1 /*	SCCS Id: @(#)vision.c	3.3	99/02/18	*/
2 /* Copyright (c) Dean Luick, with acknowledgements to Dave Cohrs, 1990.	*/
3 /* NetHack may be freely redistributed.  See license for details.	*/
4 
5 #include "hack.h"
6 
7 /* Circles ==================================================================*/
8 
9 /*
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:
17  *
18  *				XXX	+2
19  *				...X	+3
20  *				....X	+4
21  *				....X	+4
22  *				@...X   +4
23  *
24  */
25 char circle_data[] = {
26 /*  0*/	 1, 1,
27 /*  2*/	 2, 2, 1,
28 /*  5*/	 3, 3, 2, 1,
29 /*  9*/	 4, 4, 4, 3, 2,
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 */
42 };
43 
44 /*
45  * These are the starting indexes into the circle_data[] array for a
46  * circle of a given radius.
47  */
48 char circle_start[] = {
49 /*  */	  0,	/* circles of radius zero are not used */
50 /* 1*/    0,
51 /* 2*/	  2,
52 /* 3*/	  5,
53 /* 4*/	  9,
54 /* 5*/	 14,
55 /* 6*/	 20,
56 /* 7*/	 27,
57 /* 8*/	 35,
58 /* 9*/	 44,
59 /*10*/	 54,
60 /*11*/	 65,
61 /*12*/	 77,
62 /*13*/	 90,
63 /*14*/	104,
64 /*15*/	119,
65 };
66 
67 
68 /*===========================================================================*/
69 /* Vision (arbitrary line of sight) =========================================*/
70 
71 /*------ global variables ------*/
72 
73 #if 0	/* (moved to decl.c) */
74 /* True if we need to run a full vision recalculation. */
75 boolean	vision_full_recalc = 0;
76 
77 /* Pointers to the current vision array. */
78 char	**viz_array;
79 #endif
80 char	*viz_rmin, *viz_rmax;		/* current vision cs bounds */
81 
82 
83 /*------ local variables ------*/
84 
85 
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];
90 
91 static char  viz_clear[ROWNO][COLNO];		/* vision clear/blocked map */
92 static char *viz_clear_rows[ROWNO];
93 
94 static char  left_ptrs[ROWNO][COLNO];		/* LOS algorithm helpers */
95 static char right_ptrs[ROWNO][COLNO];
96 
97 /* Forward declarations. */
98 STATIC_DCL void FDECL(fill_point, (int,int));
99 STATIC_DCL void FDECL(dig_point, (int,int));
100 STATIC_DCL void NDECL(view_init);
101 STATIC_DCL void FDECL(view_from,(int,int,char **,char *,char *,int,
102 			     void (*)(int,int,genericptr_t),genericptr_t));
103 STATIC_DCL void FDECL(get_unused_cs, (char ***,char **,char **));
104 #ifdef REINCARNATION
105 STATIC_DCL void FDECL(rogue_vision, (char **,char *,char *));
106 #endif
107 
108 /* Macro definitions that I can't find anywhere. */
109 #define sign(z) ((z) < 0 ? -1 : ((z) ? 1 : 0 ))
110 #define v_abs(z)  ((z) < 0 ? -(z) : (z))	/* don't use abs -- it may exist */
111 
112 /*
113  * vision_init()
114  *
115  * The one-time vision initialization routine.
116  *
117  * This must be called before mklev() is called in newgame() [allmain.c],
118  * or before a game restore.   Else we die a horrible death.
119  */
120 void
vision_init()121 vision_init()
122 {
123     int i;
124 
125     /* Set up the pointers. */
126     for (i = 0; i < ROWNO; i++) {
127 	cs_rows0[i] = could_see[0][i];
128 	cs_rows1[i] = could_see[1][i];
129 	viz_clear_rows[i] = viz_clear[i];
130     }
131 
132     /* Start out with cs0 as our current array */
133     viz_array = cs_rows0;
134     viz_rmin  = cs_rmin0;
135     viz_rmax  = cs_rmax0;
136 
137     vision_full_recalc = 0;
138     (void) memset((genericptr_t) could_see, 0, sizeof(could_see));
139 
140     /* Initialize the vision algorithm (currently C or D). */
141     view_init();
142 
143 #ifdef VISION_TABLES
144     /* Note:  this initializer doesn't do anything except guarantee that
145 	      we're linked properly.
146     */
147     vis_tab_init();
148 #endif
149 }
150 
151 /*
152  * does_block()
153  *
154  * Returns true if the level feature, object, or monster at (x,y) blocks
155  * sight.
156  */
157 int
does_block(x,y,lev)158 does_block(x,y,lev)
159     int x, y;
160     register struct rm    *lev;
161 {
162     struct obj   *obj;
163     struct monst *mon;
164 
165     /* Features that block . . */
166     if (IS_ROCK(lev->typ) || lev->typ == TREE || (IS_DOOR(lev->typ) &&
167 			    (lev->doormask & (D_CLOSED|D_LOCKED|D_TRAPPED) )))
168 	return 1;
169 
170     if (lev->typ == CLOUD || lev->typ == WATER ||
171 			(lev->typ == MOAT && Underwater))
172 	return 1;
173 
174     /* Boulders block light. */
175     for (obj = level.objects[x][y]; obj; obj = obj->nexthere)
176 	if (obj->otyp == BOULDER) return 1;
177 
178     /* Mimics mimicing a door or boulder block light. */
179     if ((mon = m_at(x,y)) && (!mon->minvis || See_invisible) &&
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)))
183 	return 1;
184 
185     return 0;
186 }
187 
188 /*
189  * vision_reset()
190  *
191  * This must be called *after* the levl[][] structure is set with the new
192  * level and the level monsters and objects are in place.
193  */
194 void
vision_reset()195 vision_reset()
196 {
197     int y;
198     register int x, i, dig_left, block;
199     register struct rm    *lev;
200 
201     /* Start out with cs0 as our current array */
202     viz_array = cs_rows0;
203     viz_rmin  = cs_rmin0;
204     viz_rmax  = cs_rmax0;
205 
206     (void) memset((genericptr_t) could_see, 0, sizeof(could_see));
207 
208     /* Reset the pointers and clear so that we have a "full" dungeon. */
209     (void) memset((genericptr_t) viz_clear,        0, sizeof(viz_clear));
210 
211     /* Dig the level */
212     for (y = 0; y < ROWNO; y++) {
213 	dig_left = 0;
214 	block = TRUE;	/* location (0,y) is always stone; it's !isok() */
215 	lev = &levl[1][y];
216 	for (x = 1; x < COLNO; x++, lev += ROWNO)
217 	    if (block != (IS_ROCK(lev->typ) || does_block(x,y,lev))) {
218 		if(block) {
219 		    for(i=dig_left; i<x; i++) {
220 			left_ptrs [y][i] = dig_left;
221 			right_ptrs[y][i] = x-1;
222 		    }
223 		} else {
224 		    i = dig_left;
225 		    if(dig_left) dig_left--; /* point at first blocked point */
226 		    for(; i<x; i++) {
227 			left_ptrs [y][i] = dig_left;
228 			right_ptrs[y][i] = x;
229 			viz_clear[y][i] = 1;
230 		    }
231 		}
232 		dig_left = x;
233 		block = !block;
234 	    }
235 	/* handle right boundary; almost identical for blocked/unblocked */
236 	i = dig_left;
237 	if(!block && dig_left) dig_left--; /* point at first blocked point */
238 	for(; i<COLNO; i++) {
239 	    left_ptrs [y][i] = dig_left;
240 	    right_ptrs[y][i] = (COLNO-1);
241 	    viz_clear[y][i] = !block;
242 	}
243     }
244 
245     vision_full_recalc = 1;	/* we want to run vision_recalc() */
246 }
247 
248 
249 /*
250  * get_unused_cs()
251  *
252  * Called from vision_recalc() and at least one light routine.  Get pointers
253  * to the unused vision work area.
254  */
255 STATIC_OVL void
get_unused_cs(rows,rmin,rmax)256 get_unused_cs(rows, rmin, rmax)
257     char ***rows;
258     char **rmin, **rmax;
259 {
260     register int  row;
261     register char *nrmin, *nrmax;
262 
263     if (viz_array == cs_rows0) {
264 	*rows = cs_rows1;
265 	*rmin = cs_rmin1;
266 	*rmax = cs_rmax1;
267     } else {
268 	*rows = cs_rows0;
269 	*rmin = cs_rmin0;
270 	*rmax = cs_rmax0;
271     }
272 
273     /* return an initialized, unused work area */
274     nrmin = *rmin;
275     nrmax = *rmax;
276 
277     (void) memset((genericptr_t)**rows, 0, ROWNO*COLNO);  /* we see nothing */
278     for (row = 0; row < ROWNO; row++) {		/* set row min & max */
279 	*nrmin++ = COLNO-1;
280 	*nrmax++ = 0;
281     }
282 }
283 
284 
285 #ifdef REINCARNATION
286 /*
287  * rogue_vision()
288  *
289  * Set the "could see" and in sight bits so vision acts just like the old
290  * rogue game:
291  *
292  *	+ If in a room, the hero can see to the room boundaries.
293  *	+ The hero can always see adjacent squares.
294  *
295  * We set the in_sight bit here as well to escape a bug that shows up
296  * due to the one-sided lit wall hack.
297  */
298 STATIC_OVL void
rogue_vision(next,rmin,rmax)299 rogue_vision(next, rmin, rmax)
300     char **next;	/* could_see array pointers */
301     char *rmin, *rmax;
302 {
303     int rnum = levl[u.ux][u.uy].roomno - ROOMOFFSET; /* no SHARED... */
304     int start, stop, in_door, xhi, xlo, yhi, ylo;
305     register int zx, zy;
306 
307     /* If in a lit room, we are able to see to its boundaries. */
308     /* If dark, set COULD_SEE so various spells work -dlc */
309     if (rnum >= 0) {
310 	for (zy = rooms[rnum].ly-1; zy <= rooms[rnum].hy+1; zy++) {
311 	    rmin[zy] = start = rooms[rnum].lx-1;
312 	    rmax[zy] = stop  = rooms[rnum].hx+1;
313 
314 	    for (zx = start; zx <= stop; zx++) {
315 		if (rooms[rnum].rlit) {
316 		    next[zy][zx] = COULD_SEE | IN_SIGHT;
317 		    levl[zx][zy].seenv = SVALL;	/* see the walls */
318 		} else
319 		    next[zy][zx] = COULD_SEE;
320 	    }
321 	}
322     }
323 
324     in_door = levl[u.ux][u.uy].typ == DOOR;
325 
326     /* Can always see adjacent. */
327     ylo = max(u.uy - 1, 0);
328     yhi = min(u.uy + 1, ROWNO - 1);
329     xlo = max(u.ux - 1, 1);
330     xhi = min(u.ux + 1, COLNO - 1);
331     for (zy = ylo; zy <= yhi; zy++) {
332 	if (xlo < rmin[zy]) rmin[zy] = xlo;
333 	if (xhi > rmax[zy]) rmax[zy] = xhi;
334 
335 	for (zx = xlo; zx <= xhi; zx++) {
336 	    next[zy][zx] = COULD_SEE | IN_SIGHT;
337 	    /*
338 	     * Yuck, update adjacent non-diagonal positions when in a doorway.
339 	     * We need to do this to catch the case when we first step into
340 	     * a room.  The room's walls were not seen from the outside, but
341 	     * now are seen (the seen bits are set just above).  However, the
342 	     * positions are not updated because they were already in sight.
343 	     * So, we have to do it here.
344 	     */
345 	    if (in_door && (zx == u.ux || zy == u.uy)) newsym(zx,zy);
346 	}
347     }
348 }
349 #endif /* REINCARNATION */
350 
351 /*#define EXTEND_SPINE*/	/* possibly better looking wall-angle */
352 
353 #ifdef EXTEND_SPINE
354 
355 STATIC_DCL int FDECL(new_angle, (struct rm *, unsigned char *, int, int));
356 /*
357  * new_angle()
358  *
359  * Return the new angle seen by the hero for this location.  The angle
360  * bit is given in the value pointed at by sv.
361  *
362  * For T walls and crosswall, just setting the angle bit, even though
363  * it is technically correct, doesn't look good.  If we can see the
364  * next position beyond the current one and it is a wall that we can
365  * see, then we want to extend a spine of the T to connect with the wall
366  * that is beyond.  Example:
367  *
368  *	 Correct, but ugly			   Extend T spine
369  *
370  *		| ...					| ...
