/* テスト */
/*
 * File: pathfind.c
 * Purpose: Pathfinding and running code.
 *
 * Copyright (c) 1988 Christopher J Stuart (running code)
 * Copyright (c) 2004-2007 Christophe Cavalaria, Leon Marrick (pathfinding)
 *
 * This work is free software; you can redistribute it and/or modify it
 * under the terms of either:
 *
 * a) the GNU General Public License as published by the Free Software
 *    Foundation, version 2, or
 *
 * b) the "Angband licence":
 *    This software may be copied and distributed for educational, research,
 *    and not for profit purposes provided that this copyright and statement
 *    are included in all such copies.  Other copyrights may also apply.
 */
extern "C"
{
#include "angband.h"
}
extern void bell(const _TCHAR *reason);

/****** Pathfinding code ******/

/* Maximum size around the player to consider in the pathfinder */
#define MAX_PF_RADIUS 50

/* Maximum distance to consider in the pathfinder */
#define MAX_PF_LENGTH 250


static int terrain[MAX_PF_RADIUS][MAX_PF_RADIUS];
char pf_result[MAX_PF_LENGTH];
int pf_result_index;

static int ox, oy, ex, ey;

static bool is_valid_pf(int y, int x)
{
	/* Unvisited means allowed */
	if (!(cave_info[y][x] & (CAVE_MARK))) return (TRUE);

	/* Require open space */
	return (cave_floor_bold(y, x));
}

static void fill_terrain_info(void)
{
	int i, j;

	ox = MAX(p_ptr->px - MAX_PF_RADIUS / 2, 0);
	oy = MAX(p_ptr->py - MAX_PF_RADIUS / 2, 0);

	ex = MIN(p_ptr->px + MAX_PF_RADIUS / 2 - 1, DUNGEON_WID);
	ey = MIN(p_ptr->py + MAX_PF_RADIUS / 2 - 1, DUNGEON_HGT);

	for (i = 0; i < MAX_PF_RADIUS * MAX_PF_RADIUS; i++)
		terrain[0][i] = -1;

	for (j = oy; j < ey; j++)
		for (i = ox; i < ex; i++)
			if (is_valid_pf(j, i))
				terrain[j - oy][i - ox] = MAX_PF_LENGTH;

	terrain[p_ptr->py - oy][p_ptr->px - ox] = 1;
}

#define MARK_DISTANCE(c,d) if ((c <= MAX_PF_LENGTH) && (c > d)) { c = d; try_again = (TRUE); }

bool findpath(int y, int x)
{
	int i, j, dir;
	bool try_again;
	int cur_distance;

	fill_terrain_info();

	terrain[p_ptr->py - oy][p_ptr->px - ox] = 1;

	if ((x >= ox) && (x < ex) && (y >= oy) && (y < ey))
	{
		if ((cave_m_idx[y][x] > 0) && (mon_list[cave_m_idx[y][x]].ml))
		{
			terrain[y - oy][x - ox] = MAX_PF_LENGTH;
		}
#if 0
		else if (terrain[y-oy][x-ox] != MAX_PF_LENGTH)
		{
		   bell(L"Target blocked");
		   return (FALSE);
		}
#endif
		terrain[y - oy][x - ox] = MAX_PF_LENGTH;
	}
	else
	{
		bell(L"Target out of range.");
		return (FALSE);
	}
	/* 
	 * And now starts the very naive and very 
	 * inefficient pathfinding algorithm
	 */
	do
	{
		try_again = FALSE;
		for (j = oy + 1; j < ey - 1; j++)
		{
			for (i = ox + 1; i < ex - 1; i++)
			{
				cur_distance = terrain[j - oy][i - ox] + 1;

				if ((cur_distance > 0) && (cur_distance < MAX_PF_LENGTH))
				{
					for (dir = 1; dir < 10; dir++)
					{
						if (dir == 5)
							dir++;

						MARK_DISTANCE(terrain[j - oy + ddy[dir]][i - ox + ddx[dir]], cur_distance);
					}
				}
			}
		}
		if (terrain[y - oy][x - ox] < MAX_PF_LENGTH)
			try_again = (FALSE);
	}
	while (try_again);

