) || (Race_if(PM_NEMESIS
) && uarmh
) || autismweaponcheck(ART_WEAKITE_THRUST
) ) && !(uarm
&& uarm
->oartifact
== ART_OVERRATED_FACE_PROTECTION
) && !(uarmh
&& uarmh
->oartifact
== ART_FIRE_CHIEF_HELMET
) ) {
706 ranges
= circle_ptr(efflightradius
);
708 for (row
= (u
.uy
- efflightradius
); row
<= (u
.uy
+ efflightradius
); row
++) {
709 if (row
< 0) continue; if (row
>= ROWNO
) break;
710 dy
= v_abs(u
.uy
-row
); next_row
= next_array
[row
];
712 start
= max( 0, u
.ux
- ranges
[dy
]);
713 stop
= min(COLNO
-1, u
.ux
+ ranges
[dy
]);
715 for (col
= start
; col
<= stop
; col
++)
716 if (next_row
[col
]) next_row
[col
] |= IN_SIGHT
;
718 next_rmin
[row
] = min(start
, next_rmin
[row
]);
719 next_rmax
[row
] = max(stop
, next_rmax
[row
]);
725 /* Set the correct bits for all light sources. */
726 do_light_sources(next_array
);
730 * Make the viz_array the new array so that cansee() will work correctly.
732 temp_array
= viz_array
;
733 viz_array
= next_array
;
736 * The main update loop. Here we do two things:
738 * + Set the IN_SIGHT bit for places that we could see and are lit.
739 * + Reset changed places.
741 * There is one thing that make deciding what the hero can see
744 * 1. Directional lighting. Items that block light create problems.
745 * The worst offenders are doors. Suppose a door to a lit room
746 * is closed. It is lit on one side, but not on the other. How
747 * do you know? You have to check the closest adjacent position.
748 * Even so, that is not entirely correct. But it seems close
751 colbump
[u
.ux
] = colbump
[u
.ux
+1] = 1;
752 for (row
= 0; row
< ROWNO
; row
++) {
753 dy
= u
.uy
- row
; dy
= sign(dy
);
754 next_row
= next_array
[row
]; old_row
= temp_array
[row
];
756 /* Find the min and max positions on the row. */
757 start
= min(viz_rmin
[row
], next_rmin
[row
]);
758 stop
= max(viz_rmax
[row
], next_rmax
[row
]);
759 lev
= &levl
[start
][row
];
761 sv
= &seenv_matrix
[dy
+1][start
< u
.ux
? 0 : (start
> u
.ux
? 2:1)];
763 for (col
= start
; col
<= stop
;
764 lev
+= ROWNO
, sv
+= (int) colbump
[++col
]) {
765 if (next_row
[col
] & IN_SIGHT
) {
767 * We see this position because of night- or xray-vision.
769 oldseenv
= lev
->seenv
;
770 lev
->seenv
|= new_angle(lev
,sv
,row
,col
); /* update seen angle */
772 /* Update pos if previously not in sight or new angle. */
773 if ( !(old_row
[col
] & IN_SIGHT
) || oldseenv
!= lev
->seenv
)
777 else if ((next_row
[col
] & COULD_SEE
)
778 && ( (lev
->lit
&& !(HardcoreAlienMode
|| (ublindf
&& ublindf
->otyp
== SHIELD_PATE_GLASSES
) || DarkModeBug
|| autismweaponcheck(ART_PWNHAMMER_DUECE
) || autismweaponcheck(ART_LIGHT_____STATED_
) || autismweaponcheck(ART_FIRE_EATER
) || u
.uprops
[DARK_MODE_BUG
].extrinsic
|| (uarmf
&& uarmf
->oartifact
== ART_BRIGHT_WHITE
) || (uarmf
&& uarmf
->oartifact
== ART_ENDARKEN_EVERYTHING
) || autismweaponcheck(ART_BURGLED_NIGHT_SCYTHE
) || have_darkmodestone())) || (next_row
[col
] & TEMP_LIT
))) {
780 * We see this position because it is lit.
782 if ((IS_DOOR(lev
->typ
) || lev
->typ
== SDOOR
||
783 IS_WALL(lev
->typ
)) && (!viz_clear
[row
][col
] || (TezActive
&& m_at(row
,col
)) ) ) {
785 * Make sure doors, walls, boulders or mimics don't show up
786 * at the end of dark hallways. We do this by checking
787 * the adjacent position. If it is lit, then we can see
788 * the door or wall, otherwise we can't.
790 dx
= u
.ux
- col
; dx
= sign(dx
);
791 flev
= &(levl
[col
+dx
][row
+dy
]);
792 if ( (flev
->lit
&& !(HardcoreAlienMode
|| (ublindf
&& ublindf
->otyp
== SHIELD_PATE_GLASSES
) || DarkModeBug
|| autismweaponcheck(ART_PWNHAMMER_DUECE
) || autismweaponcheck(ART_LIGHT_____STATED_
) || autismweaponcheck(ART_FIRE_EATER
) || u
.uprops
[DARK_MODE_BUG
].extrinsic
|| (uarmf
&& uarmf
->oartifact
== ART_BRIGHT_WHITE
) || (uarmf
&& uarmf
->oartifact
== ART_ENDARKEN_EVERYTHING
) || autismweaponcheck(ART_BURGLED_NIGHT_SCYTHE
) || have_darkmodestone())) || next_array
[row
+dy
][col
+dx
] & TEMP_LIT
) {
793 next_row
[col
] |= IN_SIGHT
; /* we see it */
795 oldseenv
= lev
->seenv
;
796 lev
->seenv
|= new_angle(lev
,sv
,row
,col
);
798 /* Update pos if previously not in sight or new angle.*/
799 if (!(old_row
[col
] & IN_SIGHT
) || oldseenv
!=lev
->seenv
)
802 goto not_in_sight
; /* we don't see it */
805 next_row
[col
] |= IN_SIGHT
; /* we see it */
807 oldseenv
= lev
->seenv
;
808 lev
->seenv
|= new_angle(lev
,sv
,row
,col
);
810 /* Update pos if previously not in sight or new angle. */
811 if ( !(old_row
[col
] & IN_SIGHT
) || oldseenv
!= lev
->seenv
)
814 } else if ((next_row
[col
] & COULD_SEE
) && lev
->waslit
) {
816 * If we make it here, the hero _could see_ the location,
817 * but doesn't see it (location is not lit).
818 * However, the hero _remembers_ it as lit (waslit is true).
819 * The hero can now see that it is not lit, so change waslit
820 * and update the location.
822 lev
->waslit
= 0; /* remember lit condition */
826 * At this point we know that the row position is *not* in normal
827 * sight. That is, the position is could be seen, but is dark
828 * or LOS is just plain blocked.
830 * Update the position if:
831 * o If the old one *was* in sight. We may need to clean up
832 * the glyph -- E.g. darken room spot, etc.
833 * o If we now could see the location (yet the location is not
834 * lit), but previously we couldn't see the location, or vice
835 * versa. Update the spot because there there may be an infared
840 if ((old_row
[col
] & IN_SIGHT
)
841 || ((next_row
[col
] & COULD_SEE
)
842 ^ (old_row
[col
] & COULD_SEE
)))
846 } /* end for col . . */
847 } /* end for row . . */
848 colbump
[u
.ux
] = colbump
[u
.ux
+1] = 0;
851 /* This newsym() caused a crash delivering msg about failure to open
852 * dungeon file init_dungeons() -> panic() -> done(11) ->
853 * vision_recalc(2) -> newsym() -> crash! u.ux and u.uy are 0 and
854 * program_state.panicking == 1 under those circumstances
856 if (!program_state
.panicking
)
857 newsym(u
.ux
, u
.uy
); /* Make sure the hero shows up! */
859 /* Set the new min and max pointers. */
860 viz_rmin
= next_rmin
;
861 viz_rmax
= next_rmax
;
868 * Make the location opaque to light.