371  *		| ...	<-- wall beyond & floor -->	| ...
372  *		| ...					| ...
373  * Unseen   -->   ...					| ...
374  * spine	+-...	<-- trwall & doorway	-->	+-...
375  *		| ...					| ...
376  *
377  *
378  *		   @	<-- hero		-->	   @
379  *
380  *
381  * We fake the above check by only checking if the horizontal &
382  * vertical positions adjacent to the crosswall and T wall are
383  * unblocked.  Then, _in general_ we can see beyond.  Generally,
384  * this is good enough.
385  *
386  *	+ When this function is called we don't have all of the seen
387  *	  information (we're doing a top down scan in vision_recalc).
388  *	  We would need to scan once to set all IN_SIGHT and COULD_SEE
389  *	  bits, then again to correctly set the seenv bits.
390  *	+ I'm trying to make this as cheap as possible.  The display &
391  *	  vision eat up too much CPU time.
392  *
393  *
394  * Note:  Even as I write this, I'm still not convinced.  There are too
395  *	  many exceptions.  I may have to bite the bullet and do more
396  *	  checks.	- Dean 2/11/93
397  */
398 STATIC_OVL int
new_angle(lev,sv,row,col)399 new_angle(lev, sv, row, col)
400     struct rm *lev;
401     unsigned char *sv;
402     int row, col;
403 {
404     register int res = *sv;
405 
406     /*
407      * Do extra checks for crosswalls and T walls if we see them from
408      * an angle.
409      */
410     if (lev->typ >= CROSSWALL && lev->typ <= TRWALL) {
411 	switch (res) {
412 	    case SV0:
413 		if (col > 0	  && viz_clear[row][col-1]) res |= SV7;
414 		if (row > 0	  && viz_clear[row-1][col]) res |= SV1;
415 		break;
416 	    case SV2:
417 		if (row > 0	  && viz_clear[row-1][col]) res |= SV1;
418 		if (col < COLNO-1 && viz_clear[row][col+1]) res |= SV3;
419 		break;
420 	    case SV4:
421 		if (col < COLNO-1 && viz_clear[row][col+1]) res |= SV3;
422 		if (row < ROWNO-1 && viz_clear[row+1][col]) res |= SV5;
423 		break;
424 	    case SV6:
425 		if (row < ROWNO-1 && viz_clear[row+1][col]) res |= SV5;
426 		if (col > 0	  && viz_clear[row][col-1]) res |= SV7;
427 		break;
428 	}
429     }
430     return res;
431 }
432 #else
433 /*
434  * new_angle()
435  *
436  * Return the new angle seen by the hero for this location.  The angle
437  * bit is given in the value pointed at by sv.
438  *
439  * The other parameters are not used.
440  */
441 #define new_angle(lev, sv, row, col) (*sv)
442 
443 #endif
444 
445 
446 /*
447  * vision_recalc()
448  *
449  * Do all of the heavy vision work.  Recalculate all locations that could
450  * possibly be seen by the hero --- if the location were lit, etc.  Note
451  * which locations are actually seen because of lighting.  Then add to
452  * this all locations that be seen by hero due to night vision and x-ray
453  * vision.  Finally, compare with what the hero was able to see previously.
454  * Update the difference.
455  *
456  * This function is usually called only when the variable 'vision_full_recalc'
457  * is set.  The following is a list of places where this function is called,
458  * with three valid values for the control flag parameter:
459  *
460  * Control flag = 0.  A complete vision recalculation.  Generate the vision
461  * tables from scratch.  This is necessary to correctly set what the hero
462  * can see.  (1) and (2) call this routine for synchronization purposes, (3)
463  * calls this routine so it can operate correctly.
464  *
465  *	+ After the monster move, before input from the player. [moveloop()]
466  *	+ At end of moveloop. [moveloop() ??? not sure why this is here]
467  *	+ Right before something is printed. [pline()]
468  *	+ Right before we do a vision based operation. [do_clear_area()]
469  *	+ screen redraw, so we can renew all positions in sight. [docrt()]
470  *
471  * Control flag = 1.  An adjacent vision recalculation.  The hero has moved
472  * one square.  Knowing this, it might be possible to optimize the vision
473  * recalculation using the current knowledge.  This is presently unimplemented
474  * and is treated as a control = 0 call.
475  *
476  *	+ Right after the hero moves. [domove()]
477  *
478  * Control flag = 2.  Turn off the vision system.  Nothing new will be
479  * displayed, since nothing is seen.  This is usually done when you need
480  * a newsym() run on all locations in sight, or on some locations but you
481  * don't know which ones.
482  *
483  *	+ Before a screen redraw, so all positions are renewed. [docrt()]
484  *	+ Right before the hero arrives on a new level. [goto_level()]
485  *	+ Right after a scroll of light is read. [litroom()]
486  *	+ After an option has changed that affects vision [parseoptions()]
487  *	+ Right after the hero is swallowed. [gulpmu()]
488  *	+ Just before bubbles are moved. [movebubbles()]
489  */
490 void
vision_recalc(control)491 vision_recalc(control)
492     int control;
493 {
494     char **temp_array;	/* points to the old vision array */
495     char **next_array;	/* points to the new vision array */
496     char *next_row;	/* row pointer for the new array */
497     char *old_row;	/* row pointer for the old array */
498     char *next_rmin;	/* min pointer for the new array */
499     char *next_rmax;	/* max pointer for the new array */
500     char *ranges;	/* circle ranges -- used for xray & night vision */
501     int row;		/* row counter (outer loop)  */
502     int start, stop;	/* inner loop starting/stopping index */
503     int dx, dy;		/* one step from a lit door or lit wall (see below) */
504     register int col;	/* inner loop counter */
505     register struct rm *lev;	/* pointer to current pos */
506     struct rm *flev;	/* pointer to position in "front" of current pos */
507     extern unsigned char seenv_matrix[3][3];	/* from display.c */
508     static unsigned char colbump[COLNO+1];	/* cols to bump sv */
509     unsigned char *sv;				/* ptr to seen angle bits */
510     int oldseenv;				/* previous seenv value */
511 
512     vision_full_recalc = 0;			/* reset flag */
513     if (in_mklev) return;
514 
515 #ifdef GCC_WARN
516     row = 0;
517 #endif
518 
519     /*
520      * Either the light sources have been taken care of, or we must
521      * recalculate them here.
522      */
523 
524     /* Get the unused could see, row min, and row max arrays. */
525     get_unused_cs(&next_array, &next_rmin, &next_rmax);
526 
527     /* You see nothing, nothing can see you --- if swallowed or refreshing. */
528     if (u.uswallow || control == 2) {
529 	/* do nothing -- get_unused_cs() nulls out the new work area */
530 
531     } else if (Blind) {
532 	/*
533 	 * Calculate the could_see array even when blind so that monsters
534 	 * can see you, even if you can't see them.  Note that the current
535 	 * setup allows:
536 	 *
537 	 *	+ Monsters to see with the "new" vision, even on the rogue
538 	 *	  level.
539 	 *
540 	 *	+ Monsters can see you even when you're in a pit.
541 	 */
542 	view_from(u.uy, u.ux, next_array, next_rmin, next_rmax,
543 		0, (void FDECL((*),(int,int,genericptr_t)))0, (genericptr_t)0);
544 
545 	/*
546 	 * Our own version of the update loop below.  We know we can't see
547 	 * anything, so we only need update positions we used to be able
548 	 * to see.
549 	 */
550 	temp_array = viz_array;	/* set viz_array so newsym() will work */
551 	viz_array = next_array;
552 
553 	for (row = 0; row < ROWNO; row++) {
554 	    old_row = temp_array[row];
555 
556 	    /* Find the min and max positions on the row. */
557 	    start = min(viz_rmin[row], next_rmin[row]);
558 	    stop  = max(viz_rmax[row], next_rmax[row]);
559 
560 	    for (col = start; col <= stop; col++)
561 		if (old_row[col] & IN_SIGHT) newsym(col,row);
562 	}
563 
564 	/* skip the normal update loop */
565 	goto skip;
566     }
567 #ifdef REINCARNATION
568     else if (Is_rogue_level(&u.uz)) {
569 	rogue_vision(next_array,next_rmin,next_rmax);
570     }
571 #endif
572     else {
573 	int has_night_vision = 1;	/* hero has night vision */
574 
575 	if (Underwater && !Is_waterlevel(&u.uz)) {
576 	    /*
577 	     * The hero is under water.  Only see surrounding locations if
578 	     * they are also underwater.  This overrides night vision but
579 	     * does not override x-ray vision.
580 	     */
581 	    has_night_vision = 0;
582 
583 	    for (row = u.uy-1; row <= u.uy+1; row++)
584 		for (col = u.ux-1; col <= u.ux+1; col++) {
585 		    if (!isok(col,row) || !is_pool(col,row)) continue;
586 
587 		    next_rmin[row] = min(next_rmin[row], col);
588 		    next_rmax[row] = max(next_rmax[row], col);
589 		    next_array[row][col] = IN_SIGHT;
590 		}
591 	}
592 
593 	/* if in a pit, just update for immediate locations */
594 	else if (u.utrap && u.utraptype == TT_PIT) {
595 	    for (row = u.uy-1; row <= u.uy+1; row++) {
596 		if (row < 0) continue;	if (row >= ROWNO) break;
597 
598 		next_rmin[row] = max(      0, u.ux - 1);
599 		next_rmax[row] = min(COLNO-1, u.ux + 1);
600 		next_row = next_array[row];
601 
602 		for(col=next_rmin[row]; col <= next_rmax[row]; col++)
603 		    next_row[col] = IN_SIGHT;
604 	    }
605 	} else
606 	    view_from(u.uy, u.ux, next_array, next_rmin, next_rmax,
607 		0, (void FDECL((*),(int,int,genericptr_t)))0, (genericptr_t)0);
608 
609 	/*
610 	 * Set the IN_SIGHT bit for xray and night vision.
611 	 */
612 	if (u.xray_range >= 0) {
613 	    if (u.xray_range) {
614 		ranges = circle_ptr(u.xray_range);
615 
616 		for (row = u.uy-u.xray_range; row <= u.uy+u.xray_range; row++) {
617 		    if (row < 0) continue;	if (row >= ROWNO) break;
618 		    dy = v_abs(u.uy-row);	next_row = next_array[row];
619 
620 		    start = max(      0, u.ux - ranges[dy]);
621 		    stop  = min(COLNO-1, u.ux + ranges[dy]);
622 
623 		    for (col = start; col <= stop; col++) {
624 			char old_row_val = next_row[col];
625 			next_row[col] |= IN_SIGHT;
626 			oldseenv = levl[col][row].seenv;
627 			levl[col][row].seenv = SVALL;	/* see all! */
628 			/* Update if previously not in sight or new angle. */
629 			if (!(old_row_val & IN_SIGHT) || oldseenv != SVALL)
630 			    newsym(col,row);
631 		    }
632 
633 		    next_rmin[row] = min(start, next_rmin[row]);
634 		    next_rmax[row] = max(stop, next_rmax[row]);
635 		}
636 
637 	    } else {	/* range is 0 */
638 		next_array[u.uy][u.ux] |= IN_SIGHT;
639 		levl[u.ux][u.uy].seenv = SVALL;
640 		next_rmin[u.uy] = min(u.ux, next_rmin[u.uy]);
641 		next_rmax[u.uy] = max(u.ux, next_rmax[u.uy]);
642 	    }
643 	}
644 
645 	if (has_night_vision && u.xray_range < u.nv_range) {
646 	    if (!u.nv_range) {	/* range is 0 */
647 		next_array[u.uy][u.ux] |= IN_SIGHT;
648 		levl[u.ux][u.uy].seenv = SVALL;
649 		next_rmin[u.uy] = min(u.ux, next_rmin[u.uy]);
650 		next_rmax[u.uy] = max(u.ux, next_rmax[u.uy]);
651 	    } else if (u.nv_range > 0) {
652 		ranges = circle_ptr(u.nv_range);
653 
654 		for (row = u.uy-u.nv_range; row <= u.uy+u.nv_range; row++) {
655 		    if (row < 0) continue;	if (row >= ROWNO) break;
656 		    dy = v_abs(u.uy-row);	next_row = next_array[row];
657 
658 		    start = max(      0, u.ux - ranges[dy]);
659 		    stop  = min(COLNO-1, u.ux + ranges[dy]);
660 
661 		    for (col = start; col <= stop; col++)
662 			if (next_row[col]) next_row[col] |= IN_SIGHT;
663 
664 		    next_rmin[row] = min(start, next_rmin[row]);
665 		    next_rmax[row] = max(stop, next_rmax[row]);
666 		}
667 	    }
668 	}
669     }
670 
671     /* Set the correct bits for all light sources. */
672     do_light_sources(next_array);
673 
674 
675     /*
676      * Make the viz_array the new array so that cansee() will work correctly.