	/* Failure */
	if (terrain[y - oy][x - ox] == MAX_PF_LENGTH)
	{
		bell(L"Target space unreachable.");
		return (FALSE);
	}
	/* Success */
	i = x;
	j = y;

	pf_result_index = 0;

	while ((i != p_ptr->px) || (j != p_ptr->py))
	{
		cur_distance = terrain[j - oy][i - ox] - 1;
		for (dir = 1; dir < 10; dir++)
		{
			if (terrain[j - oy + ddy[dir]][i - ox + ddx[dir]] == cur_distance)
				break;
		}
		/* Should never happend */
		if (dir == 10)
		{
			bell(L"Wtf ?");
			return (FALSE);
		}
		else if (dir == 5)
		{
			bell(L"Heyyy !");
			return (FALSE);
		}
		pf_result[pf_result_index++] = '0' + (char)(10 - dir);
		i += ddx[dir];
		j += ddy[dir];
	}
	pf_result_index--;

	return (TRUE);
}

/*
 * Accept values for y and x (considered as the endpoints of lines) between
 * 0 and 40, and return an angle in degrees (divided by two).  -LM-
 *
 * This table's input and output need some processing:
 *
 * Because this table gives degrees for a whole circle, up to radius 20, its
 * origin is at (x,y) = (20, 20).  Therefore, the input code needs to find
 * the origin grid (where the lines being compared come from), and then map
 * it to table grid 20,20.  Do not, however, actually try to compare the
 * angle of a line that begins and ends at the origin with any other line -
 * it is impossible mathematically, and the table will return the value "255".
 *
 * The output of this table also needs to be massaged, in order to avoid the
 * discontinuity at 0/180 degrees.  This can be done by:
 *   rotate = 90 - first value
 *   this rotates the first input to the 90 degree line)
 *   tmp = ABS(second value + rotate) % 180
 *   diff = ABS(90 - tmp) = the angular difference (divided by two) between
 *   the first and second values.
 *
 * Note that grids diagonal to the origin have unique angles.
 */
byte get_angle_to_grid[41][41] =
{
  {  68,  67,  66,  65,  64,  63,  62,  62,  60,  59,  58,  57,  56,  55,  53,  52,  51,  49,  48,  46,  45,  44,  42,  41,  39,  38,  37,  35,  34,  33,  32,  31,  30,  28,  28,  27,  26,  25,  24,  24,  23 },
  {  69,  68,  67,  66,  65,  64,  63,  62,  61,  60,  59,  58,  56,  55,  54,  52,  51,  49,  48,  47,  45,  43,  42,  41,  39,  38,  36,  35,  34,  32,  31,  30,  29,  28,  27,  26,  25,  24,  24,  23,  22 },
  {  69,  69,  68,  67,  66,  65,  64,  63,  62,  61,  60,  58,  57,  56,  54,  53,  51,  50,  48,  47,  45,  43,  42,  40,  39,  37,  36,  34,  33,  32,  30,  29,  28,  27,  26,  25,  24,  24,  23,  22,  21 },
  {  70,  69,  69,  68,  67,  66,  65,  64,  63,  61,  60,  59,  58,  56,  55,  53,  52,  50,  48,  47,  45,  43,  42,  40,  38,  37,  35,  34,  32,  31,  30,  29,  27,  26,  25,  24,  24,  23,  22,  21,  20 },
  {  71,  70,  69,  69,  68,  67,  66,  65,  63,  62,  61,  60,  58,  57,  55,  54,  52,  50,  49,  47,  45,  43,  41,  40,  38,  36,  35,  33,  32,  30,  29,  28,  27,  25,  24,  24,  23,  22,  21,  20,  19 },
  {  72,  71,  70,  69,  69,  68,  67,  65,  64,  63,  62,  60,  59,  58,  56,  54,  52,  51,  49,  47,  45,  43,  41,  39,  38,  36,  34,  32,  31,  30,  28,  27,  26,  25,  24,  23,  22,  21,  20,  19,  18 },
  {  73,  72,  71,  70,  69,  69,  68,  66,  65,  64,  63,  61,  60,  58,  57,  55,  53,  51,  49,  47,  45,  43,  41,  39,  37,  35,  33,  32,  30,  29,  27,  26,  25,  24,  23,  22,  21,  20,  19,  18,  17 },
  {  73,  73,  72,  71,  70,  70,  69,  68,  66,  65,  64,  62,  61,  59,  57,  56,  54,  51,  49,  47,  45,  43,  41,  39,  36,  34,  33,  31,  29,  28,  26,  25,  24,  23,  21,  20,  20,  19,  18,  17,  17 },