876 /* recalc light sources here? */
879 * We have to do a full vision recalculation if we "could see" the
880 * location. Why? Suppose some monster opened a way so that the
881 * hero could see a lit room. However, the position of the opening
882 * was out of night-vision range of the hero. Suddenly the hero should
885 if (viz_array
[y
][x
]) vision_full_recalc
= 1;
891 * Make the location transparent to light.
899 /* recalc light sources here? */
901 if (viz_array
[y
][x
]) vision_full_recalc
= 1;
904 /* blockorunblock_point() by Amy: test whether the location should be blocked or not, then set it accordingly
905 * used for e.g. terrain-altering effects that put random terrain at locations, because we can't know in advance whether
906 * the terrain it created is blocking vision or not... */
908 blockorunblock_point(x
,y
)
911 if (does_block(x
, y
, &levl
[x
][y
])) block_point(x
, y
);
912 else unblock_point(x
, y
);
915 /*===========================================================================*\
917 | Everything below this line uses (y,x) instead of (x,y) --- the |
918 | algorithms are faster if they are less recursive and can scan |
921 \*===========================================================================*/
924 /* ========================================================================= *\
925 Left and Right Pointer Updates
926 \* ========================================================================= */
929 * LEFT and RIGHT pointer rules
932 * **NOTE** The rules changed on 4/4/90. This comment reflects the
933 * new rules. The change was so that the stone-wall optimization
936 * OK, now the tough stuff. We must maintain our left and right
937 * row pointers. The rules are as follows:
942 * + If you are a clear spot, your left will point to the first
943 * stone to your left. If there is none, then point the first
944 * legal position in the row (0).
946 * + If you are a blocked spot, then your left will point to the
947 * left-most blocked spot to your left that is connected to you.
948 * This means that a left-edge (a blocked spot that has an open
949 * spot on its left) will point to itself.
954 * + If you are a clear spot, your right will point to the first
955 * stone to your right. If there is none, then point the last
956 * legal position in the row (COLNO-1).
958 * + If you are a blocked spot, then your right will point to the
959 * right-most blocked spot to your right that is connected to you.
960 * This means that a right-edge (a blocked spot that has an open
961 * spot on its right) will point to itself.
969 if (viz_clear
[row
][col
]) return; /* already done */
971 viz_clear
[row
][col
] = 1;
974 * Boundary cases first.
976 if (col
== 0) { /* left edge */
977 if (viz_clear
[row
][1]) {
978 right_ptrs
[row
][0] = right_ptrs
[row
][1];
980 right_ptrs
[row
][0] = 1;
981 for (i
= 1; i
<= right_ptrs
[row
][1]; i
++)
982 left_ptrs
[row
][i
] = 1;
984 } else if (col
== (COLNO
-1)) { /* right edge */
986 if (viz_clear
[row
][COLNO
-2]) {
987 left_ptrs
[row
][COLNO
-1] = left_ptrs
[row
][COLNO
-2];
989 left_ptrs
[row
][COLNO
-1] = COLNO
-2;
990 for (i
= left_ptrs
[row
][COLNO
-2]; i
< COLNO
-1; i
++)
991 right_ptrs
[row
][i
] = COLNO
-2;
996 * At this point, we know we aren't on the boundaries.
998 else if (viz_clear
[row
][col
-1] && viz_clear
[row
][col
+1]) {
999 /* Both sides clear */
1000 for (i
= left_ptrs
[row
][col
-1]; i
<= col
; i
++) {
1001 if (!viz_clear
[row
][i
]) continue; /* catch non-end case */
1002 right_ptrs
[row
][i
] = right_ptrs
[row
][col
+1];
1004 for (i
= col
; i
<= right_ptrs
[row
][col
+1]; i
++) {
1005 if (!viz_clear
[row
][i
]) continue; /* catch non-end case */
1006 left_ptrs
[row
][i
] = left_ptrs
[row
][col
-1];
1009 } else if (viz_clear
[row
][col
-1]) {
1010 /* Left side clear, right side blocked. */
1011 for (i
= col
+1; i
<= right_ptrs
[row
][col
+1]; i
++)
1012 left_ptrs
[row
][i
] = col
+1;
1014 for (i
= left_ptrs
[row
][col
-1]; i
<= col
; i
++) {
1015 if (!viz_clear
[row
][i
]) continue; /* catch non-end case */
1016 right_ptrs
[row
][i
] = col
+1;
1018 left_ptrs
[row
][col
] = left_ptrs
[row
][col
-1];
1020 } else if (viz_clear
[row
][col
+1]) {
1021 /* Right side clear, left side blocked. */
1022 for (i
= left_ptrs
[row
][col
-1]; i
< col
; i
++)
1023 right_ptrs
[row
][i
] = col
-1;
1025 for (i
= col
; i
<= right_ptrs
[row
][col
+1]; i
++) {
1026 if (!viz_clear
[row
][i
]) continue; /* catch non-end case */
1027 left_ptrs
[row
][i
] = col
-1;
1029 right_ptrs
[row
][col
] = right_ptrs
[row
][col
+1];
1032 /* Both sides blocked */
1033 for (i
= left_ptrs
[row
][col
-1]; i
< col
; i
++)
1034 right_ptrs
[row
][i
] = col
-1;
1036 for (i
= col
+1; i
<= right_ptrs
[row
][col
+1]; i
++)
1037 left_ptrs
[row
][i
] = col
+1;
1039 left_ptrs
[row
][col
] = col
-1;
1040 right_ptrs
[row
][col
] = col
+1;
1050 if (!viz_clear
[row
][col
]) return;
1052 viz_clear
[row
][col
] = 0;
1055 if (viz_clear
[row
][1]) { /* adjacent is clear */
1056 right_ptrs
[row
][0] = 0;
1058 right_ptrs
[row
][0] = right_ptrs
[row
][1];
1059 for (i
= 1; i
<= right_ptrs
[row
][1]; i
++)
1060 left_ptrs
[row
][i
] = 0;
1062 } else if (col
== COLNO
-1) {
1063 if (viz_clear
[row
][COLNO
-2]) { /* adjacent is clear */
1064 left_ptrs
[row
][COLNO
-1] = COLNO
-1;
1066 left_ptrs
[row
][COLNO
-1] = left_ptrs
[row
][COLNO
-2];
1067 for (i
= left_ptrs
[row
][COLNO
-2]; i
< COLNO
-1; i
++)
1068 right_ptrs
[row
][i
] = COLNO
-1;
1073 * Else we know that we are not on an edge.