677      */
678     temp_array = viz_array;
679     viz_array = next_array;
680 
681     /*
682      * The main update loop.  Here we do two things:
683      *
684      *	    + Set the IN_SIGHT bit for places that we could see and are lit.
685      *	    + Reset changed places.
686      *
687      * There is one thing that make deciding what the hero can see
688      * difficult:
689      *
690      *  1.  Directional lighting.  Items that block light create problems.
691      *      The worst offenders are doors.  Suppose a door to a lit room
692      *      is closed.  It is lit on one side, but not on the other.  How
693      *      do you know?  You have to check the closest adjacent position.
694      *	    Even so, that is not entirely correct.  But it seems close
695      *	    enough for now.
696      */
697     colbump[u.ux] = colbump[u.ux+1] = 1;
698     for (row = 0; row < ROWNO; row++) {
699 	dy = u.uy - row;                dy = sign(dy);
700 	next_row = next_array[row];     old_row = temp_array[row];
701 
702 	/* Find the min and max positions on the row. */
703 	start = min(viz_rmin[row], next_rmin[row]);
704 	stop  = max(viz_rmax[row], next_rmax[row]);
705 	lev = &levl[start][row];
706 
707 	sv = &seenv_matrix[dy+1][start < u.ux ? 0 : (start > u.ux ? 2:1)];
708 
709 	for (col = start; col <= stop;
710 				lev += ROWNO, sv += (int) colbump[++col]) {
711 	    if (next_row[col] & IN_SIGHT) {
712 		/*
713 		 * We see this position because of night- or xray-vision.
714 		 */
715 		oldseenv = lev->seenv;
716 		lev->seenv |= new_angle(lev,sv,row,col); /* update seen angle */
717 
718 		/* Update pos if previously not in sight or new angle. */
719 		if ( !(old_row[col] & IN_SIGHT) || oldseenv != lev->seenv)
720 		    newsym(col,row);
721 	    }
722 
723 	    else if ((next_row[col] & COULD_SEE)
724 				&& (lev->lit || (next_row[col] & TEMP_LIT))) {
725 		/*
726 		 * We see this position because it is lit.
727 		 */
728 		if (IS_DOOR(lev->typ) && !viz_clear[row][col]) {
729 		    /*
730 		     * Make sure doors, boulders or mimics don't show up
731 		     * at the end of dark hallways.  We do this by checking
732 		     * the adjacent position.  If it is lit, then we can see
733 		     * the door, otherwise we can't.
734 		     */
735 		    dx = u.ux - col;	dx = sign(dx);
736 		    flev = &(levl[col+dx][row+dy]);
737 		    if (flev->lit || next_array[row+dy][col+dx] & TEMP_LIT) {
738 			next_row[col] |= IN_SIGHT;	/* we see it */
739 
740 			oldseenv = lev->seenv;
741 			lev->seenv |= new_angle(lev,sv,row,col);
742 
743 			/* Update pos if previously not in sight or new angle.*/
744 			if (!(old_row[col] & IN_SIGHT) || oldseenv!=lev->seenv)
745 			    newsym(col,row);
746 		    } else
747 			goto not_in_sight;	/* we don't see it */
748 
749 		} else {
750 		    next_row[col] |= IN_SIGHT;	/* we see it */
751 
752 		    oldseenv = lev->seenv;
753 		    lev->seenv |= new_angle(lev,sv,row,col);
754 
755 		    /* Update pos if previously not in sight or new angle. */
756 		    if ( !(old_row[col] & IN_SIGHT) || oldseenv != lev->seenv)
757 			newsym(col,row);
758 		}
759 	    } else if ((next_row[col] & COULD_SEE) && lev->waslit) {
760 		/*
761 		 * If we make it here, the hero _could see_ the location,
762 		 * but doesn't see it (location is not lit).
763 		 * However, the hero _remembers_ it as lit (waslit is true).
764 		 * The hero can now see that it is not lit, so change waslit
765 		 * and update the location.
766 		 */
767 		lev->waslit = 0; /* remember lit condition */
768 		newsym(col,row);
769 	    }
770 	    /*
771 	     * At this point we know that the row position is *not* in normal
772 	     * sight.  That is, the position is could be seen, but is dark
773 	     * or LOS is just plain blocked.
774 	     *
775 	     * Update the position if:
776 	     * o If the old one *was* in sight.  We may need to clean up
777 	     *   the glyph -- E.g. darken room spot, etc.
778 	     * o If we now could see the location (yet the location is not
779 	     *   lit), but previously we couldn't see the location, or vice
780 	     *   versa.  Update the spot because there there may be an infared
781 	     *   monster there.
782 	     */
783 	    else {
784 not_in_sight:
785 		if ((old_row[col] & IN_SIGHT)
786 			|| ((next_row[col] & COULD_SEE)
787 				^ (old_row[col] & COULD_SEE)))
788 		    newsym(col,row);
789 	    }
790 
791 	} /* end for col . . */
792     }	/* end for row . .  */
793     colbump[u.ux] = colbump[u.ux+1] = 0;
794 
795 skip:
796     newsym(u.ux,u.uy);		/* Make sure the hero shows up! */
797 
798     /* Set the new min and max pointers. */
799     viz_rmin  = next_rmin;
800     viz_rmax = next_rmax;
801 }
802 
803 
804 /*
805  * block_point()
806  *
807  * Make the location opaque to light.
808  */
809 void
block_point(x,y)810 block_point(x,y)
811     int x, y;
812 {
813     fill_point(y,x);
814 
815     /* recalc light sources here? */
816 
817     /*
818      * We have to do a full vision recalculation if we "could see" the
819      * location.  Why? Suppose some monster opened a way so that the
820      * hero could see a lit room.  However, the position of the opening
821      * was out of night-vision range of the hero.  Suddenly the hero should
822      * see the lit room.
823      */
824     if (viz_array[y][x]) vision_full_recalc = 1;
825 }
826 
827 /*
828  * unblock_point()
829  *
830  * Make the location transparent to light.
831  */
832 void
unblock_point(x,y)833 unblock_point(x,y)
834     int x, y;
835 {
836     dig_point(y,x);
837 
838     /* recalc light sources here? */
839 
840     if (viz_array[y][x]) vision_full_recalc = 1;
841 }
842 
843 
844 /*===========================================================================*\
845  |									     |
846  |	Everything below this line uses (y,x) instead of (x,y) --- the	     |
847  |	algorithms are faster if they are less recursive and can scan	     |
848  |	on a row longer.						     |
849  |									     |
850 \*===========================================================================*/
851 
852 
853 /* ========================================================================= *\
854 			Left and Right Pointer Updates
855 \* ========================================================================= */
856 
857 /*
858  *			LEFT and RIGHT pointer rules
859  *
860  *
861  * **NOTE**  The rules changed on 4/4/90.  This comment reflects the
862  * new rules.  The change was so that the stone-wall optimization
863  * would work.
864  *
865  * OK, now the tough stuff.  We must maintain our left and right
866  * row pointers.  The rules are as follows:
867  *
868  * Left Pointers:
869  * ______________
870  *
871  * + If you are a clear spot, your left will point to the first
872  *   stone to your left.  If there is none, then point the first
873  *   legal position in the row (0).
874  *
875  * + If you are a blocked spot, then your left will point to the
876  *   left-most blocked spot to your left that is connected to you.
877  *   This means that a left-edge (a blocked spot that has an open
878  *   spot on its left) will point to itself.
879  *
880  *
881  * Right Pointers:
882  * ---------------
883  * + If you are a clear spot, your right will point to the first
884  *   stone to your right.  If there is none, then point the last
885  *   legal position in the row (COLNO-1).
886  *
887  * + If you are a blocked spot, then your right will point to the
888  *   right-most blocked spot to your right that is connected to you.
889  *   This means that a right-edge (a blocked spot that has an open
890  *    spot on its right) will point to itself.
891  */
892 STATIC_OVL void
dig_point(row,col)893 dig_point(row,col)
894     int row,col;
895 {
896     int i;
897 
898     if (viz_clear[row][col]) return;		/* already done */
899 
900     viz_clear[row][col] = 1;
901 
902     /*
903      * Boundary cases first.
904      */
905     if (col == 0) {				/* left edge */
906 	if (viz_clear[row][1]) {
907 	    right_ptrs[row][0] = right_ptrs[row][1];
908 	} else {
909 	    right_ptrs[row][0] = 1;
910 	    for (i = 1; i <= right_ptrs[row][1]; i++)
911 		left_ptrs[row][i] = 1;
912 	}
913     } else if (col == (COLNO-1)) {		/* right edge */
914 
915 	if (viz_clear[row][COLNO-2]) {
916 	    left_ptrs[row][COLNO-1] = left_ptrs[row][COLNO-2];
917 	} else {
918 	    left_ptrs[row][COLNO-1] = COLNO-2;
919 	    for (i = left_ptrs[row][COLNO-2]; i < COLNO-1; i++)
920 		right_ptrs[row][i] = COLNO-2;
921 	}
922     }
923 
924     /*
925      * At this point, we know we aren't on the boundaries.
926      */
927     else if (viz_clear[row][col-1] && viz_clear[row][col+1]) {
928 	/* Both sides clear */
929 	for (i = left_ptrs[row][col-1]; i <= col; i++) {
930 	    if (!viz_clear[row][i]) continue;	/* catch non-end case */
931 	    right_ptrs[row][i] = right_ptrs[row][col+1];
932 	}
933 	for (i = col; i <= right_ptrs[row][col+1]; i++) {
934 	    if (!viz_clear[row][i]) continue;	/* catch non-end case */
935 	    left_ptrs[row][i] = left_ptrs[row][col-1];
936 	}
937 
938     } else if (viz_clear[row][col-1]) {
939 	/* Left side clear, right side blocked. */
940 	for (i = col+1; i <= right_ptrs[row][col+1]; i++)
941 	    left_ptrs[row][i] = col+1;
942 
943 	for (i = left_ptrs[row][col-1]; i <= col; i++) {
944 	    if (!viz_clear[row][i]) continue;	/* catch non-end case */
945 	    right_ptrs[row][i] = col+1;
946 	}
947 	left_ptrs[row][col] = left_ptrs[row][col-1];
948 
949     } else if (viz_clear[row][col+1]) {
950 	/* Right side clear, left side blocked. */
951 	for (i = left_ptrs[row][col-1]; i < col; i++)
952 	    right_ptrs[row][i] = col-1;
953 
954 	for (i = col; i <= right_ptrs[row][col+1]; i++) {
955 	    if (!viz_clear[row][i]) continue;	/* catch non-end case */
956 	    left_ptrs[row][i] = col-1;
957 	}
958 	right_ptrs[row][col] = right_ptrs[row][col+1];
959 
960     } else {
961 	/* Both sides blocked */
962 	for (i = left_ptrs[row][col-1]; i < col; i++)
963 	    right_ptrs[row][i] = col-1;
964 
965 	for (i = col+1; i <= right_ptrs[row][col+1]; i++)
966 	    left_ptrs[row][i] = col+1;
967 
968 	left_ptrs[row][col]  = col-1;
969 	right_ptrs[row][col] = col+1;
970     }
971 }
972 
973 STATIC_OVL void
fill_point(row,col)974 fill_point(row,col)
975     int row, col;
976 {
977     int i;
978 
979     if (!viz_clear[row][col]) return;
980 
981     viz_clear[row][col] = 0;
982 
983     if (col == 0) {
984 	if (viz_clear[row][1]) {			/* adjacent is clear */
985 	    right_ptrs[row][0] = 0;
986 	} else {
987 	    right_ptrs[row][0] = right_ptrs[row][1];
988 	    for (i = 1; i <= right_ptrs[row][1]; i++)
989 		left_ptrs[row][i] = 0;
990 	}
991     } else if (col == COLNO-1) {
992 	if (viz_clear[row][COLNO-2]) {		/* adjacent is clear */
993 	    left_ptrs[row][COLNO-1] = COLNO-1;
994 	} else {
995 	    left_ptrs[row][COLNO-1] = left_ptrs[row][COLNO-2];
996 	    for (i = left_ptrs[row][COLNO-2]; i < COLNO-1; i++)
997 		right_ptrs[row][i] = COLNO-1;
998 	}
999     }
1000 
1001     /*
1002      * Else we know that we are not on an edge.