  {  75,  74,  73,  72,  72,  71,  70,  69,  68,  66,  65,  63,  62,  60,  58,  56,  54,  52,  50,  47,  45,  43,  40,  38,  36,  34,  32,  30,  28,  27,  25,  24,  23,  21,  20,  19,  18,  18,  17,  16,  15 },
  {  76,  75,  74,  74,  73,  72,  71,  70,  69,  68,  66,  65,  63,  61,  59,  57,  55,  53,  50,  48,  45,  42,  40,  37,  35,  33,  31,  29,  27,  25,  24,  23,  21,  20,  19,  18,  17,  16,  16,  15,  14 },
  {  77,  76,  75,  75,  74,  73,  72,  71,  70,  69,  68,  66,  64,  62,  60,  58,  56,  53,  51,  48,  45,  42,  39,  37,  34,  32,  30,  28,  26,  24,  23,  21,  20,  19,  18,  17,  16,  15,  15,  14,  13 },
  {  78,  77,  77,  76,  75,  75,  74,  73,  72,  70,  69,  68,  66,  64,  62,  60,  57,  54,  51,  48,  45,  42,  39,  36,  33,  30,  28,  26,  24,  23,  21,  20,  18,  17,  16,  15,  15,  14,  13,  13,  12 },
  {  79,  79,  78,  77,  77,  76,  75,  74,  73,  72,  71,  69,  68,  66,  63,  61,  58,  55,  52,  49,  45,  41,  38,  35,  32,  29,  27,  24,  23,  21,  19,  18,  17,  16,  15,  14,  13,  13,  12,  11,  11 },
  {  80,  80,  79,  79,  78,  77,  77,  76,  75,  74,  73,  71,  69,  68,  65,  63,  60,  57,  53,  49,  45,  41,  37,  33,  30,  27,  25,  23,  21,  19,  17,  16,  15,  14,  13,  13,  12,  11,  11,  10,  10 },
  {  82,  81,  81,  80,  80,  79,  78,  78,  77,  76,  75,  73,  72,  70,  68,  65,  62,  58,  54,  50,  45,  40,  36,  32,  28,  25,  23,  20,  18,  17,  15,  14,  13,  12,  12,  11,  10,  10,   9,   9,   8 },
  {  83,  83,  82,  82,  81,  81,  80,  79,  79,  78,  77,  75,  74,  72,  70,  68,  64,  60,  56,  51,  45,  39,  34,  30,  26,  23,  20,  18,  16,  15,  13,  12,  11,  11,  10,   9,   9,   8,   8,   7,   7 },
  {  84,  84,  84,  83,  83,  83,  82,  81,  81,  80,  79,  78,  77,  75,  73,  71,  68,  63,  58,  52,  45,  38,  32,  27,  23,  19,  17,  15,  13,  12,  11,  10,   9,   9,   8,   7,   7,   7,   6,   6,   6 },
  {  86,  86,  85,  85,  85,  84,  84,  84,  83,  82,  82,  81,  80,  78,  77,  75,  72,  68,  62,  54,  45,  36,  28,  23,  18,  15,  13,  12,  10,   9,   8,   8,   7,   6,   6,   6,   5,   5,   5,   4,   4 },
  {  87,  87,  87,  87,  86,  86,  86,  86,  85,  85,  84,  84,  83,  82,  81,  79,  77,  73,  68,  58,  45,  32,  23,  17,  13,  11,   9,   8,   7,   6,   6,   5,   5,   4,   4,   4,   4,   3,   3,   3,   3 },
  {  89,  88,  88,  88,  88,  88,  88,  88,  88,  87,  87,  87,  86,  86,  85,  84,  83,  81,  77,  68,  45,  23,  13,   9,   7,   6,   5,   4,   4,   3,   3,   3,   2,   2,   2,   2,   2,   2,   2,   2,   1 },
  {  90,  90,  90,  90,  90,  90,  90,  90,  90,  90,  90,  90,  90,  90,  90,  90,  90,  90,  90,  90, 255,   0,   0,   0,   0,   0,   0,   0,   0,   0,   0,   0,   0,   0,   0,   0,   0,   0,   0,   0,   0 },
  {  91,  92,  92,  92,  92,  92,  92,  92,  92,  93,  93,  93,  94,  94,  95,  96,  97,  99, 103, 113, 135, 158, 167, 171, 173, 174, 175, 176, 176, 177, 177, 177, 178, 178, 178, 178, 178, 178, 178, 178, 179 },
  {  93,  93,  93,  93,  94,  94,  94,  94,  95,  95,  96,  96,  97,  98,  99, 101, 103, 107, 113, 122, 135, 148, 158, 163, 167, 169, 171, 172, 173, 174, 174, 175, 175, 176, 176, 176, 176, 177, 177, 177, 177 },
  {  94,  94,  95,  95,  95,  96,  96,  96,  97,  98,  98,  99, 100, 102, 103, 105, 108, 113, 118, 126, 135, 144, 152, 158, 162, 165, 167, 168, 170, 171, 172, 172, 173, 174, 174, 174, 175, 175, 175, 176, 176 },