1075 else if (viz_clear
[row
][col
-1] && viz_clear
[row
][col
+1]) {
1076 /* Both sides clear */
1077 for (i
= left_ptrs
[row
][col
-1]+1; i
<= col
; i
++)
1078 right_ptrs
[row
][i
] = col
;
1080 if (!left_ptrs
[row
][col
-1]) /* catch the end case */
1081 right_ptrs
[row
][0] = col
;
1083 for (i
= col
; i
< right_ptrs
[row
][col
+1]; i
++)
1084 left_ptrs
[row
][i
] = col
;
1086 if (right_ptrs
[row
][col
+1] == COLNO
-1) /* catch the end case */
1087 left_ptrs
[row
][COLNO
-1] = col
;
1089 } else if (viz_clear
[row
][col
-1]) {
1090 /* Left side clear, right side blocked. */
1091 for (i
= col
; i
<= right_ptrs
[row
][col
+1]; i
++)
1092 left_ptrs
[row
][i
] = col
;
1094 for (i
= left_ptrs
[row
][col
-1]+1; i
< col
; i
++)
1095 right_ptrs
[row
][i
] = col
;
1097 if (!left_ptrs
[row
][col
-1]) /* catch the end case */
1098 right_ptrs
[row
][i
] = col
;
1100 right_ptrs
[row
][col
] = right_ptrs
[row
][col
+1];
1102 } else if (viz_clear
[row
][col
+1]) {
1103 /* Right side clear, left side blocked. */
1104 for (i
= left_ptrs
[row
][col
-1]; i
<= col
; i
++)
1105 right_ptrs
[row
][i
] = col
;
1107 for (i
= col
+1; i
< right_ptrs
[row
][col
+1]; i
++)
1108 left_ptrs
[row
][i
] = col
;
1110 if (right_ptrs
[row
][col
+1] == COLNO
-1) /* catch the end case */
1111 left_ptrs
[row
][i
] = col
;
1113 left_ptrs
[row
][col
] = left_ptrs
[row
][col
-1];
1116 /* Both sides blocked */
1117 for (i
= left_ptrs
[row
][col
-1]; i
<= col
; i
++)
1118 right_ptrs
[row
][i
] = right_ptrs
[row
][col
+1];
1120 for (i
= col
; i
<= right_ptrs
[row
][col
+1]; i
++)
1121 left_ptrs
[row
][i
] = left_ptrs
[row
][col
-1];
1126 /*===========================================================================*/
1127 /*===========================================================================*/
1128 /* Use either algorithm C or D. See the config.h for more details. =========*/
1131 * Variables local to both Algorithms C and D.
1133 static int start_row
;
1134 static int start_col
;
1136 static char **cs_rows
;
1137 static char *cs_left
;
1138 static char *cs_right
;
1140 static void (*vis_func
)(int,int,void *);
1144 * Both Algorithms C and D use the following macros.
1146 * good_row(z) - Return TRUE if the argument is a legal row.
1147 * set_cs(rowp,col) - Set the local could see array.
1148 * set_min(z) - Save the min value of the argument and the current
1150 * set_max(z) - Save the max value of the argument and the current
1153 * The last three macros depend on having local pointers row_min, row_max,
1154 * and rowp being set correctly.
1156 #define set_cs(rowp,col) (rowp[col] = COULD_SEE)
1157 #define good_row(z) ((z) >= 0 && (z) < ROWNO)
1158 #define set_min(z) if (*row_min > (z)) *row_min = (z)
1159 #define set_max(z) if (*row_max < (z)) *row_max = (z)
1160 #define is_clear(row,col) viz_clear_rows[row][col]
1163 * clear_path() expanded into 4 macros/functions:
1170 * "Draw" a line from the start to the given location. Stop if we hit
1171 * something that blocks light. The start and finish points themselves are
1172 * not checked, just the points between them. These routines do _not_
1173 * expect to be called with the same starting and stopping point.
1175 * These routines use the generalized integer Bresenham's algorithm (fast
1176 * line drawing) for all quadrants. The algorithm was taken from _Procedural
1177 * Elements for Computer Graphics_, by David F. Rogers. McGraw-Hill, 1985.
1179 #ifdef MACRO_CPATH /* quadrant calls are macros */
1182 * When called, the result is in "result".
1183 * The first two arguments (srow,scol) are one end of the path. The next
1184 * two arguments (row,col) are the destination. The last argument is
1185 * used as a C language label. This means that it must be different
1186 * in each pair of calls.
1190 * Quadrant I (step < 0).
1192 #define q1_path(srow,scol,y2,x2,label) \
1195 register int k, err, x, y, dxs, dys; \
1197 x = (scol); y = (srow); \
1198 dx = (x2) - x; dy = y - (y2); \
1200 result = 0; /* default to a blocked path */\
1202 dxs = dx << 1; /* save the shifted values */\
1207 for (k = dy-1; k; k--) { \
1214 if (!is_clear(y,x)) goto label;/* blocked */\
1219 for (k = dx-1; k; k--) { \
1226 if (!is_clear(y,x)) goto label;/* blocked */\
1234 * Quadrant IV (step > 0).
1236 #define q4_path(srow,scol,y2,x2,label) \
1239 register int k, err, x, y, dxs, dys; \
1241 x = (scol); y = (srow); \
1242 dx = (x2) - x; dy = (y2) - y; \
1244 result = 0; /* default to a blocked path */\
1246 dxs = dx << 1; /* save the shifted values */\
1251 for (k = dy-1; k; k--) { \
1258 if (!is_clear(y,x)) goto label;/* blocked */\
1264 for (k = dx-1; k; k--) { \
1271 if (!is_clear(y,x)) goto label;/* blocked */\
1279 * Quadrant II (step < 0).
1281 #define q2_path(srow,scol,y2,x2,label) \
1284 register int k, err, x, y, dxs, dys; \
1286 x = (scol); y = (srow); \
1287 dx = x - (x2); dy = y - (y2); \
1289 result = 0; /* default to a blocked path */\
1291 dxs = dx << 1; /* save the shifted values */\
1296 for (k = dy-1; k; k--) { \
1303 if (!is_clear(y,x)) goto label;/* blocked */\
1308 for (k = dx-1; k; k--) { \
1315 if (!is_clear(y,x)) goto label;/* blocked */\
1323 * Quadrant III (step > 0).
1325 #define q3_path(srow,scol,y2,x2,label) \
1328 register int k, err, x, y, dxs, dys; \
1330 x = (scol); y = (srow); \
1331 dx = x - (x2); dy = (y2) - y; \
1333 result = 0; /* default to a blocked path */\
1335 dxs = dx << 1; /* save the shifted values */\
1340 for (k = dy-1; k; k--) { \
1347 if (!is_clear(y,x)) goto label;/* blocked */\
1353 for (k = dx-1; k; k--) { \
1360 if (!is_clear(y,x)) goto label;/* blocked */\
1367 #else /* quadrants are really functions */
1369 STATIC_DCL
int _q1_path(int,int,int,int);
1370 STATIC_DCL
int _q2_path(int,int,int,int);
1371 STATIC_DCL
int _q3_path(int,int,int,int);
1372 STATIC_DCL
int _q4_path(int,int,int,int);
1374 #define q1_path(sy,sx,y,x,dummy) result = _q1_path(sy,sx,y,x)
1375 #define q2_path(sy,sx,y,x,dummy) result = _q2_path(sy,sx,y,x)
1376 #define q3_path(sy,sx,y,x,dummy) result = _q3_path(sy,sx,y,x)
1377 #define q4_path(sy,sx,y,x,dummy) result = _q4_path(sy,sx,y,x)
1380 * Quadrant I (step < 0).
1383 _q1_path(srow
,scol
,y2
,x2
)
1384 int scol
, srow
, y2
, x2
;
1387 register int k
, err
, x
, y
, dxs
, dys
;
1390 dx
= x2
- x
; dy
= y
- y2
;
1392 dxs
= dx
<< 1; /* save the shifted values */
1397 for (k
= dy
-1; k
; k
--) {
1404 if (!is_clear(y
,x
)) return 0; /* blocked */
1409 for (k
= dx
-1; k
; k
--) {
1416 if (!is_clear(y
,x
)) return 0;/* blocked */
1424 * Quadrant IV (step > 0).
1427 _q4_path(srow
,scol
,y2
,x2
)
1428 int scol
, srow
, y2
, x2
;
1431 register int k
, err
, x
, y
, dxs
, dys
;
1434 dx
= x2
- x
; dy
= y2
- y
;
1436 dxs
= dx
<< 1; /* save the shifted values */
1441 for (k
= dy
-1; k
; k
--) {
1448 if (!is_clear(y
,x
)) return 0; /* blocked */
1453 for (k
= dx
-1; k
; k
--) {
1460 if (!is_clear(y
,x
)) return 0;/* blocked */
1468 * Quadrant II (step < 0).