1003      */
1004     else if (viz_clear[row][col-1] && viz_clear[row][col+1]) {
1005 	/* Both sides clear */
1006 	for (i = left_ptrs[row][col-1]+1; i <= col; i++)
1007 	    right_ptrs[row][i] = col;
1008 
1009 	if (!left_ptrs[row][col-1])		/* catch the end case */
1010 	    right_ptrs[row][0] = col;
1011 
1012 	for (i = col; i < right_ptrs[row][col+1]; i++)
1013 	    left_ptrs[row][i] = col;
1014 
1015 	if (right_ptrs[row][col+1] == COLNO-1)	/* catch the end case */
1016 	    left_ptrs[row][COLNO-1] = col;
1017 
1018     } else if (viz_clear[row][col-1]) {
1019 	/* Left side clear, right side blocked. */
1020 	for (i = col; i <= right_ptrs[row][col+1]; i++)
1021 	    left_ptrs[row][i] = col;
1022 
1023 	for (i = left_ptrs[row][col-1]+1; i < col; i++)
1024 	    right_ptrs[row][i] = col;
1025 
1026 	if (!left_ptrs[row][col-1])		/* catch the end case */
1027 	    right_ptrs[row][i] = col;
1028 
1029 	right_ptrs[row][col] = right_ptrs[row][col+1];
1030 
1031     } else if (viz_clear[row][col+1]) {
1032 	/* Right side clear, left side blocked. */
1033 	for (i = left_ptrs[row][col-1]; i <= col; i++)
1034 	    right_ptrs[row][i] = col;
1035 
1036 	for (i = col+1; i < right_ptrs[row][col+1]; i++)
1037 	    left_ptrs[row][i] = col;
1038 
1039 	if (right_ptrs[row][col+1] == COLNO-1)	/* catch the end case */
1040 	    left_ptrs[row][i] = col;
1041 
1042 	left_ptrs[row][col] = left_ptrs[row][col-1];
1043 
1044     } else {
1045 	/* Both sides blocked */
1046 	for (i = left_ptrs[row][col-1]; i <= col; i++)
1047 	    right_ptrs[row][i] = right_ptrs[row][col+1];
1048 
1049 	for (i = col; i <= right_ptrs[row][col+1]; i++)
1050 	    left_ptrs[row][i] = left_ptrs[row][col-1];
1051     }
1052 }
1053 
1054 
1055 /*===========================================================================*/
1056 /*===========================================================================*/
1057 /* Use either algorithm C or D.  See the config.h for more details. =========*/
1058 
1059 /*
1060  * Variables local to both Algorithms C and D.
1061  */
1062 static int  start_row;
1063 static int  start_col;
1064 static int  step;
1065 static char **cs_rows;
1066 static char *cs_left;
1067 static char *cs_right;
1068 
1069 static void FDECL((*vis_func), (int,int,genericptr_t));
1070 static genericptr_t varg;
1071 
1072 /*
1073  * Both Algorithms C and D use the following macros.
1074  *
1075  *      good_row(z)	  - Return TRUE if the argument is a legal row.
1076  *      set_cs(rowp,col)  - Set the local could see array.
1077  *      set_min(z)	  - Save the min value of the argument and the current
1078  *			      row minimum.
1079  *      set_max(z)	  - Save the max value of the argument and the current
1080  *			      row maximum.
1081  *
1082  * The last three macros depend on having local pointers row_min, row_max,
1083  * and rowp being set correctly.
1084  */
1085 #define set_cs(rowp,col) (rowp[col] = COULD_SEE)
1086 #define good_row(z) ((z) >= 0 && (z) < ROWNO)
1087 #define set_min(z) if (*row_min > (z)) *row_min = (z)
1088 #define set_max(z) if (*row_max < (z)) *row_max = (z)
1089 #define is_clear(row,col) viz_clear_rows[row][col]
1090 
1091 /*
1092  * clear_path()		expanded into 4 macros/functions:
1093  *
1094  *	q1_path()
1095  *	q2_path()
1096  *	q3_path()
1097  *	q4_path()
1098  *
1099  * "Draw" a line from the start to the given location.  Stop if we hit
1100  * something that blocks light.  The start and finish points themselves are
1101  * not checked, just the points between them.  These routines do _not_
1102  * expect to be called with the same starting and stopping point.
1103  *
1104  * These routines use the generalized integer Bresenham's algorithm (fast
1105  * line drawing) for all quadrants.  The algorithm was taken from _Procedural
1106  * Elements for Computer Graphics_, by David F. Rogers.  McGraw-Hill, 1985.
1107  */
1108 #ifdef MACRO_CPATH	/* quadrant calls are macros */
1109 
1110 /*
1111  * When called, the result is in "result".
1112  * The first two arguments (srow,scol) are one end of the path.  The next
1113  * two arguments (row,col) are the destination.  The last argument is
1114  * used as a C language label.  This means that it must be different
1115  * in each pair of calls.
1116  */
1117 
1118 /*
1119  *  Quadrant I (step < 0).
1120  */
1121 #define q1_path(srow,scol,y2,x2,label)			\
1122 {							\
1123     int dx, dy;						\
1124     register int k, err, x, y, dxs, dys;		\
1125 							\
1126     x  = (scol);	y  = (srow);			\
1127     dx = (x2) - x;	dy = y - (y2);			\
1128 							\
1129     result = 0;		 /* default to a blocked path */\
1130 							\
1131     dxs = dx << 1;	   /* save the shifted values */\
1132     dys = dy << 1;					\
1133     if (dy > dx) {					\
1134 	err = dxs - dy;					\
1135 							\
1136 	for (k = dy-1; k; k--) {			\
1137 	    if (err >= 0) {				\
1138 		x++;					\
1139 		err -= dys;				\
1140 	    }						\
1141 	    y--;					\
1142 	    err += dxs;					\
1143 	    if (!is_clear(y,x)) goto label;/* blocked */\
1144 	}						\
1145     } else {						\
1146 	err = dys - dx;					\
1147 							\
1148 	for (k = dx-1; k; k--) {			\
1149 	    if (err >= 0) {				\
1150 		y--;					\
1151 		err -= dxs;				\
1152 	    }						\
1153 	    x++;					\
1154 	    err += dys;					\
1155 	    if (!is_clear(y,x)) goto label;/* blocked */\
1156 	}						\
1157     }							\
1158 							\
1159     result = 1;						\
1160 }
1161 
1162 /*
1163  * Quadrant IV (step > 0).
1164  */
1165 #define q4_path(srow,scol,y2,x2,label)			\
1166 {							\
1167     int dx, dy;						\
1168     register int k, err, x, y, dxs, dys;		\
1169 							\
1170     x  = (scol);	y  = (srow);			\
1171     dx = (x2) - x;	dy = (y2) - y;			\
1172 							\
1173     result = 0;		 /* default to a blocked path */\
1174 							\
1175     dxs = dx << 1;	   /* save the shifted values */\
1176     dys = dy << 1;					\
1177     if (dy > dx) {					\
1178 	err = dxs - dy;					\
1179 							\
1180 	for (k = dy-1; k; k--) {			\
1181 	    if (err >= 0) {				\
1182 		x++;					\
1183 		err -= dys;				\
1184 	    }						\
1185 	    y++;					\
1186 	    err += dxs;					\
1187 	    if (!is_clear(y,x)) goto label;/* blocked */\
1188 	}						\
1189 							\
1190     } else {						\
1191 	err = dys - dx;					\
1192 							\
1193 	for (k = dx-1; k; k--) {			\
1194 	    if (err >= 0) {				\
1195 		y++;					\
1196 		err -= dxs;				\
1197 	    }						\
1198 	    x++;					\
1199 	    err += dys;					\
1200 	    if (!is_clear(y,x)) goto label;/* blocked */\
1201 	}						\
1202     }							\
1203 							\
1204     result = 1;						\
1205 }
1206 
1207 /*
1208  * Quadrant II (step < 0).
1209  */
1210 #define q2_path(srow,scol,y2,x2,label)			\
1211 {							\
1212     int dx, dy;						\
1213     register int k, err, x, y, dxs, dys;		\
1214 							\
1215     x  = (scol);	y  = (srow);			\
1216     dx = x - (x2);	dy = y - (y2);			\
1217 							\
1218     result = 0;		 /* default to a blocked path */\
1219 							\
1220     dxs = dx << 1;	   /* save the shifted values */\
1221     dys = dy << 1;					\
1222     if (dy > dx) {					\
1223 	err = dxs - dy;					\
1224 							\
1225 	for (k = dy-1; k; k--) {			\
1226 	    if (err >= 0) {				\
1227 		x--;					\
1228 		err -= dys;				\
1229 	    }						\
1230 	    y--;					\
1231 	    err += dxs;					\
1232 	    if (!is_clear(y,x)) goto label;/* blocked */\
1233 	}						\
1234     } else {						\
1235 	err = dys - dx;					\
1236 							\
1237 	for (k = dx-1; k; k--) {			\
1238 	    if (err >= 0) {				\
1239 		y--;					\
1240 		err -= dxs;				\
1241 	    }						\
1242 	    x--;					\
1243 	    err += dys;					\
1244 	    if (!is_clear(y,x)) goto label;/* blocked */\
1245 	}						\
1246     }							\
1247 							\
1248     result = 1;						\
1249 }
1250 
1251 /*
1252  * Quadrant III (step > 0).
1253  */
1254 #define q3_path(srow,scol,y2,x2,label)			\
1255 {							\
1256     int dx, dy;						\
1257     register int k, err, x, y, dxs, dys;		\
1258 							\
1259     x  = (scol);	y  = (srow);			\
1260     dx = x - (x2);	dy = (y2) - y;			\
1261 							\
1262     result = 0;		 /* default to a blocked path */\
1263 							\
1264     dxs = dx << 1;	   /* save the shifted values */\
1265     dys = dy << 1;					\
1266     if (dy > dx) {					\
1267 	err = dxs - dy;					\
1268 							\
1269 	for (k = dy-1; k; k--) {			\
1270 	    if (err >= 0) {				\
1271 		x--;					\
1272 		err -= dys;				\
1273 	    }						\
1274 	    y++;					\
1275 	    err += dxs;					\
1276 	    if (!is_clear(y,x)) goto label;/* blocked */\
1277 	}						\
1278 							\
1279     } else {						\
1280 	err = dys - dx;					\
1281 							\
1282 	for (k = dx-1; k; k--) {			\
1283 	    if (err >= 0) {				\
1284 		y++;					\
1285 		err -= dxs;				\
1286 	    }						\
1287 	    x--;					\
1288 	    err += dys;					\
1289 	    if (!is_clear(y,x)) goto label;/* blocked */\
1290 	}						\
1291     }							\
1292 							\
1293     result = 1;						\
1294 }
1295 
1296 #else   /* quadrants are really functions */
1297 
1298 STATIC_DCL int FDECL(_q1_path, (int,int,int,int));
1299 STATIC_DCL int FDECL(_q2_path, (int,int,int,int));
1300 STATIC_DCL int FDECL(_q3_path, (int,int,int,int));
1301 STATIC_DCL int FDECL(_q4_path, (int,int,int,int));
1302 
1303 #define q1_path(sy,sx,y,x,dummy) result = _q1_path(sy,sx,y,x)
1304 #define q2_path(sy,sx,y,x,dummy) result = _q2_path(sy,sx,y,x)
1305 #define q3_path(sy,sx,y,x,dummy) result = _q3_path(sy,sx,y,x)
1306 #define q4_path(sy,sx,y,x,dummy) result = _q4_path(sy,sx,y,x)
1307 
1308 /*
1309  * Quadrant I (step < 0).