  {  96,  96,  96,  97,  97,  97,  98,  99,  99, 100, 101, 102, 103, 105, 107, 109, 113, 117, 122, 128, 135, 142, 148, 153, 158, 161, 163, 165, 167, 168, 169, 170, 171, 171, 172, 173, 173, 173, 174, 174, 174 },
  {  97,  97,  98,  98,  99,  99, 100, 101, 101, 102, 103, 105, 106, 108, 110, 113, 116, 120, 124, 129, 135, 141, 146, 150, 154, 158, 160, 162, 164, 165, 167, 168, 169, 169, 170, 171, 171, 172, 172, 173, 173 },
  {  98,  99,  99, 100, 100, 101, 102, 102, 103, 104, 105, 107, 108, 110, 113, 115, 118, 122, 126, 130, 135, 140, 144, 148, 152, 155, 158, 160, 162, 163, 165, 166, 167, 168, 168, 169, 170, 170, 171, 171, 172 },
  { 100, 100, 101, 101, 102, 103, 103, 104, 105, 106, 107, 109, 111, 113, 115, 117, 120, 123, 127, 131, 135, 139, 143, 147, 150, 153, 155, 158, 159, 161, 163, 164, 165, 166, 167, 167, 168, 169, 169, 170, 170 },
  { 101, 101, 102, 103, 103, 104, 105, 106, 107, 108, 109, 111, 113, 114, 117, 119, 122, 125, 128, 131, 135, 139, 142, 145, 148, 151, 153, 156, 158, 159, 161, 162, 163, 164, 165, 166, 167, 167, 168, 169, 169 },
  { 102, 103, 103, 104, 105, 105, 106, 107, 108, 110, 111, 113, 114, 116, 118, 120, 123, 126, 129, 132, 135, 138, 141, 144, 147, 150, 152, 154, 156, 158, 159, 160, 162, 163, 164, 165, 165, 166, 167, 167, 168 },
  { 103, 104, 105, 105, 106, 107, 108, 109, 110, 111, 113, 114, 116, 118, 120, 122, 124, 127, 129, 132, 135, 138, 141, 143, 146, 148, 150, 152, 154, 156, 158, 159, 160, 161, 162, 163, 164, 165, 165, 166, 167 },
  { 104, 105, 106, 106, 107, 108, 109, 110, 111, 113, 114, 115, 117, 119, 121, 123, 125, 127, 130, 132, 135, 138, 140, 143, 145, 147, 149, 151, 153, 155, 156, 158, 159, 160, 161, 162, 163, 164, 164, 165, 166 },
  { 105, 106, 107, 108, 108, 109, 110, 111, 113, 114, 115, 117, 118, 120, 122, 124, 126, 128, 130, 133, 135, 137, 140, 142, 144, 146, 148, 150, 152, 153, 155, 156, 158, 159, 160, 161, 162, 162, 163, 164, 165 },
  { 107, 107, 108, 109, 110, 110, 111, 113, 114, 115, 116, 118, 119, 121, 123, 124, 126, 129, 131, 133, 135, 137, 139, 141, 144, 146, 147, 149, 151, 152, 154, 155, 156, 158, 159, 160, 160, 161, 162, 163, 163 },
  { 107, 108, 109, 110, 111, 112, 113, 114, 115, 116, 117, 119, 120, 122, 123, 125, 127, 129, 131, 133, 135, 137, 139, 141, 143, 145, 147, 148, 150, 151, 153, 154, 155, 156, 158, 159, 159, 160, 161, 162, 163 },
  { 108, 109, 110, 111, 112, 113, 114, 115, 116, 117, 118, 120, 121, 122, 124, 126, 128, 129, 131, 133, 135, 137, 139, 141, 142, 144, 146, 148, 149, 150, 152, 153, 154, 155, 157, 158, 159, 159, 160, 161, 162 },
  { 109, 110, 111, 112, 113, 114, 114, 115, 117, 118, 119, 120, 122, 123, 125, 126, 128, 130, 131, 133, 135, 137, 139, 140, 142, 144, 145, 147, 148, 150, 151, 152, 153, 155, 156, 157, 158, 159, 159, 160, 161 },
  { 110, 111, 112, 113, 114, 114, 115, 116, 117, 119, 120, 121, 122, 124, 125, 127, 128, 130, 132, 133, 135, 137, 138, 140, 142, 143, 145, 146, 148, 149, 150, 151, 153, 154, 155, 156, 157, 158, 159, 159, 160 },
  { 111, 112, 113, 114, 114, 115, 116, 117, 118, 119, 120, 122, 123, 124, 126, 127, 129, 130, 132, 133, 135, 137, 138, 140, 141, 143, 144, 146, 147, 148, 150, 151, 152, 153, 154, 155, 156, 157, 158, 159, 159 },
  { 112, 113, 114, 114, 115, 116, 117, 118, 119, 120, 121, 122, 124, 125, 126, 128, 129, 131, 132, 133, 135, 137, 138, 139, 141, 142, 144, 145, 146, 148, 149, 150, 151, 152, 153, 154, 155, 156, 157, 158, 159 },
  { 113, 114, 114, 115, 116, 117, 118, 118, 120, 121, 122, 123, 124, 125, 127, 128, 129, 131, 132, 134, 135, 136, 138, 139, 141, 142, 143, 145, 146, 147, 148, 149, 150, 152, 152, 153, 154, 155, 156, 157, 158 }
};