1471 _q2_path(srow
,scol
,y2
,x2
)
1472 int scol
, srow
, y2
, x2
;
1475 register int k
, err
, x
, y
, dxs
, dys
;
1478 dx
= x
- x2
; dy
= y
- y2
;
1480 dxs
= dx
<< 1; /* save the shifted values */
1485 for (k
= dy
-1; k
; k
--) {
1492 if (!is_clear(y
,x
)) return 0; /* blocked */
1497 for (k
= dx
-1; k
; k
--) {
1504 if (!is_clear(y
,x
)) return 0;/* blocked */
1512 * Quadrant III (step > 0).
1515 _q3_path(srow
,scol
,y2
,x2
)
1516 int scol
, srow
, y2
, x2
;
1519 register int k
, err
, x
, y
, dxs
, dys
;
1522 dx
= x
- x2
; dy
= y2
- y
;
1524 dxs
= dx
<< 1; /* save the shifted values */
1529 for (k
= dy
-1; k
; k
--) {
1536 if (!is_clear(y
,x
)) return 0; /* blocked */
1541 for (k
= dx
-1; k
; k
--) {
1548 if (!is_clear(y
,x
)) return 0;/* blocked */
1555 #endif /* quadrants are functions */
1558 * Use vision tables to determine if there is a clear path from
1559 * (col1,row1) to (col2,row2). This is used by:
1562 * do_light_sources()
1565 clear_path(col1
,row1
,col2
,row2
)
1566 int col1
, row1
, col2
, row2
;
1572 q1_path(row1
,col1
,row2
,col2
,cleardone
);
1574 q4_path(row1
,col1
,row2
,col2
,cleardone
);
1578 q2_path(row1
,col1
,row2
,col2
,cleardone
);
1579 } else if(row1
== row2
&& col1
== col2
) {
1582 q3_path(row1
,col1
,row2
,col2
,cleardone
);
1588 return((boolean
)result
);
1591 #ifdef VISION_TABLES
1592 /*===========================================================================*\
1593 GENERAL LINE OF SIGHT
1595 \*===========================================================================*/
1599 * Indicate caller for the shadow routines.
1601 #define FROM_RIGHT 0
1606 * Include the table definitions.
1608 #include "vis_tab.h"
1611 /* 3D table pointers. */
1612 static close2d
*close_dy
[CLOSE_MAX_BC_DY
];
1613 static far2d
*far_dy
[FAR_MAX_BC_DY
];
1615 STATIC_DCL
void right_side(int,int,int,int,int,int,int,char*);
1616 STATIC_DCL
void left_side(int,int,int,int,int,int,int,char*);
1617 STATIC_DCL
int close_shadow(int,int,int,int);
1618 STATIC_DCL
int far_shadow(int,int,int,int);
1621 * Initialize algorithm D's table pointers. If we don't have these,
1622 * then we do 3D table lookups. Verrrry slow.
1629 for (i
= 0; i
< CLOSE_MAX_BC_DY
; i
++)
1630 close_dy
[i
] = &close_table
[i
];
1632 for (i
= 0; i
< FAR_MAX_BC_DY
; i
++)
1633 far_dy
[i
] = &far_table
[i
];
1638 * If the far table has an entry of OFF_TABLE, then the far block prevents
1639 * us from seeing the location just above/below it. I.e. the first visible
1640 * location is one *before* the block.
1642 #define OFF_TABLE 0xff
1645 close_shadow(side
,this_row
,block_row
,block_col
)
1646 int side
,this_row
,block_row
,block_col
;
1648 register int sdy
, sdx
, pdy
, offset
;
1651 * If on the same column (block_row = -1), then we can see it.
1653 if (block_row
< 0) return block_col
;
1655 /* Take explicit absolute values. Adjust. */
1656 if ((sdy
= (start_row
-block_row
)) < 0) sdy
= -sdy
; --sdy
; /* src dy */
1657 if ((sdx
= (start_col
-block_col
)) < 0) sdx
= -sdx
; /* src dx */
1658 if ((pdy
= (block_row
-this_row
)) < 0) pdy
= -pdy
; /* point dy */
1660 if (sdy
< 0 || sdy
>= CLOSE_MAX_SB_DY
|| sdx
>= CLOSE_MAX_SB_DX
||
1661 pdy
>= CLOSE_MAX_BC_DY
) {
1662 impossible("close_shadow: bad value");
1665 offset
= close_dy
[sdy
]->close
[sdx
][pdy
];
1666 if (side
== FROM_RIGHT
)
1667 return block_col
+ offset
;
1669 return block_col
- offset
;
1674 far_shadow(side
,this_row
,block_row
,block_col
)
1675 int side
,this_row
,block_row
,block_col
;
1677 register int sdy
, sdx
, pdy
, offset
;
1680 * Take care of a bug that shows up only on the borders.
1682 * If the block is beyond the border, then the row is negative. Return
1683 * the block's column number (should be 0 or COLNO-1).
1685 * Could easily have the column be -1, but then wouldn't know if it was
1686 * the left or right border.
1688 if (block_row
< 0) return block_col
;
1690 /* Take explicit absolute values. Adjust. */
1691 if ((sdy
= (start_row
-block_row
)) < 0) sdy
= -sdy
; /* src dy */
1692 if ((sdx
= (start_col
-block_col
)) < 0) sdx
= -sdx
; --sdx
; /* src dx */
1693 if ((pdy
= (block_row
-this_row
)) < 0) pdy
= -pdy
; --pdy
; /* point dy */
1695 if (sdy
>= FAR_MAX_SB_DY
|| sdx
< 0 || sdx
>= FAR_MAX_SB_DX
||
1696 pdy
< 0 || pdy
>= FAR_MAX_BC_DY
) {
1697 impossible("far_shadow: bad value");
1700 if ((offset
= far_dy
[sdy
]->far_q
[sdx
][pdy
]) == OFF_TABLE
) offset
= -1;
1701 if (side
== FROM_RIGHT
)
1702 return block_col
+ offset
;
1704 return block_col
- offset
;
1711 * Figure out what could be seen on the right side of the source.
1714 right_side(row
, cb_row
, cb_col
, fb_row
, fb_col
, left
, right_mark
, limits
)
1715 int row
; /* current row */
1716 int cb_row
, cb_col
; /* close block row and col */
1717 int fb_row
, fb_col
; /* far block row and col */
1718 int left
; /* left mark of the previous row */
1719 int right_mark
; /* right mark of previous row */
1720 char *limits
; /* points at range limit for current row, or NULL */
1723 register char *rowp
;
1725 int left_shadow
, right_shadow
, loc_right
;
1726 int lblock_col
; /* local block column (current row) */
1728 char *row_min
; /* left most */
1729 char *row_max
; /* right most */
1730 int lim_max
; /* right most limit of circle */
1737 rowp
= row_min
= row_max
= NULL
;
1740 deeper
= good_row(nrow
) && (!limits
|| (*limits
>= *(limits
+1)));
1742 rowp
= cs_rows
[row
];
1743 row_min
= &cs_left
[row
];
1744 row_max
= &cs_right
[row
];
1747 lim_max
= start_col
+ *limits
;
1748 if(lim_max
> COLNO
-1) lim_max
= COLNO
-1;
1749 if(right_mark
> lim_max
) right_mark
= lim_max
;
1750 limits
++; /* prepare for next row */
1755 * Get the left shadow from the close block. This value could be
1758 left_shadow
= close_shadow(FROM_RIGHT
,row
,cb_row
,cb_col
);
1761 * Mark all stone walls as seen before the left shadow. All this work
1762 * for a special case.
1764 * NOTE. With the addition of this code in here, it is now *required*
1765 * for the algorithm to work correctly. If this is commented out,
1766 * change the above assignment so that left and not left_shadow is the
1767 * variable that gets the shadow.