1310  */
1311 STATIC_OVL int
_q1_path(srow,scol,y2,x2)1312 _q1_path(srow,scol,y2,x2)
1313     int scol, srow, y2, x2;
1314 {
1315     int dx, dy;
1316     register int k, err, x, y, dxs, dys;
1317 
1318     x  = scol;		y  = srow;
1319     dx = x2 - x;	dy = y - y2;
1320 
1321     dxs = dx << 1;	   /* save the shifted values */
1322     dys = dy << 1;
1323     if (dy > dx) {
1324 	err = dxs - dy;
1325 
1326 	for (k = dy-1; k; k--) {
1327 	    if (err >= 0) {
1328 		x++;
1329 		err -= dys;
1330 	    }
1331 	    y--;
1332 	    err += dxs;
1333 	    if (!is_clear(y,x)) return 0; /* blocked */
1334 	}
1335     } else {
1336 	err = dys - dx;
1337 
1338 	for (k = dx-1; k; k--) {
1339 	    if (err >= 0) {
1340 		y--;
1341 		err -= dxs;
1342 	    }
1343 	    x++;
1344 	    err += dys;
1345 	    if (!is_clear(y,x)) return 0;/* blocked */
1346 	}
1347     }
1348 
1349     return 1;
1350 }
1351 
1352 /*
1353  * Quadrant IV (step > 0).
1354  */
1355 STATIC_OVL int
_q4_path(srow,scol,y2,x2)1356 _q4_path(srow,scol,y2,x2)
1357     int scol, srow, y2, x2;
1358 {
1359     int dx, dy;
1360     register int k, err, x, y, dxs, dys;
1361 
1362     x  = scol;		y  = srow;
1363     dx = x2 - x;	dy = y2 - y;
1364 
1365     dxs = dx << 1;	   /* save the shifted values */
1366     dys = dy << 1;
1367     if (dy > dx) {
1368 	err = dxs - dy;
1369 
1370 	for (k = dy-1; k; k--) {
1371 	    if (err >= 0) {
1372 		x++;
1373 		err -= dys;
1374 	    }
1375 	    y++;
1376 	    err += dxs;
1377 	    if (!is_clear(y,x)) return 0; /* blocked */
1378 	}
1379     } else {
1380 	err = dys - dx;
1381 
1382 	for (k = dx-1; k; k--) {
1383 	    if (err >= 0) {
1384 		y++;
1385 		err -= dxs;
1386 	    }
1387 	    x++;
1388 	    err += dys;
1389 	    if (!is_clear(y,x)) return 0;/* blocked */
1390 	}
1391     }
1392 
1393     return 1;
1394 }
1395 
1396 /*
1397  * Quadrant II (step < 0).
1398  */
1399 STATIC_OVL int
_q2_path(srow,scol,y2,x2)1400 _q2_path(srow,scol,y2,x2)
1401     int scol, srow, y2, x2;
1402 {
1403     int dx, dy;
1404     register int k, err, x, y, dxs, dys;
1405 
1406     x  = scol;		y  = srow;
1407     dx = x - x2;	dy = y - y2;
1408 
1409     dxs = dx << 1;	   /* save the shifted values */
1410     dys = dy << 1;
1411     if (dy > dx) {
1412 	err = dxs - dy;
1413 
1414 	for (k = dy-1; k; k--) {
1415 	    if (err >= 0) {
1416 		x--;
1417 		err -= dys;
1418 	    }
1419 	    y--;
1420 	    err += dxs;
1421 	    if (!is_clear(y,x)) return 0; /* blocked */
1422 	}
1423     } else {
1424 	err = dys - dx;
1425 
1426 	for (k = dx-1; k; k--) {
1427 	    if (err >= 0) {
1428 		y--;
1429 		err -= dxs;
1430 	    }
1431 	    x--;
1432 	    err += dys;
1433 	    if (!is_clear(y,x)) return 0;/* blocked */
1434 	}
1435     }
1436 
1437     return 1;
1438 }
1439 
1440 /*
1441  * Quadrant III (step > 0).
1442  */
1443 STATIC_OVL int
_q3_path(srow,scol,y2,x2)1444 _q3_path(srow,scol,y2,x2)
1445     int scol, srow, y2, x2;
1446 {
1447     int dx, dy;
1448     register int k, err, x, y, dxs, dys;
1449 
1450     x  = scol;		y  = srow;
1451     dx = x - x2;	dy = y2 - y;
1452 
1453     dxs = dx << 1;	   /* save the shifted values */
1454     dys = dy << 1;
1455     if (dy > dx) {
1456 	err = dxs - dy;
1457 
1458 	for (k = dy-1; k; k--) {
1459 	    if (err >= 0) {
1460 		x--;
1461 		err -= dys;
1462 	    }
1463 	    y++;
1464 	    err += dxs;
1465 	    if (!is_clear(y,x)) return 0; /* blocked */
1466 	}
1467     } else {
1468 	err = dys - dx;
1469 
1470 	for (k = dx-1; k; k--) {
1471 	    if (err >= 0) {
1472 		y++;
1473 		err -= dxs;
1474 	    }
1475 	    x--;
1476 	    err += dys;
1477 	    if (!is_clear(y,x)) return 0;/* blocked */
1478 	}
1479     }
1480 
1481     return 1;
1482 }
1483 
1484 #endif	/* quadrants are functions */
1485 
1486 /*
1487  * Use vision tables to determine if there is a clear path from
1488  * (col1,row1) to (col2,row2).  This is used by:
1489  *		m_cansee()
1490  *		m_canseeu()
1491  *		do_light_sources()
1492  */
1493 boolean
clear_path(col1,row1,col2,row2)1494 clear_path(col1,row1,col2,row2)
1495     int col1, row1, col2, row2;
1496 {
1497     int result;
1498 
1499     if(col1 < col2) {
1500 	if(row1 > row2) {
1501 	    q1_path(row1,col1,row2,col2,cleardone);
1502 	} else {
1503 	    q4_path(row1,col1,row2,col2,cleardone);
1504 	}
1505     } else {
1506 	if(row1 > row2) {
1507 	    q2_path(row1,col1,row2,col2,cleardone);
1508 	} else if(row1 == row2 && col1 == col2) {
1509 	    result = 1;
1510 	} else {
1511 	    q3_path(row1,col1,row2,col2,cleardone);
1512 	}
1513     }
1514 cleardone:
1515     return((boolean)result);
1516 }
1517 
1518 #ifdef VISION_TABLES
1519 /*===========================================================================*\
1520 			    GENERAL LINE OF SIGHT
1521 				Algorithm D
1522 \*===========================================================================*/
1523 
1524 
1525 /*
1526  * Indicate caller for the shadow routines.
1527  */
1528 #define FROM_RIGHT 0
1529 #define FROM_LEFT  1
1530 
1531 
1532 /*
1533  * Include the table definitions.
1534  */
1535 #include "vis_tab.h"
1536 
1537 
1538 /* 3D table pointers. */
1539 static close2d *close_dy[CLOSE_MAX_BC_DY];
1540 static far2d   *far_dy[FAR_MAX_BC_DY];
1541 
1542 STATIC_DCL void FDECL(right_side, (int,int,int,int,int,int,int,char*));
1543 STATIC_DCL void FDECL(left_side, (int,int,int,int,int,int,int,char*));
1544 STATIC_DCL int FDECL(close_shadow, (int,int,int,int));
1545 STATIC_DCL int FDECL(far_shadow, (int,int,int,int));
1546 
1547 /*
1548  * Initialize algorithm D's table pointers.  If we don't have these,
1549  * then we do 3D table lookups.  Verrrry slow.
1550  */
1551 STATIC_OVL void
view_init()1552 view_init()
1553 {
1554     int i;
1555 
1556     for (i = 0; i < CLOSE_MAX_BC_DY; i++)
1557 	close_dy[i] = &close_table[i];
1558 
1559     for (i = 0; i < FAR_MAX_BC_DY; i++)
1560 	far_dy[i] = &far_table[i];
1561 }
1562 
1563 
1564 /*
1565  * If the far table has an entry of OFF_TABLE, then the far block prevents
1566  * us from seeing the location just above/below it.  I.e. the first visible
1567  * location is one *before* the block.
1568  */
1569 #define OFF_TABLE 0xff
1570 
1571 STATIC_OVL int
close_shadow(side,this_row,block_row,block_col)1572 close_shadow(side,this_row,block_row,block_col)
1573     int side,this_row,block_row,block_col;
1574 {
1575     register int sdy, sdx, pdy, offset;
1576 
1577     /*
1578      * If on the same column (block_row = -1), then we can see it.
1579      */
1580     if (block_row < 0) return block_col;
1581 
1582     /* Take explicit absolute values.  Adjust. */
1583     if ((sdy = (start_row-block_row)) < 0) sdy = -sdy; --sdy;	/* src   dy */
1584     if ((sdx = (start_col-block_col)) < 0) sdx = -sdx;		/* src   dx */
1585     if ((pdy = (block_row-this_row))  < 0) pdy = -pdy;		/* point dy */
1586 
1587     if (sdy < 0 || sdy >= CLOSE_MAX_SB_DY || sdx >= CLOSE_MAX_SB_DX ||
1588 						    pdy >= CLOSE_MAX_BC_DY) {
1589 	impossible("close_shadow:  bad value");
1590 	return block_col;
1591     }
1592     offset = close_dy[sdy]->close[sdx][pdy];
1593     if (side == FROM_RIGHT)
1594 	return block_col + offset;
1595 
1596     return block_col - offset;
1597 }
1598 
1599 
1600 STATIC_OVL int
far_shadow(side,this_row,block_row,block_col)1601 far_shadow(side,this_row,block_row,block_col)
1602     int side,this_row,block_row,block_col;
1603 {
1604     register int sdy, sdx, pdy, offset;
1605 
1606     /*
1607      * Take care of a bug that shows up only on the borders.
1608      *
1609      * If the block is beyond the border, then the row is negative.  Return
1610      * the block's column number (should be 0 or COLNO-1).
1611      *
1612      * Could easily have the column be -1, but then wouldn't know if it was
1613      * the left or right border.
1614      */
1615     if (block_row < 0) return block_col;
1616 
1617     /* Take explicit absolute values.  Adjust. */
1618     if ((sdy = (start_row-block_row)) < 0) sdy = -sdy;		/* src   dy */
1619     if ((sdx = (start_col-block_col)) < 0) sdx = -sdx; --sdx;	/* src   dx */
1620     if ((pdy = (block_row-this_row))  < 0) pdy = -pdy; --pdy;	/* point dy */
1621 
1622     if (sdy >= FAR_MAX_SB_DY || sdx < 0 || sdx >= FAR_MAX_SB_DX ||
1623 					    pdy < 0 || pdy >= FAR_MAX_BC_DY) {
1624 	impossible("far_shadow:  bad value");
1625 	return block_col;
1626     }
1627     if ((offset = far_dy[sdy]->far_q[sdx][pdy]) == OFF_TABLE) offset = -1;
1628     if (side == FROM_RIGHT)
1629 	return block_col + offset;
1630 
1631     return block_col - offset;
1632 }
1633 
1634 
1635 /*
1636  * right_side()
1637  *
1638  * Figure out what could be seen on the right side of the source.
1639  */
1640 STATIC_OVL void
right_side(row,cb_row,cb_col,fb_row,fb_col,left,right_mark,limits)1641 right_side(row, cb_row, cb_col, fb_row, fb_col, left, right_mark, limits)
1642     int row;		/* current row */
1643     int	cb_row, cb_col;	/* close block row and col */
1644     int	fb_row, fb_col;	/* far block row and col */
1645     int left;		/* left mark of the previous row */
1646     int	right_mark;	/* right mark of previous row */
1647     char *limits;	/* points at range limit for current row, or NULL */
1648 {
1649     register int  i;
1650     register char *rowp;
1651     int  hit_stone = 0;
1652     int  left_shadow, right_shadow, loc_right;
1653     int  lblock_col;		/* local block column (current row) */
1654     int  nrow, deeper;
1655     char *row_min;		/* left most */
1656     char *row_max;		/* right most */
1657     int		  lim_max;	/* right most limit of circle */
1658 
1659     nrow    = row + step;
1660     deeper  = good_row(nrow) && (!limits || (*limits >= *(limits+1)));
1661     if(!vis_func) {
1662 	rowp    = cs_rows[row];
1663 	row_min = &cs_left[row];
1664 	row_max = &cs_right[row];
1665     }
1666     if(limits) {
1667 	lim_max = start_col + *limits;
1668 	if(lim_max > COLNO-1) lim_max = COLNO-1;
1669 	if(right_mark > lim_max) right_mark = lim_max;
1670 	limits++; /* prepare for next row */
1671     } else
1672 	lim_max = COLNO-1;
1673 
1674     /*
1675      * Get the left shadow from the close block.  This value could be
1676      * illegal.
1677      */
1678     left_shadow = close_shadow(FROM_RIGHT,row,cb_row,cb_col);
1679 
1680     /*
1681      * Mark all stone walls as seen before the left shadow.  All this work
1682      * for a special case.