/*
 * Calculates and returns the angle to the target or in the given
 * direction.
 *
 * Note:  If a compass direction is supplied, we ignore any target.
 * Note:  We supply the angle divided by 2.
 */
int get_angle_to_target(int y0, int x0, int y1, int x1, int dir)
{
	int ny, nx;
	int dist_conv;

	/* No valid compass direction given */
	if ((dir == 0) || (dir == 5) || (dir > 9))
	{
		/* Check for a valid target */
		if ((y1) && (x1))
		{
			/* Get absolute distance between source and target */
			int dy = ABS(y1 - y0);
			int dx = ABS(x1 - x0);

			/* Calculate distance conversion factor */
			if ((dy > 20) || (dx > 20))
			{
				/* Must shrink the distance to avoid illegal table access */
				if (dy > dx) dist_conv = 1 + (10 * dy / 20);
				else         dist_conv = 1 + (10 * dx / 20);
			}
			else
			{
				dist_conv = 10;
			}
			/* Convert and reorient grid for table access */
			ny = 20 + 10 * (y1 - y0) / dist_conv;
			nx = 20 + 10 * (x1 - x0) / dist_conv;

			/* Illegal table access is bad */
			if ((ny < 0) || (ny > 40) || (nx < 0) || (nx > 40))
			{
				/* Note error */
				return (-1);
			}
		}
		else /* No compass direction and no target --> note error */
		{
			return (-1);
		}
	}
	else /* We have a valid compass direction */
	{
		/* Step in that direction a bunch of times, get target */
		y1 = y0 + (ddy_ddd[dir] * 10);
		x1 = x0 + (ddx_ddd[dir] * 10);

		/* Convert to table grids */
		ny = 20 + (y1 - y0);
		nx = 20 + (x1 - x0);
	}
	/* Get angle to target. */
	return (get_angle_to_grid[ny][nx]);
}

/*
 * Using the angle given, find a grid that is in that direction from the
 * origin.
 *
 * Note:  This function does not yield very good results when the
 * character is adjacent to the outer wall of the dungeon and the projection
 * heads towards it.
 */
void get_grid_using_angle(int angle, int y0, int x0, int *ty, int *tx)
{
	int y, x;
	int best_y = 0, best_x = 0;

	int diff;
	int this_angle;
	int fudge = 180;

	/* Angle must be legal */
	if ((angle < 0) || (angle >= 180)) 
		return;

	/* Scan the table, get as good a match as possible */
	for (y = 0; y < 41; y++)
	{
		for (x = 0; x < 41; x++)
		{
			/* Corresponding grid in dungeon must be fully in bounds  XXX */
			if (!in_bounds_fully(y0 - 20 + y, x0 - 20 + x)) 
				continue;

			/* Check this table grid */
			this_angle = get_angle_to_grid[y][x];