1769 while (left
<= right_mark
) {
1770 loc_right
= right_ptrs
[row
][left
];
1771 if(loc_right
> lim_max
) loc_right
= lim_max
;
1772 if (viz_clear_rows
[row
][left
]) {
1773 if (loc_right
>= left_shadow
) {
1774 left
= left_shadow
; /* opening ends beyond shadow */
1778 loc_right
= right_ptrs
[row
][left
];
1779 if(loc_right
> lim_max
) loc_right
= lim_max
;
1780 if (left
== loc_right
) return; /* boundary */
1782 /* Shadow covers opening, beyond right mark */
1783 if (left
== right_mark
&& left_shadow
> right_mark
) return;
1786 if (loc_right
> right_mark
) /* can't see stone beyond the mark */
1787 loc_right
= right_mark
;
1790 for (i
= left
; i
<= loc_right
; i
++) (*vis_func
)(i
, row
, varg
);
1792 for (i
= left
; i
<= loc_right
; i
++) set_cs(rowp
,i
);
1793 set_min(left
); set_max(loc_right
);
1796 if (loc_right
== right_mark
) return; /* all stone */
1797 if (loc_right
>= left_shadow
) hit_stone
= 1;
1798 left
= loc_right
+ 1;
1802 * At this point we are at the first visible clear spot on or beyond
1803 * the left shadow, unless the left shadow is an illegal value. If we
1804 * have "hit stone" then we have a stone wall just to our left.
1808 * Get the right shadow. Make sure that it is a legal value.
1810 if ((right_shadow
= far_shadow(FROM_RIGHT
,row
,fb_row
,fb_col
)) >= COLNO
)
1811 right_shadow
= COLNO
-1;
1813 * Make vertical walls work the way we want them. In this case, we
1814 * note when the close block blocks the column just above/beneath
1815 * it (right_shadow < fb_col [actually right_shadow == fb_col-1]). If
1816 * the location is filled, then we want to see it, so we put the
1817 * right shadow back (same as fb_col).
1819 if (right_shadow
< fb_col
&& !viz_clear_rows
[row
][fb_col
])
1820 right_shadow
= fb_col
;
1821 if(right_shadow
> lim_max
) right_shadow
= lim_max
;
1824 * Main loop. Within the range of sight of the previous row, mark all
1825 * stone walls as seen. Follow open areas recursively.
1827 while (left
<= right_mark
) {
1828 /* Get the far right of the opening or wall */
1829 loc_right
= right_ptrs
[row
][left
];
1830 if(loc_right
> lim_max
) loc_right
= lim_max
;
1832 if (!viz_clear_rows
[row
][left
]) {
1833 hit_stone
= 1; /* use stone on this row as close block */
1835 * We can see all of the wall until the next open spot or the
1836 * start of the shadow caused by the far block (right).
1838 * Can't see stone beyond the right mark.
1840 if (loc_right
> right_mark
) loc_right
= right_mark
;
1843 for (i
= left
; i
<= loc_right
; i
++) (*vis_func
)(i
, row
, varg
);
1845 for (i
= left
; i
<= loc_right
; i
++) set_cs(rowp
,i
);
1846 set_min(left
); set_max(loc_right
);
1849 if (loc_right
== right_mark
) return; /* hit the end */
1850 left
= loc_right
+ 1;
1851 loc_right
= right_ptrs
[row
][left
];
1852 if(loc_right
> lim_max
) loc_right
= lim_max
;
1853 /* fall through... we know at least one position is visible */
1857 * We are in an opening.
1859 * If this is the first open spot since the could see area (this is
1860 * true if we have hit stone), get the shadow generated by the wall
1864 lblock_col
= left
-1; /* local block column */
1865 left
= close_shadow(FROM_RIGHT
,row
,row
,lblock_col
);
1866 if (left
> lim_max
) break; /* off the end */
1870 * Check if the shadow covers the opening. If it does, then
1871 * move to end of the opening. A shadow generated on from a
1872 * wall on this row does *not* cover the wall on the right
1875 if (left
>= loc_right
) {
1876 if (loc_right
== lim_max
) { /* boundary */
1877 if (left
== lim_max
) {
1878 if(vis_func
) (*vis_func
)(lim_max
, row
, varg
);
1880 set_cs(rowp
,lim_max
); /* last pos */
1891 * If the far wall of the opening (loc_right) is closer than the
1892 * shadow limit imposed by the far block (right) then use the far
1893 * wall as our new far block when we recurse.
1895 * If the limits are the the same, and the far block really exists
1896 * (fb_row >= 0) then do the same as above.
1898 * Normally, the check would be for the far wall being closer OR EQUAL
1899 * to the shadow limit. However, there is a bug that arises from the
1900 * fact that the clear area pointers end in an open space (if it
1901 * exists) on a boundary. This then makes a far block exist where it
1902 * shouldn't --- on a boundary. To get around that, I had to
1903 * introduce the concept of a non-existent far block (when the
1904 * row < 0). Next I have to check for it. Here is where that check
1907 if ((loc_right
< right_shadow
) ||
1908 (fb_row
>= 0 && loc_right
== right_shadow
)) {
1910 for (i
= left
; i
<= loc_right
; i
++) (*vis_func
)(i
, row
, varg
);
1912 for (i
= left
; i
<= loc_right
; i
++) set_cs(rowp
,i
);
1913 set_min(left
); set_max(loc_right
);
1918 right_side(nrow
,row
,lblock_col
,row
,loc_right
,
1919 left
,loc_right
,limits
);
1921 right_side(nrow
,cb_row
,cb_col
,row
,loc_right
,
1922 left
,loc_right
,limits
);
1926 * The following line, setting hit_stone, is needed for those
1927 * walls that are only 1 wide. If hit stone is *not* set and
1928 * the stone is only one wide, then the close block is the old
1929 * one instead one on the current row. A way around having to
1930 * set it here is to make left = loc_right (not loc_right+1) and
1931 * let the outer loop take care of it. However, if we do that
1932 * then we then have to check for boundary conditions here as
1940 * The opening extends beyond the right mark. This means that
1941 * the next far block is the current far block.
1945 for (i
=left
; i
<= right_shadow
; i
++) (*vis_func
)(i
, row
, varg
);
1947 for (i
= left
; i
<= right_shadow
; i
++) set_cs(rowp
,i
);
1948 set_min(left
); set_max(right_shadow
);
1953 right_side(nrow
, row
,lblock_col
,fb_row
,fb_col
,
1954 left
,right_shadow
,limits
);
1956 right_side(nrow
,cb_row
, cb_col
,fb_row
,fb_col
,
1957 left
,right_shadow
,limits
);
1960 return; /* we're outta here */
1969 * This routine is the mirror image of right_side(). Please see right_side()
1970 * for blow by blow comments.