1683      *
1684      * NOTE.  With the addition of this code in here, it is now *required*
1685      * for the algorithm to work correctly.  If this is commented out,
1686      * change the above assignment so that left and not left_shadow is the
1687      * variable that gets the shadow.
1688      */
1689     while (left <= right_mark) {
1690 	loc_right = right_ptrs[row][left];
1691 	if(loc_right > lim_max) loc_right = lim_max;
1692 	if (viz_clear_rows[row][left]) {
1693 	    if (loc_right >= left_shadow) {
1694 		left = left_shadow;	/* opening ends beyond shadow */
1695 		break;
1696 	    }
1697 	    left = loc_right;
1698 	    loc_right = right_ptrs[row][left];
1699 	    if(loc_right > lim_max) loc_right = lim_max;
1700 	    if (left == loc_right) return;	/* boundary */
1701 
1702 	    /* Shadow covers opening, beyond right mark */
1703 	    if (left == right_mark && left_shadow > right_mark) return;
1704 	}
1705 
1706 	if (loc_right > right_mark)	/* can't see stone beyond the mark */
1707 	    loc_right = right_mark;
1708 
1709 	if(vis_func) {
1710 	    for (i = left; i <= loc_right; i++) (*vis_func)(i, row, varg);
1711 	} else {
1712 	    for (i = left; i <= loc_right; i++) set_cs(rowp,i);
1713 	    set_min(left);	set_max(loc_right);
1714 	}
1715 
1716 	if (loc_right == right_mark) return;	/* all stone */
1717 	if (loc_right >= left_shadow) hit_stone = 1;
1718 	left = loc_right + 1;
1719     }
1720 
1721     /*
1722      * At this point we are at the first visible clear spot on or beyond
1723      * the left shadow, unless the left shadow is an illegal value.  If we
1724      * have "hit stone" then we have a stone wall just to our left.
1725      */
1726 
1727     /*
1728      * Get the right shadow.  Make sure that it is a legal value.
1729      */
1730     if ((right_shadow = far_shadow(FROM_RIGHT,row,fb_row,fb_col)) >= COLNO)
1731 	right_shadow = COLNO-1;
1732     /*
1733      * Make vertical walls work the way we want them.  In this case, we
1734      * note when the close block blocks the column just above/beneath
1735      * it (right_shadow < fb_col [actually right_shadow == fb_col-1]).  If
1736      * the location is filled, then we want to see it, so we put the
1737      * right shadow back (same as fb_col).
1738      */
1739     if (right_shadow < fb_col && !viz_clear_rows[row][fb_col])
1740 	right_shadow = fb_col;
1741     if(right_shadow > lim_max) right_shadow = lim_max;
1742 
1743     /*
1744      * Main loop.  Within the range of sight of the previous row, mark all
1745      * stone walls as seen.  Follow open areas recursively.
1746      */
1747     while (left <= right_mark) {
1748 	/* Get the far right of the opening or wall */
1749 	loc_right = right_ptrs[row][left];
1750 	if(loc_right > lim_max) loc_right = lim_max;
1751 
1752 	if (!viz_clear_rows[row][left]) {
1753 	    hit_stone = 1;	/* use stone on this row as close block */
1754 	    /*
1755 	     * We can see all of the wall until the next open spot or the
1756 	     * start of the shadow caused by the far block (right).
1757 	     *
1758 	     * Can't see stone beyond the right mark.
1759 	     */
1760 	    if (loc_right > right_mark) loc_right = right_mark;
1761 
1762 	    if(vis_func) {
1763 		for (i = left; i <= loc_right; i++) (*vis_func)(i, row, varg);
1764 	    } else {
1765 		for (i = left; i <= loc_right; i++) set_cs(rowp,i);
1766 		set_min(left);	set_max(loc_right);
1767 	    }
1768 
1769 	    if (loc_right == right_mark) return;	/* hit the end */
1770 	    left = loc_right + 1;
1771 	    loc_right = right_ptrs[row][left];
1772 	    if(loc_right > lim_max) loc_right = lim_max;
1773 	    /* fall through... we know at least one position is visible */
1774 	}
1775 
1776 	/*
1777 	 * We are in an opening.
1778 	 *
1779 	 * If this is the first open spot since the could see area  (this is
1780 	 * true if we have hit stone), get the shadow generated by the wall
1781 	 * just to our left.
1782 	 */
1783 	if (hit_stone) {
1784 	    lblock_col = left-1;	/* local block column */
1785 	    left = close_shadow(FROM_RIGHT,row,row,lblock_col);
1786 	    if (left > lim_max) break;		/* off the end */
1787 	}
1788 
1789 	/*
1790 	 * Check if the shadow covers the opening.  If it does, then
1791 	 * move to end of the opening.  A shadow generated on from a
1792 	 * wall on this row does *not* cover the wall on the right
1793 	 * of the opening.
1794 	 */
1795 	if (left >= loc_right) {
1796 	    if (loc_right == lim_max) {		/* boundary */
1797 		if (left == lim_max) {
1798 		    if(vis_func) (*vis_func)(lim_max, row, varg);
1799 		    else {
1800 			set_cs(rowp,lim_max);	/* last pos */
1801 			set_max(lim_max);
1802 		    }
1803 		}
1804 		return;					/* done */
1805 	    }
1806 	    left = loc_right;
1807 	    continue;
1808 	}
1809 
1810 	/*
1811 	 * If the far wall of the opening (loc_right) is closer than the
1812 	 * shadow limit imposed by the far block (right) then use the far
1813 	 * wall as our new far block when we recurse.
1814 	 *
1815 	 * If the limits are the the same, and the far block really exists
1816 	 * (fb_row >= 0) then do the same as above.
1817 	 *
1818 	 * Normally, the check would be for the far wall being closer OR EQUAL
1819 	 * to the shadow limit.  However, there is a bug that arises from the
1820 	 * fact that the clear area pointers end in an open space (if it
1821 	 * exists) on a boundary.  This then makes a far block exist where it
1822 	 * shouldn't --- on a boundary.  To get around that, I had to
1823 	 * introduce the concept of a non-existent far block (when the
1824 	 * row < 0).  Next I have to check for it.  Here is where that check
1825 	 * exists.
1826 	 */
1827 	if ((loc_right < right_shadow) ||
1828 				(fb_row >= 0 && loc_right == right_shadow)) {
1829 	    if(vis_func) {
1830 		for (i = left; i <= loc_right; i++) (*vis_func)(i, row, varg);
1831 	    } else {
1832 		for (i = left; i <= loc_right; i++) set_cs(rowp,i);
1833 		set_min(left);	set_max(loc_right);
1834 	    }
1835 
1836 	    if (deeper) {
1837 		if (hit_stone)
1838 		    right_side(nrow,row,lblock_col,row,loc_right,
1839 							left,loc_right,limits);
1840 		else
1841 		    right_side(nrow,cb_row,cb_col,row,loc_right,
1842 							left,loc_right,limits);
1843 	    }
1844 
1845 	    /*
1846 	     * The following line, setting hit_stone, is needed for those
1847 	     * walls that are only 1 wide.  If hit stone is *not* set and
1848 	     * the stone is only one wide, then the close block is the old
1849 	     * one instead one on the current row.  A way around having to
1850 	     * set it here is to make left = loc_right (not loc_right+1) and
1851 	     * let the outer loop take care of it.  However, if we do that
1852 	     * then we then have to check for boundary conditions here as
1853 	     * well.
1854 	     */
1855 	    hit_stone = 1;
1856 
1857 	    left = loc_right+1;
1858 	}
1859 	/*
1860 	 * The opening extends beyond the right mark.  This means that
1861 	 * the next far block is the current far block.
1862 	 */
1863 	else {
1864 	    if(vis_func) {
1865 		for (i=left; i <= right_shadow; i++) (*vis_func)(i, row, varg);
1866 	    } else {
1867 		for (i = left; i <= right_shadow; i++) set_cs(rowp,i);
1868 		set_min(left);	set_max(right_shadow);
1869 	    }
1870 
1871 	    if (deeper) {
1872 		if (hit_stone)
1873 		    right_side(nrow,   row,lblock_col,fb_row,fb_col,
1874 						     left,right_shadow,limits);
1875 		else
1876 		    right_side(nrow,cb_row,    cb_col,fb_row,fb_col,
1877 						     left,right_shadow,limits);
1878 	    }
1879 
1880 	    return;	/* we're outta here */
1881 	}
1882     }
1883 }
1884 
1885 
1886 /*
1887  * left_side()
1888  *
1889  * This routine is the mirror image of right_side().  Please see right_side()
1890  * for blow by blow comments.
1891  */
1892 STATIC_OVL void
left_side(row,cb_row,cb_col,fb_row,fb_col,left_mark,right,limits)1893 left_side(row, cb_row, cb_col, fb_row, fb_col, left_mark, right, limits)
1894     int row;		/* the current row */
1895     int	cb_row, cb_col;	/* close block row and col */
1896     int	fb_row, fb_col;	/* far block row and col */
1897     int	left_mark;	/* left mark of previous row */
1898     int right;		/* right mark of the previous row */
1899     char *limits;
1900 {
1901     register int  i;
1902     register char *rowp;
1903     int  hit_stone = 0;
1904     int  left_shadow, right_shadow, loc_left;
1905     int  lblock_col;		/* local block column (current row) */
1906     int  nrow, deeper;
1907     char *row_min;		/* left most */
1908     char *row_max;		/* right most */
1909     int		  lim_min;
1910 
1911     nrow    = row + step;
1912     deeper  = good_row(nrow) && (!limits || (*limits >= *(limits+1)));
1913     if(!vis_func) {
1914 	rowp    = cs_rows[row];
1915 	row_min = &cs_left[row];
1916 	row_max = &cs_right[row];
1917     }
1918     if(limits) {
1919 	lim_min = start_col - *limits;
1920 	if(lim_min < 0) lim_min = 0;
1921 	if(left_mark < lim_min) left_mark = lim_min;
1922 	limits++; /* prepare for next row */
1923     } else
1924 	lim_min = 0;
1925 
1926     /* This value could be illegal. */
1927     right_shadow = close_shadow(FROM_LEFT,row,cb_row,cb_col);
1928 
1929     while ( right >= left_mark ) {
1930 	loc_left = left_ptrs[row][right];
1931 	if(loc_left < lim_min) loc_left = lim_min;
1932 	if (viz_clear_rows[row][right]) {
1933 	    if (loc_left <= right_shadow) {
1934 		right = right_shadow;	/* opening ends beyond shadow */
1935 		break;
1936 	    }
1937 	    right = loc_left;
1938 	    loc_left = left_ptrs[row][right];
1939 	    if(loc_left < lim_min) loc_left = lim_min;
1940 	    if (right == loc_left) return;	/* boundary */
1941 	}
1942 
1943 	if (loc_left < left_mark)	/* can't see beyond the left mark */
1944 	    loc_left = left_mark;
1945 
1946 	if(vis_func) {
1947 	    for (i = loc_left; i <= right; i++) (*vis_func)(i, row, varg);
1948 	} else {
1949 	    for (i = loc_left; i <= right; i++) set_cs(rowp,i);
1950 	    set_min(loc_left);	set_max(right);
1951 	}
1952 
1953 	if (loc_left == left_mark) return;	/* all stone */
1954 	if (loc_left <= right_shadow) hit_stone = 1;
1955 	right = loc_left - 1;
1956     }
1957 
1958     /* At first visible clear spot on or beyond the right shadow. */
1959 
1960     if ((left_shadow = far_shadow(FROM_LEFT,row,fb_row,fb_col)) < 0)
1961 	left_shadow = 0;
1962 
1963     /* Do vertical walls as we want. */
1964     if (left_shadow > fb_col && !viz_clear_rows[row][fb_col])
1965 	left_shadow = fb_col;
1966     if(left_shadow < lim_min) left_shadow = lim_min;
1967 
1968     while (right >= left_mark) {
1969 	loc_left = left_ptrs[row][right];
1970 
1971 	if (!viz_clear_rows[row][right]) {
1972 	    hit_stone = 1;	/* use stone on this row as close block */
1973 
1974 	    /* We can only see walls until the left mark */
1975 	    if (loc_left < left_mark) loc_left = left_mark;
1976 
1977 	    if(vis_func) {
1978 		for (i = loc_left; i <= right; i++) (*vis_func)(i, row, varg);
1979 	    } else {
1980 		for (i = loc_left; i <= right; i++) set_cs(rowp,i);
1981 		set_min(loc_left);	set_max(right);
1982 	    }
1983 
1984 	    if (loc_left == left_mark) return;	/* hit end */
1985 	    right = loc_left - 1;
1986 	    loc_left = left_ptrs[row][right];
1987 	    if (loc_left < lim_min) loc_left = lim_min;
1988 	    /* fall through...*/
1989 	}
1990 
1991 	/* We are in an opening. */
1992 	if (hit_stone) {
1993 	    lblock_col = right+1;	/* stone block (local) */
1994 	    right = close_shadow(FROM_LEFT,row,row,lblock_col);
1995 	    if (right < lim_min) return;	/* off the end */
1996 	}
1997 
1998 	/*  Check if the shadow covers the opening. */
1999 	if (right <= loc_left) {
2000 	    /*  Make a boundary condition work. */
2001 	    if (loc_left == lim_min) {	/* at boundary */
2002 		if (right == lim_min) {
2003 		    if(vis_func) (*vis_func)(lim_min, row, varg);
2004 		    else {
2005 			set_cs(rowp,lim_min);	/* caught the last pos */
2006 			set_min(lim_min);
2007 		    }
2008 		}
2009 		return;			/* and break out the loop */
2010 	    }
2011 
2012 	    right = loc_left;
2013 	    continue;
2014 	}
2015 
2016 	/* If the far wall of the opening is closer than the shadow limit. */
2017 	if ((loc_left > left_shadow) ||
2018 				    (fb_row >= 0 && loc_left == left_shadow)) {
2019 	    if(vis_func) {
2020 		for (i = loc_left; i <= right; i++) (*vis_func)(i, row, varg);
2021 	    } else {
2022 		for (i = loc_left; i <= right; i++) set_cs(rowp,i);
2023 		set_min(loc_left);	set_max(right);
2024 	    }
2025 
2026 	    if (deeper) {
2027 		if (hit_stone)
2028 		    left_side(nrow,row,lblock_col,row,loc_left,
2029 							loc_left,right,limits);
2030 		else
2031 		    left_side(nrow,cb_row,cb_col,row,loc_left,
2032 							loc_left,right,limits);
2033 	    }
2034 
2035 	    hit_stone = 1;	/* needed for walls of width 1 */
2036 	    right = loc_left-1;
2037 	}
2038 	/*  The opening extends beyond the left mark. */
2039 	else {
2040 	    if(vis_func) {
2041 		for (i=left_shadow; i <= right; i++) (*vis_func)(i, row, varg);
2042 	    } else {
2043 		for (i = left_shadow; i <= right; i++) set_cs(rowp,i);
2044 		set_min(left_shadow);	set_max(right);
2045 	    }
2046 
2047 	    if (deeper) {
2048 		if (hit_stone)
2049 		    left_side(nrow,row,lblock_col,fb_row,fb_col,
2050 						     left_shadow,right,limits);
2051 		else
2052 		    left_side(nrow,cb_row,cb_col,fb_row,fb_col,
2053 						     left_shadow,right,limits);
2054 	    }
2055 
2056 	    return;	/* we're outta here */
2057 	}
2058 
2059     }
2060 }
2061 
2062 /*
2063  * view_from
2064  *
2065  * Calculate a view from the given location.  Initialize and fill a
2066  * ROWNOxCOLNO array (could_see) with all the locations that could be
2067  * seen from the source location.  Initialize and fill the left most
2068  * and right most boundaries of what could be seen.
2069  */
2070 STATIC_OVL void
view_from(srow,scol,loc_cs_rows,left_most,right_most,range,func,arg)2071 view_from(srow,scol,loc_cs_rows,left_most,right_most, range, func, arg)
2072     int  srow, scol;			/* source row and column */
2073     char **loc_cs_rows;			/* could_see array (row pointers) */
2074     char *left_most, *right_most;	/* limits of what could be seen */
2075     int range;		/* 0 if unlimited */
2076     void FDECL((*func), (int,int,genericptr_t));
2077     genericptr_t arg;
2078 {
2079     register int i;
2080     char	 *rowp;
2081     int		 nrow, left, right, left_row, right_row;
2082     char	 *limits;
2083 
2084     /* Set globals for near_shadow(), far_shadow(), etc. to use. */
2085     start_col = scol;
2086     start_row = srow;
2087     cs_rows   = loc_cs_rows;
2088     cs_left   = left_most;
2089     cs_right  = right_most;
2090     vis_func = func;
2091     varg = arg;
2092 
2093     /*  Find the left and right limits of sight on the starting row. */
2094     if (viz_clear_rows[srow][scol]) {
2095 	left  = left_ptrs[srow][scol];
2096 	right = right_ptrs[srow][scol];
2097     } else {
2098 	left  = (!scol) ? 0 :
2099 	    (viz_clear_rows[srow][scol-1] ?  left_ptrs[srow][scol-1] : scol-1);
2100 	right = (scol == COLNO-1) ? COLNO-1 :
2101 	    (viz_clear_rows[srow][scol+1] ? right_ptrs[srow][scol+1] : scol+1);
2102     }
2103 
2104     if(range) {
2105 	if(range > MAX_RADIUS || range < 1)
2106 	    panic("view_from called with range %d", range);
2107 	limits = circle_ptr(range) + 1; /* start at next row */
2108 	if(left < scol - range) left = scol - range;
2109 	if(right > scol + range) right = scol + range;
2110     } else
2111 	limits = (char*) 0;
2112 
2113     if(func) {
2114 	for (i = left; i <= right; i++) (*func)(i, srow, arg);
2115     } else {
2116 	/* Row optimization */
2117 	rowp = cs_rows[srow];
2118 
2119 	/* We know that we can see our row. */
2120 	for (i = left; i <= right; i++) set_cs(rowp,i);
2121 	cs_left[srow]  = left;
2122 	cs_right[srow] = right;
2123     }
2124 
2125     /* The far block has a row number of -1 if we are on an edge. */
2126     right_row = (right == COLNO-1) ? -1 : srow;
2127     left_row  = (!left)		   ? -1 : srow;
2128 
2129     /*
2130      *  Check what could be seen in quadrants.
2131      */
2132     if ( (nrow = srow+1) < ROWNO ) {
2133 	step =  1;	/* move down */
2134 	if (scol<COLNO-1)
2135 	    right_side(nrow,-1,scol,right_row,right,scol,right,limits);
2136 	if (scol)
2137 	    left_side(nrow,-1,scol,left_row, left, left, scol,limits);
2138     }
2139 
2140     if ( (nrow = srow-1) >= 0 ) {
2141 	step = -1;	/* move up */
2142 	if (scol<COLNO-1)
2143 	    right_side(nrow,-1,scol,right_row,right,scol,right,limits);
2144 	if (scol)
2145 	    left_side(nrow,-1,scol,left_row, left, left, scol,limits);
2146     }
2147 }
2148 
2149 
2150 #else	/*===== End of algorithm D =====*/
2151 
2152 
2153 /*===========================================================================*\
2154 			    GENERAL LINE OF SIGHT
2155 				Algorithm C
2156 \*===========================================================================*/
2157 
2158 /*
2159  * Defines local to Algorithm C.
2160  */
2161 STATIC_DCL void FDECL(right_side, (int,int,int,char*));
2162 STATIC_DCL void FDECL(left_side, (int,int,int,char*));
2163 
2164 /* Initialize algorithm C (nothing). */
2165 STATIC_OVL void
view_init()2166 view_init()
2167 {
2168 }
2169 
2170 /*
2171  * Mark positions as visible on one quadrant of the right side.  The
2172  * quadrant is determined by the value of the global variable step.
2173  */
2174 STATIC_OVL void
right_side(row,left,right_mark,limits)2175 right_side(row, left, right_mark, limits)
2176     int row;		/* current row */
2177     int left;		/* first (left side) visible spot on prev row */
2178     int right_mark;	/* last (right side) visible spot on prev row */
2179     char *limits;	/* points at range limit for current row, or NULL */
2180 {
2181     int		  right;	/* right limit of "could see" */
2182     int		  right_edge;	/* right edge of an opening */
2183     int		  nrow;		/* new row (calculate once) */
2184     int		  deeper;	/* if TRUE, call self as needed */
2185     int		  result;	/* set by q?_path() */
2186     register int  i;		/* loop counter */
2187     register char *rowp;	/* row optimization */
2188     char	  *row_min;	/* left most  [used by macro set_min()] */
2189     char	  *row_max;	/* right most [used by macro set_max()] */
2190     int		  lim_max;	/* right most limit of circle */
2191 
2192 #ifdef GCC_WARN
2193     rowp = row_min = row_max = 0;
2194 #endif
2195     nrow    = row + step;
2196     /*
2197      * Can go deeper if the row is in bounds and the next row is within
2198      * the circle's limit.  We tell the latter by checking to see if the next
2199      * limit value is the start of a new circle radius (meaning we depend
2200      * on the structure of circle_data[]).
2201      */
2202     deeper  = good_row(nrow) && (!limits || (*limits >= *(limits+1)));
2203     if(!vis_func) {
2204 	rowp    = cs_rows[row];	/* optimization */
2205 	row_min = &cs_left[row];
2206 	row_max = &cs_right[row];
2207     }
2208     if(limits) {
2209 	lim_max = start_col + *limits;
2210 	if(lim_max > COLNO-1) lim_max = COLNO-1;
2211 	if(right_mark > lim_max) right_mark = lim_max;
2212 	limits++; /* prepare for next row */
2213     } else
2214 	lim_max = COLNO-1;
2215 
2216     while (left <= right_mark) {
2217 	right_edge = right_ptrs[row][left];
2218 	if(right_edge > lim_max) right_edge = lim_max;
2219 
2220 	if (!is_clear(row,left)) {
2221 	    /*
2222 	     * Jump to the far side of a stone wall.  We can set all
2223 	     * the points in between as seen.
2224 	     *
2225 	     * If the right edge goes beyond the right mark, check to see
2226 	     * how much we can see.
2227 	     */
2228 	    if (right_edge > right_mark) {
2229 		/*
2230 		 * If the mark on the previous row was a clear position,
2231 		 * the odds are that we can actually see part of the wall
2232 		 * beyond the mark on this row.  If so, then see one beyond
2233 		 * the mark.  Otherwise don't.  This is a kludge so corners
2234 		 * with an adjacent doorway show up in nethack.
2235 		 */
2236 		right_edge = is_clear(row-step,right_mark) ?
2237 						    right_mark+1 : right_mark;
2238 	    }
2239 	    if(vis_func) {
2240 		for (i = left; i <= right_edge; i++) (*vis_func)(i, row, varg);
2241 	    } else {
2242 		for (i = left; i <= right_edge; i++) set_cs(rowp,i);
2243 		set_min(left);      set_max(right_edge);
2244 	    }
2245 	    left = right_edge + 1; /* no limit check necessary */
2246 	    continue;
2247 	}
2248 
2249 	/* No checking needed if our left side is the start column. */
2250 	if (left != start_col) {
2251 	    /*
2252 	     * Find the left side.  Move right until we can see it or we run
2253 	     * into a wall.
2254 	     */
2255 	    for (; left <= right_edge; left++) {
2256 		if (step < 0) {
2257 		    q1_path(start_row,start_col,row,left,rside1);
2258 		} else {
2259 		    q4_path(start_row,start_col,row,left,rside1);
2260 		}
2261 rside1:					/* used if q?_path() is a macro */
2262 		if (result) break;
2263 	    }
2264 
2265 	    /*
2266 	     * Check for boundary conditions.  We *need* check (2) to break
2267 	     * an infinite loop where:
2268 	     *
2269 	     *		left == right_edge == right_mark == lim_max.
2270 	     *
2271 	     */
2272 	    if (left > lim_max) return;	/* check (1) */
2273 	    if (left == lim_max) {	/* check (2) */
2274 		if(vis_func) (*vis_func)(lim_max, row, varg);
2275 		else {
2276 		    set_cs(rowp,lim_max);
2277 		    set_max(lim_max);
2278 		}
2279 		return;
2280 	    }
2281 	    /*
2282 	     * Check if we can see any spots in the opening.  We might
2283 	     * (left == right_edge) or might not (left == right_edge+1) have
2284 	     * been able to see the far wall.  Make sure we *can* see the
2285 	     * wall (remember, we can see the spot above/below this one)
2286 	     * by backing up.