1973 left_side(row
, cb_row
, cb_col
, fb_row
, fb_col
, left_mark
, right
, limits
)
1974 int row
; /* the current row */
1975 int cb_row
, cb_col
; /* close block row and col */
1976 int fb_row
, fb_col
; /* far block row and col */
1977 int left_mark
; /* left mark of previous row */
1978 int right
; /* right mark of the previous row */
1982 register char *rowp
;
1984 int left_shadow
, right_shadow
, loc_left
;
1985 int lblock_col
; /* local block column (current row) */
1987 char *row_min
; /* left most */
1988 char *row_max
; /* right most */
1992 rowp
= row_min
= row_max
= NULL
;
1996 deeper
= good_row(nrow
) && (!limits
|| (*limits
>= *(limits
+1)));
1998 rowp
= cs_rows
[row
];
1999 row_min
= &cs_left
[row
];
2000 row_max
= &cs_right
[row
];
2003 lim_min
= start_col
- *limits
;
2004 if(lim_min
< 0) lim_min
= 0;
2005 if(left_mark
< lim_min
) left_mark
= lim_min
;
2006 limits
++; /* prepare for next row */
2010 /* This value could be illegal. */
2011 right_shadow
= close_shadow(FROM_LEFT
,row
,cb_row
,cb_col
);
2013 while ( right
>= left_mark
) {
2014 loc_left
= left_ptrs
[row
][right
];
2015 if(loc_left
< lim_min
) loc_left
= lim_min
;
2016 if (viz_clear_rows
[row
][right
]) {
2017 if (loc_left
<= right_shadow
) {
2018 right
= right_shadow
; /* opening ends beyond shadow */
2022 loc_left
= left_ptrs
[row
][right
];
2023 if(loc_left
< lim_min
) loc_left
= lim_min
;
2024 if (right
== loc_left
) return; /* boundary */
2027 if (loc_left
< left_mark
) /* can't see beyond the left mark */
2028 loc_left
= left_mark
;
2031 for (i
= loc_left
; i
<= right
; i
++) (*vis_func
)(i
, row
, varg
);
2033 for (i
= loc_left
; i
<= right
; i
++) set_cs(rowp
,i
);
2034 set_min(loc_left
); set_max(right
);
2037 if (loc_left
== left_mark
) return; /* all stone */
2038 if (loc_left
<= right_shadow
) hit_stone
= 1;
2039 right
= loc_left
- 1;
2042 /* At first visible clear spot on or beyond the right shadow. */
2044 if ((left_shadow
= far_shadow(FROM_LEFT
,row
,fb_row
,fb_col
)) < 0)
2047 /* Do vertical walls as we want. */
2048 if (left_shadow
> fb_col
&& !viz_clear_rows
[row
][fb_col
])
2049 left_shadow
= fb_col
;
2050 if(left_shadow
< lim_min
) left_shadow
= lim_min
;
2052 while (right
>= left_mark
) {
2053 loc_left
= left_ptrs
[row
][right
];
2055 if (!viz_clear_rows
[row
][right
]) {
2056 hit_stone
= 1; /* use stone on this row as close block */
2058 /* We can only see walls until the left mark */
2059 if (loc_left
< left_mark
) loc_left
= left_mark
;
2062 for (i
= loc_left
; i
<= right
; i
++) (*vis_func
)(i
, row
, varg
);
2064 for (i
= loc_left
; i
<= right
; i
++) set_cs(rowp
,i
);
2065 set_min(loc_left
); set_max(right
);
2068 if (loc_left
== left_mark
) return; /* hit end */
2069 right
= loc_left
- 1;
2070 loc_left
= left_ptrs
[row
][right
];
2071 if (loc_left
< lim_min
) loc_left
= lim_min
;
2072 /* fall through...*/
2075 /* We are in an opening. */
2077 lblock_col
= right
+1; /* stone block (local) */
2078 right
= close_shadow(FROM_LEFT
,row
,row
,lblock_col
);
2079 if (right
< lim_min
) return; /* off the end */
2082 /* Check if the shadow covers the opening. */
2083 if (right
<= loc_left
) {
2084 /* Make a boundary condition work. */
2085 if (loc_left
== lim_min
) { /* at boundary */
2086 if (right
== lim_min
) {
2087 if(vis_func
) (*vis_func
)(lim_min
, row
, varg
);
2089 set_cs(rowp
,lim_min
); /* caught the last pos */
2093 return; /* and break out the loop */
2100 /* If the far wall of the opening is closer than the shadow limit. */
2101 if ((loc_left
> left_shadow
) ||
2102 (fb_row
>= 0 && loc_left
== left_shadow
)) {
2104 for (i
= loc_left
; i
<= right
; i
++) (*vis_func
)(i
, row
, varg
);
2106 for (i
= loc_left
; i
<= right
; i
++) set_cs(rowp
,i
);
2107 set_min(loc_left
); set_max(right
);
2112 left_side(nrow
,row
,lblock_col
,row
,loc_left
,
2113 loc_left
,right
,limits
);
2115 left_side(nrow
,cb_row
,cb_col
,row
,loc_left
,
2116 loc_left
,right
,limits
);
2119 hit_stone
= 1; /* needed for walls of width 1 */
2122 /* The opening extends beyond the left mark. */
2125 for (i
=left_shadow
; i
<= right
; i
++) (*vis_func
)(i
, row
, varg
);
2127 for (i
= left_shadow
; i
<= right
; i
++) set_cs(rowp
,i
);
2128 set_min(left_shadow
); set_max(right
);
2133 left_side(nrow
,row
,lblock_col
,fb_row
,fb_col
,
2134 left_shadow
,right
,limits
);
2136 left_side(nrow
,cb_row
,cb_col
,fb_row
,fb_col
,
2137 left_shadow
,right
,limits
);
2140 return; /* we're outta here */
2149 * Calculate a view from the given location. Initialize and fill a
2150 * ROWNOxCOLNO array (could_see) with all the locations that could be
2151 * seen from the source location. Initialize and fill the left most
2152 * and right most boundaries of what could be seen.
2155 view_from(srow
,scol
,loc_cs_rows
,left_most
,right_most
, range
, func
, arg
)
2156 int srow
, scol
; /* source row and column */
2157 char **loc_cs_rows
; /* could_see array (row pointers) */
2158 char *left_most
, *right_most
; /* limits of what could be seen */
2159 int range
; /* 0 if unlimited */
2160 void (*func
)(int,int,void *);
2165 int nrow
, left
, right
, left_row
, right_row
;
2168 /* Set globals for near_shadow(), far_shadow(), etc. to use. */
2171 cs_rows
= loc_cs_rows
;
2172 cs_left
= left_most
;
2173 cs_right
= right_most
;
2177 /* Find the left and right limits of sight on the starting row. */
2178 if (viz_clear_rows
[srow
][scol
]) {
2179 left
= left_ptrs
[srow
][scol
];
2180 right
= right_ptrs
[srow
][scol
];
2182 left
= (!scol
) ? 0 :
2183 (viz_clear_rows
[srow
][scol
-1] ? left_ptrs
[srow
][scol
-1] : scol
-1);
2184 right
= (scol
== COLNO
-1) ? COLNO
-1 :
2185 (viz_clear_rows
[srow
][scol
+1] ? right_ptrs
[srow
][scol
+1] : scol
+1);
2189 if(range
> MAX_RADIUS
|| range
< 1)
2190 panic("view_from called with range %d", range
);
2191 limits
= circle_ptr(range
) + 1; /* start at next row */
2192 if(left
< scol
- range
) left
= scol
- range
;
2193 if(right
> scol
+ range
) right
= scol
+ range
;
2198 for (i
= left
; i
<= right
; i
++) (*func
)(i
, srow
, arg
);
2200 /* Row optimization */
2201 rowp
= cs_rows
[srow
];
2203 /* We know that we can see our row. */
2204 for (i
= left
; i
<= right
; i
++) set_cs(rowp
,i
);
2205 cs_left
[srow
] = left
;
2206 cs_right
[srow
] = right
;
2209 /* The far block has a row number of -1 if we are on an edge. */
2210 right_row
= (right
== COLNO
-1) ? -1 : srow
;
2211 left_row
= (!left
) ? -1 : srow
;
2214 * Check what could be seen in quadrants.
2216 if ( (nrow
= srow
+1) < ROWNO
) {
2217 step
= 1; /* move down */
2219 right_side(nrow
,-1,scol
,right_row
,right
,scol
,right
,limits
);
2221 left_side(nrow
,-1,scol
,left_row
, left
, left
, scol
,limits
);
2224 if ( (nrow
= srow
-1) >= 0 ) {
2225 step
= -1; /* move up */
2227 right_side(nrow
,-1,scol
,right_row
,right
,scol
,right
,limits
);
2229 left_side(nrow
,-1,scol
,left_row
, left
, left
, scol
,limits
);
2234 #else /*===== End of algorithm D =====*/
2237 /*===========================================================================*\
2238 GENERAL LINE OF SIGHT
2240 \*===========================================================================*/
2243 * Defines local to Algorithm C.
2245 STATIC_DCL
void right_side(int,int,int,char*);
2246 STATIC_DCL
void left_side(int,int,int,char*);
2248 /* Initialize algorithm C (nothing). */
2255 * Mark positions as visible on one quadrant of the right side. The
2256 * quadrant is determined by the value of the global variable step.
2259 right_side(row
, left
, right_mark
, limits
)
2260 int row
; /* current row */
2261 int left
; /* first (left side) visible spot on prev row */
2262 int right_mark
; /* last (right side) visible spot on prev row */
2263 char *limits
; /* points at range limit for current row, or NULL */
2265 int right
; /* right limit of "could see" */
2266 int right_edge
; /* right edge of an opening */
2267 int nrow
; /* new row (calculate once) */
2268 int deeper
; /* if TRUE, call self as needed */
2269 int result
; /* set by q?_path() */
2270 register int i
; /* loop counter */
2271 register char *rowp
; /* row optimization */
2272 char *row_min
; /* left most [used by macro set_min()] */
2273 char *row_max
; /* right most [used by macro set_max()] */
2274 int lim_max
; /* right most limit of circle */
2277 rowp
= row_min
= row_max
= 0;
2281 * Can go deeper if the row is in bounds and the next row is within
2282 * the circle's limit. We tell the latter by checking to see if the next
2283 * limit value is the start of a new circle radius (meaning we depend
2284 * on the structure of circle_data[]).
2286 deeper
= good_row(nrow
) && (!limits
|| (*limits
>= *(limits
+1)));
2288 rowp
= cs_rows
[row
]; /* optimization */
2289 row_min
= &cs_left
[row
];
2290 row_max
= &cs_right
[row
];
2293 lim_max
= start_col
+ *limits
;
2294 if(lim_max
> COLNO
-1) lim_max
= COLNO
-1;
2295 if(right_mark
> lim_max
) right_mark
= lim_max
;
2296 limits
++; /* prepare for next row */
2300 while (left
<= right_mark
) {
2301 right_edge
= right_ptrs
[row
][left
];
2302 if(right_edge
> lim_max
) right_edge
= lim_max
;
2304 if (!is_clear(row
,left
)) {
2306 * Jump to the far side of a stone wall. We can set all
2307 * the points in between as seen.
2309 * If the right edge goes beyond the right mark, check to see
2310 * how much we can see.
2312 if (right_edge
> right_mark
) {
2314 * If the mark on the previous row was a clear position,
2315 * the odds are that we can actually see part of the wall
2316 * beyond the mark on this row. If so, then see one beyond
2317 * the mark. Otherwise don't. This is a kludge so corners
2318 * with an adjacent doorway show up in nethack.
2320 right_edge
= is_clear(row
-step
,right_mark
) ?
2321 right_mark
+1 : right_mark
;
2324 for (i
= left
; i
<= right_edge
; i
++) (*vis_func
)(i
, row
, varg
);
2326 for (i
= left
; i
<= right_edge
; i
++) set_cs(rowp
,i
);
2327 set_min(left
); set_max(right_edge
);
2329 left
= right_edge
+ 1; /* no limit check necessary */
2333 /* No checking needed if our left side is the start column. */
2334 if (left
!= start_col
) {
2336 * Find the left side. Move right until we can see it or we run
2339 for (; left
<= right_edge
; left
++) {
2341 q1_path(start_row
,start_col
,row
,left
,rside1
);
2343 q4_path(start_row
,start_col
,row
,left
,rside1
);
2345 rside1
: /* used if q?_path() is a macro */
2350 * Check for boundary conditions. We *need* check (2) to break
2351 * an infinite loop where:
2353 * left == right_edge == right_mark == lim_max.
2356 if (left
> lim_max
) return; /* check (1) */
2357 if (left
== lim_max
) { /* check (2) */
2358 if(vis_func
) (*vis_func
)(lim_max
, row
, varg
);
2360 set_cs(rowp
,lim_max
);
2366 * Check if we can see any spots in the opening. We might
2367 * (left == right_edge) or might not (left == right_edge+1) have
2368 * been able to see the far wall. Make sure we *can* see the
2369 * wall (remember, we can see the spot above/below this one)
2372 if (left
>= right_edge
) {
2373 left
= right_edge
; /* for the case left == right_edge+1 */
2379 * Find the right side. If the marker from the previous row is
2380 * closer than the edge on this row, then we have to check
2381 * how far we can see around the corner (under the overhang). Stop
2382 * at the first non-visible spot or we actually hit the far wall.
2384 * Otherwise, we know we can see the right edge of the current row.
2386 * This must be a strict less than so that we can always see a
2387 * horizontal wall, even if it is adjacent to us.
2389 if (right_mark
< right_edge
) {
2390 for (right
= right_mark
; right
<= right_edge
; right
++) {
2392 q1_path(start_row
,start_col
,row
,right
,rside2
);
2394 q4_path(start_row
,start_col
,row
,right
,rside2
);
2396 rside2
: /* used if q?_path() is a macro */
2399 --right
; /* get rid of the last increment */
2405 * We have the range that we want. Set the bits. Note that
2406 * there is no else --- we no longer handle splinters.
2408 if (left
<= right
) {
2410 * An ugly special case. If you are adjacent to a vertical wall
2411 * and it has a break in it, then the right mark is set to be
2412 * start_col. We *want* to be able to see adjacent vertical
2413 * walls, so we have to set it back.
2415 if (left
== right
&& left
== start_col
&&
2416 start_col
< (COLNO
-1) && !is_clear(row
,start_col
+1))
2417 right
= start_col
+1;
2419 if(right
> lim_max
) right
= lim_max
;
2422 for (i
= left
; i
<= right
; i
++) (*vis_func
)(i
, row
, varg
);
2424 for (i
= left
; i
<= right
; i
++) set_cs(rowp
,i
);
2425 set_min(left
); set_max(right
);
2428 /* recursive call for next finger of light */
2429 if (deeper
) right_side(nrow
,left
,right
,limits
);
2430 left
= right
+ 1; /* no limit check necessary */
2437 * This routine is the mirror image of right_side(). See right_side() for
2438 * extensive comments.
2441 left_side(row
, left_mark
, right
, limits
)
2442 int row
, left_mark
, right
;
2445 int left
, left_edge
, nrow
, deeper
, result
;
2447 register char *rowp
;
2448 char *row_min
, *row_max
;
2452 rowp
= row_min
= row_max
= 0;
2455 deeper
= good_row(nrow
) && (!limits
|| (*limits
>= *(limits
+1)));
2457 rowp
= cs_rows
[row
];
2458 row_min
= &cs_left
[row
];
2459 row_max
= &cs_right
[row
];
2462 lim_min
= start_col
- *limits
;
2463 if(lim_min
< 0) lim_min
= 0;
2464 if(left_mark
< lim_min
) left_mark
= lim_min
;
2465 limits
++; /* prepare for next row */
2469 while (right
>= left_mark
) {
2470 left_edge
= left_ptrs
[row
][right
];
2471 if(left_edge
< lim_min
) left_edge
= lim_min
;
2473 if (!is_clear(row
,right
)) {
2474 /* Jump to the far side of a stone wall. */
2475 if (left_edge
< left_mark
) {
2476 /* Maybe see more (kludge). */
2477 left_edge
= is_clear(row
-step
,left_mark
) ?