2287 	     */
2288 	    if (left >= right_edge) {
2289 		left = right_edge;	/* for the case left == right_edge+1 */
2290 		continue;
2291 	    }
2292 	}
2293 
2294 	/*
2295 	 * Find the right side.  If the marker from the previous row is
2296 	 * closer than the edge on this row, then we have to check
2297 	 * how far we can see around the corner (under the overhang).  Stop
2298 	 * at the first non-visible spot or we actually hit the far wall.
2299 	 *
2300 	 * Otherwise, we know we can see the right edge of the current row.
2301 	 *
2302 	 * This must be a strict less than so that we can always see a
2303 	 * horizontal wall, even if it is adjacent to us.
2304 	 */
2305 	if (right_mark < right_edge) {
2306 	    for (right = right_mark; right <= right_edge; right++) {
2307 		if (step < 0) {
2308 		    q1_path(start_row,start_col,row,right,rside2);
2309 		} else {
2310 		    q4_path(start_row,start_col,row,right,rside2);
2311 		}
2312 rside2:					/* used if q?_path() is a macro */
2313 		if (!result) break;
2314 	    }
2315 	    --right;	/* get rid of the last increment */
2316 	}
2317 	else
2318 	    right = right_edge;
2319 
2320 	/*
2321 	 * We have the range that we want.  Set the bits.  Note that
2322 	 * there is no else --- we no longer handle splinters.
2323 	 */
2324 	if (left <= right) {
2325 	    /*
2326 	     * An ugly special case.  If you are adjacent to a vertical wall
2327 	     * and it has a break in it, then the right mark is set to be
2328 	     * start_col.  We *want* to be able to see adjacent vertical
2329 	     * walls, so we have to set it back.
2330 	     */
2331 	    if (left == right && left == start_col &&
2332 			start_col < (COLNO-1) && !is_clear(row,start_col+1))
2333 		right = start_col+1;
2334 
2335 	    if(right > lim_max) right = lim_max;
2336 	    /* set the bits */
2337 	    if(vis_func)
2338 		for (i = left; i <= right; i++) (*vis_func)(i, row, varg);
2339 	    else {
2340 		for (i = left; i <= right; i++) set_cs(rowp,i);
2341 		set_min(left);      set_max(right);
2342 	    }
2343 
2344 	    /* recursive call for next finger of light */
2345 	    if (deeper) right_side(nrow,left,right,limits);
2346 	    left = right + 1; /* no limit check necessary */
2347 	}
2348     }
2349 }
2350 
2351 
2352 /*
2353  * This routine is the mirror image of right_side().  See right_side() for
2354  * extensive comments.
2355  */
2356 STATIC_OVL void
left_side(row,left_mark,right,limits)2357 left_side(row, left_mark, right, limits)
2358     int row, left_mark, right;
2359     char *limits;
2360 {
2361     int		  left, left_edge, nrow, deeper, result;
2362     register int  i;
2363     register char *rowp;
2364     char	  *row_min, *row_max;
2365     int		  lim_min;
2366 
2367 #ifdef GCC_WARN
2368     rowp = row_min = row_max = 0;
2369 #endif
2370     nrow    = row+step;
2371     deeper  = good_row(nrow) && (!limits || (*limits >= *(limits+1)));
2372     if(!vis_func) {
2373 	rowp    = cs_rows[row];
2374 	row_min = &cs_left[row];
2375 	row_max = &cs_right[row];
2376     }
2377     if(limits) {
2378 	lim_min = start_col - *limits;
2379 	if(lim_min < 0) lim_min = 0;
2380 	if(left_mark < lim_min) left_mark = lim_min;
2381 	limits++; /* prepare for next row */
2382     } else
2383 	lim_min = 0;
2384 
2385     while (right >= left_mark) {
2386 	left_edge = left_ptrs[row][right];
2387 	if(left_edge < lim_min) left_edge = lim_min;
2388 
2389 	if (!is_clear(row,right)) {
2390 	    /* Jump to the far side of a stone wall. */
2391 	    if (left_edge < left_mark) {
2392 		/* Maybe see more (kludge). */
2393 		left_edge = is_clear(row-step,left_mark) ?
2394 						    left_mark-1 : left_mark;
2395 	    }
2396 	    if(vis_func) {
2397 		for (i = left_edge; i <= right; i++) (*vis_func)(i, row, varg);
2398 	    } else {
2399 		for (i = left_edge; i <= right; i++) set_cs(rowp,i);
2400 		set_min(left_edge); set_max(right);
2401 	    }
2402 	    right = left_edge - 1; /* no limit check necessary */
2403 	    continue;
2404 	}
2405 
2406 	if (right != start_col) {
2407 	    /* Find the right side. */
2408 	    for (; right >= left_edge; right--) {
2409 		if (step < 0) {
2410 		    q2_path(start_row,start_col,row,right,lside1);
2411 		} else {
2412 		    q3_path(start_row,start_col,row,right,lside1);
2413 		}
2414 lside1:					/* used if q?_path() is a macro */
2415 		if (result) break;
2416 	    }
2417 
2418 	    /* Check for boundary conditions. */
2419 	    if (right < lim_min) return;
2420 	    if (right == lim_min) {
2421 		if(vis_func) (*vis_func)(lim_min, row, varg);
2422 		else {
2423 		    set_cs(rowp,lim_min);
2424 		    set_min(lim_min);
2425 		}
2426 		return;
2427 	    }
2428 	    /* Check if we can see any spots in the opening. */
2429 	    if (right <= left_edge) {
2430 		right = left_edge;
2431 		continue;
2432 	    }
2433 	}
2434 
2435 	/* Find the left side. */
2436 	if (left_mark > left_edge) {
2437 	    for (left = left_mark; left >= left_edge; --left) {
2438 		if (step < 0) {
2439 		    q2_path(start_row,start_col,row,left,lside2);
2440 		} else {
2441 		    q3_path(start_row,start_col,row,left,lside2);
2442 		}
2443 lside2:					/* used if q?_path() is a macro */
2444 		if (!result) break;
2445 	    }
2446 	    left++;	/* get rid of the last decrement */
2447 	}
2448 	else
2449 	    left = left_edge;
2450 
2451 	if (left <= right) {
2452 	    /* An ugly special case. */
2453 	    if (left == right && right == start_col &&
2454 			    start_col > 0 && !is_clear(row,start_col-1))
2455 		left = start_col-1;
2456 
2457 	    if(left < lim_min) left = lim_min;
2458 	    if(vis_func)
2459 		for (i = left; i <= right; i++) (*vis_func)(i, row, varg);
2460 	    else {
2461 		for (i = left; i <= right; i++) set_cs(rowp,i);
2462 		set_min(left);      set_max(right);
2463 	    }
2464 
2465 	    /* Recurse */
2466 	    if (deeper) left_side(nrow,left,right,limits);
2467 	    right = left - 1; /* no limit check necessary */
2468 	}
2469     }
2470 }
2471 
2472 
2473 /*
2474  * Calculate all possible visible locations from the given location
2475  * (srow,scol).  NOTE this is (y,x)!  Mark the visible locations in the
2476  * array provided.
2477  */
2478 STATIC_OVL void
view_from(srow,scol,loc_cs_rows,left_most,right_most,range,func,arg)2479 view_from(srow, scol, loc_cs_rows, left_most, right_most, range, func, arg)
2480     int  srow, scol;	/* starting row and column */
2481     char **loc_cs_rows;	/* pointers to the rows of the could_see array */
2482     char *left_most;	/* min mark on each row */
2483     char *right_most;	/* max mark on each row */
2484     int range;		/* 0 if unlimited */
2485     void FDECL((*func), (int,int,genericptr_t));
2486     genericptr_t arg;
2487 {
2488     register int i;		/* loop counter */
2489     char         *rowp;		/* optimization for setting could_see */
2490     int		 nrow;		/* the next row */
2491     int		 left;		/* the left-most visible column */
2492     int		 right;		/* the right-most visible column */
2493     char	 *limits;	/* range limit for next row */
2494 
2495     /* Set globals for q?_path(), left_side(), and right_side() to use. */
2496     start_col = scol;
2497     start_row = srow;
2498     cs_rows   = loc_cs_rows;	/* 'could see' rows */
2499     cs_left   = left_most;
2500     cs_right  = right_most;
2501     vis_func = func;
2502     varg = arg;
2503 
2504     /*
2505      * Determine extent of sight on the starting row.
2506      */
2507     if (is_clear(srow,scol)) {
2508 	left =  left_ptrs[srow][scol];
2509 	right = right_ptrs[srow][scol];
2510     } else {
2511 	/*
2512 	 * When in stone, you can only see your adjacent squares, unless
2513 	 * you are on an array boundary or a stone/clear boundary.
2514 	 */
2515 	left  = (!scol) ? 0 :
2516 		(is_clear(srow,scol-1) ? left_ptrs[srow][scol-1] : scol-1);
2517 	right = (scol == COLNO-1) ? COLNO-1 :
2518 		(is_clear(srow,scol+1) ? right_ptrs[srow][scol+1] : scol+1);
2519     }
2520 
2521     if(range) {
2522 	if(range > MAX_RADIUS || range < 1)
2523 	    panic("view_from called with range %d", range);
2524 	limits = circle_ptr(range) + 1; /* start at next row */
2525 	if(left < scol - range) left = scol - range;
2526 	if(right > scol + range) right = scol + range;
2527     } else
2528 	limits = (char*) 0;
2529 
2530     if(func) {
2531 	for (i = left; i <= right; i++) (*func)(i, srow, arg);
2532     } else {
2533 	/* Row pointer optimization. */
2534 	rowp = cs_rows[srow];
2535 
2536 	/* We know that we can see our row. */
2537 	for (i = left; i <= right; i++) set_cs(rowp,i);
2538 	cs_left[srow]  = left;
2539 	cs_right[srow] = right;
2540     }
2541 
2542     /*
2543      * Check what could be seen in quadrants.  We need to check for valid
2544      * rows here, since we don't do it in the routines right_side() and
2545      * left_side() [ugliness to remove extra routine calls].
2546      */
2547     if ( (nrow = srow+1) < ROWNO ) {	/* move down */
2548 	step =  1;
2549 	if (scol < COLNO-1) right_side(nrow, scol, right, limits);
2550 	if (scol)	    left_side (nrow, left,  scol, limits);
2551     }
2552 
2553     if ( (nrow = srow-1) >= 0 ) {	/* move up */
2554 	step = -1;
2555 	if (scol < COLNO-1) right_side(nrow, scol, right, limits);
2556 	if (scol)	    left_side (nrow, left,  scol, limits);
2557     }
2558 }
2559 
2560 #endif	/*===== End of algorithm C =====*/
2561 
2562 /*
2563  * AREA OF EFFECT "ENGINE"
2564  *
2565  * Calculate all possible visible locations as viewed from the given location
2566  * (srow,scol) within the range specified. Perform "func" with (x, y) args and
2567  * additional argument "arg" for each square.
2568  *
2569  * If not centered on the hero, just forward arguments to view_from(); it
2570  * will call "func" when necessary.  If the hero is the center, use the
2571  * vision matrix and reduce extra work.
2572  */
2573 void
do_clear_area(scol,srow,range,func,arg)2574 do_clear_area(scol,srow,range,func,arg)
2575     int scol, srow, range;
2576     void FDECL((*func), (int,int,genericptr_t));
2577     genericptr_t arg;
2578 {
2579 	/* If not centered on hero, do the hard work of figuring the area */
2580 	if (scol != u.ux || srow != u.uy)
2581 	    view_from(srow, scol, (char **)0, (char *)0, (char *)0,
2582 							range, func, arg);
2583 	else {
2584 	    register int x;
2585 	    int y, min_x, max_x, max_y, offset;
2586 	    char *limits;
2587 
2588 	    if (range > MAX_RADIUS || range < 1)
2589 		panic("do_clear_area:  illegal range %d", range);
2590 	    if(vision_full_recalc)
2591 		vision_recalc(0);	/* recalc vision if dirty */
2592 	    limits = circle_ptr(range);
2593 	    if ((max_y = (srow + range)) >= ROWNO) max_y = ROWNO-1;
2594 	    if ((y = (srow - range)) < 0) y = 0;
2595 	    for (; y <= max_y; y++) {
2596 		offset = limits[v_abs(y-srow)];
2597 		if((min_x = (scol - offset)) < 0) min_x = 0;
2598 		if((max_x = (scol + offset)) >= COLNO) max_x = COLNO-1;
2599 		for (x = min_x; x <= max_x; x++)
2600 		    if (couldsee(x, y))
2601 			(*func)(x, y, arg);
2602 	    }
2603 	}
2604 }
2605 
2606 /*vision.c*/
2607