2478 left_mark
-1 : left_mark
;
2481 for (i
= left_edge
; i
<= right
; i
++) (*vis_func
)(i
, row
, varg
);
2483 for (i
= left_edge
; i
<= right
; i
++) set_cs(rowp
,i
);
2484 set_min(left_edge
); set_max(right
);
2486 right
= left_edge
- 1; /* no limit check necessary */
2490 if (right
!= start_col
) {
2491 /* Find the right side. */
2492 for (; right
>= left_edge
; right
--) {
2494 q2_path(start_row
,start_col
,row
,right
,lside1
);
2496 q3_path(start_row
,start_col
,row
,right
,lside1
);
2498 lside1
: /* used if q?_path() is a macro */
2502 /* Check for boundary conditions. */
2503 if (right
< lim_min
) return;
2504 if (right
== lim_min
) {
2505 if(vis_func
) (*vis_func
)(lim_min
, row
, varg
);
2507 set_cs(rowp
,lim_min
);
2512 /* Check if we can see any spots in the opening. */
2513 if (right
<= left_edge
) {
2519 /* Find the left side. */
2520 if (left_mark
> left_edge
) {
2521 for (left
= left_mark
; left
>= left_edge
; --left
) {
2523 q2_path(start_row
,start_col
,row
,left
,lside2
);
2525 q3_path(start_row
,start_col
,row
,left
,lside2
);
2527 lside2
: /* used if q?_path() is a macro */
2530 left
++; /* get rid of the last decrement */
2535 if (left
<= right
) {
2536 /* An ugly special case. */
2537 if (left
== right
&& right
== start_col
&&
2538 start_col
> 0 && !is_clear(row
,start_col
-1))
2541 if(left
< lim_min
) left
= lim_min
;
2543 for (i
= left
; i
<= right
; i
++) (*vis_func
)(i
, row
, varg
);
2545 for (i
= left
; i
<= right
; i
++) set_cs(rowp
,i
);
2546 set_min(left
); set_max(right
);
2550 if (deeper
) left_side(nrow
,left
,right
,limits
);
2551 right
= left
- 1; /* no limit check necessary */
2558 * Calculate all possible visible locations from the given location
2559 * (srow,scol). NOTE this is (y,x)! Mark the visible locations in the
2563 view_from(srow
, scol
, loc_cs_rows
, left_most
, right_most
, range
, func
, arg
)
2564 int srow
, scol
; /* starting row and column */
2565 char **loc_cs_rows
; /* pointers to the rows of the could_see array */
2566 char *left_most
; /* min mark on each row */
2567 char *right_most
; /* max mark on each row */
2568 int range
; /* 0 if unlimited */
2569 void (*func
)(int,int,void *);
2572 register int i
; /* loop counter */
2573 char *rowp
; /* optimization for setting could_see */
2574 int nrow
; /* the next row */
2575 int left
; /* the left-most visible column */
2576 int right
; /* the right-most visible column */
2577 char *limits
; /* range limit for next row */
2579 /* Set globals for q?_path(), left_side(), and right_side() to use. */
2582 cs_rows
= loc_cs_rows
; /* 'could see' rows */
2583 cs_left
= left_most
;
2584 cs_right
= right_most
;
2589 * Determine extent of sight on the starting row.
2591 if (is_clear(srow
,scol
)) {
2592 left
= left_ptrs
[srow
][scol
];
2593 right
= right_ptrs
[srow
][scol
];
2596 * When in stone, you can only see your adjacent squares, unless
2597 * you are on an array boundary or a stone/clear boundary.
2599 left
= (!scol
) ? 0 :
2600 (is_clear(srow
,scol
-1) ? left_ptrs
[srow
][scol
-1] : scol
-1);
2601 right
= (scol
== COLNO
-1) ? COLNO
-1 :
2602 (is_clear(srow
,scol
+1) ? right_ptrs
[srow
][scol
+1] : scol
+1);
2606 if(range
> MAX_RADIUS
|| range
< 1)
2607 panic("view_from called with range %d", range
);
2608 limits
= circle_ptr(range
) + 1; /* start at next row */
2609 if(left
< scol
- range
) left
= scol
- range
;
2610 if(right
> scol
+ range
) right
= scol
+ range
;
2615 for (i
= left
; i
<= right
; i
++) (*func
)(i
, srow
, arg
);
2617 /* Row pointer optimization. */
2618 rowp
= cs_rows
[srow
];
2620 /* We know that we can see our row. */
2621 for (i
= left
; i
<= right
; i
++) set_cs(rowp
,i
);
2622 cs_left
[srow
] = left
;
2623 cs_right
[srow
] = right
;
2627 * Check what could be seen in quadrants. We need to check for valid
2628 * rows here, since we don't do it in the routines right_side() and
2629 * left_side() [ugliness to remove extra routine calls].
2631 if ( (nrow
= srow
+1) < ROWNO
) { /* move down */
2633 if (scol
< COLNO
-1) right_side(nrow
, scol
, right
, limits
);
2634 if (scol
) left_side (nrow
, left
, scol
, limits
);
2637 if ( (nrow
= srow
-1) >= 0 ) { /* move up */
2639 if (scol
< COLNO
-1) right_side(nrow
, scol
, right
, limits
);
2640 if (scol
) left_side (nrow
, left
, scol
, limits
);
2644 #endif /*===== End of algorithm C =====*/
2647 * AREA OF EFFECT "ENGINE"
2649 * Calculate all possible visible locations as viewed from the given location
2650 * (srow,scol) within the range specified. Perform "func" with (x, y) args and
2651 * additional argument "arg" for each square.
2653 * If not centered on the hero, just forward arguments to view_from(); it
2654 * will call "func" when necessary. If the hero is the center, use the
2655 * vision matrix and reduce extra work.
2658 do_clear_area(scol
,srow
,range
,func
,arg
)
2659 int scol
, srow
, range
;
2660 void (*func
)(int,int,void *);
2663 /* If not centered on hero, do the hard work of figuring the area */
2664 if (scol
!= u
.ux
|| srow
!= u
.uy
)
2665 view_from(srow
, scol
, (char **)0, (char *)0, (char *)0,
2669 int y
, min_x
, max_x
, max_y
, offset
;
2672 if (range
> MAX_RADIUS
|| range
< 1)
2673 panic("do_clear_area: illegal range %d", range
);
2674 if(vision_full_recalc
)
2675 vision_recalc(0); /* recalc vision if dirty */
2676 limits
= circle_ptr(range
);
2677 if ((max_y
= (srow
+ range
)) >= ROWNO
) max_y
= ROWNO
-1;
2678 if ((y
= (srow
- range
)) < 0) y
= 0;
2679 for (; y
<= max_y
; y
++) {
2680 offset
= limits
[v_abs(y
-srow
)];
2681 if((min_x
= (scol
- offset
)) < 0) min_x
= 0;
2682 if((max_x
= (scol
+ offset
)) >= COLNO
) max_x
= COLNO
-1;
2683 for (x
= min_x
; x
<= max_x
; x
++)
2691 do_clear_areaX(scol
,srow
,range
,func
,arg
) /* cloned function that does not use sight */
2692 int scol
, srow
, range
;
2693 void (*func
)(int,int,void *);
2696 /* If not centered on hero, do the hard work of figuring the area */
2697 if (scol
!= u
.ux
|| srow
!= u
.uy
)
2698 view_from(srow
, scol
, (char **)0, (char *)0, (char *)0,
2702 int y
, min_x
, max_x
, max_y
, offset
;
2705 if (range
> MAX_RADIUS
|| range
< 1)
2706 panic("do_clear_area: illegal range %d", range
);
2707 if(vision_full_recalc
)
2708 vision_recalc(0); /* recalc vision if dirty */
2709 limits
= circle_ptr(range
);
2710 if ((max_y
= (srow
+ range
)) >= ROWNO
) max_y
= ROWNO
-1;
2711 if ((y
= (srow
- range
)) < 0) y
= 0;
2712 for (; y
<= max_y
; y
++) {
2713 offset
= limits
[v_abs(y
-srow
)];
2714 if((min_x
= (scol
- offset
)) < 0) min_x
= 0;
2715 if((max_x
= (scol
+ offset
)) >= COLNO
) max_x
= COLNO
-1;
2716 for (x
= min_x
; x
<= max_x
; x
++)
2717 /*if (couldsee(x, y))*/