			/* Get inaccuracy of this angle */
			diff = ABS(angle - this_angle);

			/* Inaccuracy is lower than previous best */
			if (diff < fudge)
			{
				/* Note coordinates */
				best_y = y;
				best_x = x;

				/* Save inaccuracy as a new best */
				fudge = diff;

				/* Note perfection */
				if (fudge == 0) 
					break;
			}
		}
		/* Note perfection */
		if (fudge == 0) 
			break;
	}
	/* We have an unacceptably large fudge factor */
	if (fudge >= 30)
	{
		/* Set target to original grid */
		*ty = y0;
		*tx = x0;
	}
	else /* Usual case */
	{
		/* Set target */
		*ty = y0 - 20 + best_y;
		*tx = x0 - 20 + best_x;
	}
}

/****** Running code ******/

/*
 * Basically, once you start running, you keep moving until something
 * interesting happens.  In an enclosed space, you run straight, but
 * you follow corners as needed (i.e. hallways).  In an open space,
 * you run straight, but you stop before entering an enclosed space
 * (i.e. a room with a doorway).  In a semi-open space (with walls on
 * one side only), you run straight, but you stop before entering an
 * enclosed space or an open space (i.e. running along side a wall).
 *
 * All discussions below refer to what the player can see, that is,
 * an unknown wall is just like a normal floor.  This means that we
 * must be careful when dealing with "illegal" grids.
 *
 * No assumptions are made about the layout of the dungeon, so this
 * algorithm works in hallways, rooms, town, destroyed areas, etc.
 *
 * In the diagrams below, the player has just arrived in the grid
 * marked as '@', and he has just come from a grid marked as 'o',
 * and he is about to enter the grid marked as 'x'.
 *
 * Running while confused is not allowed, and so running into a wall
 * is only possible when the wall is not seen by the player.  This
 * will take a turn and stop the running.
 *
 * Several conditions are tracked by the running variables.
 *
 *   p_ptr->run_open_area (in the open on at least one side)
 *   p_ptr->run_break_left (wall on the left, stop if it opens)
 *   p_ptr->run_break_right (wall on the right, stop if it opens)
 *
 * When running begins, these conditions are initialized by examining
 * the grids adjacent to the requested destination grid (marked 'x'),
 * two on each side (marked 'L' and 'R').  If either one of the two
 * grids on a given side is a wall, then that side is considered to
 * be "closed".  Both sides enclosed yields a hallway.
 *
 *    LL                     @L
 *    @x      (normal)       RxL   (diagonal)
 *    RR      (east)          R    (south-east)
 *
 * In the diagram below, in which the player is running east along a
 * hallway, he will stop as indicated before attempting to enter the
 * intersection (marked 'x').  Starting a new run in any direction
 * will begin a new hallway run.
 *
 * #.#
 * ##.##
 * o@x..
 * ##.##
 * #.#
 *
 * Note that a minor hack is inserted to make the angled corridor
 * entry (with one side blocked near and the other side blocked
 * further away from the runner) work correctly. The runner moves
 * diagonally, but then saves the previous direction as being
 * straight into the gap. Otherwise, the tail end of the other
 * entry would be perceived as an alternative on the next move.
 *
 * In the diagram below, the player is running east down a hallway,
 * and will stop in the grid (marked '1') before the intersection.
 * Continuing the run to the south-east would result in a long run
 * stopping at the end of the hallway (marked '2').
 *
 * ##################
 * o@x       1
 * ########### ######
 * #2          #
 * #############
 *
 * After each step, the surroundings are examined to determine if
 * the running should stop, and to determine if the running should
 * change direction.  We examine the new current player location
 * (at which the runner has just arrived) and the direction from
 * which the runner is considered to have come.
 *
 * Moving one grid in some direction places you adjacent to three
 * or five new grids (for straight and diagonal moves respectively)
 * to which you were not previously adjacent (marked as '!').
 *
 *   ...!              ...
 *   .o@!  (normal)    .o.!  (diagonal)
 *   ...!  (east)      ..@!  (south east)
 *                      !!!
 *
 * If any of the newly adjacent grids are "interesting" (monsters,
 * objects, some terrain features) then running stops.
 *
 * If any of the newly adjacent grids seem to be open, and you are
 * looking for a break on that side, then running stops.
 *
 * If any of the newly adjacent grids do not seem to be open, and
 * you are in an open area, and the non-open side was previously
 * entirely open, then running stops.
 *
 * If you are in a hallway, then the algorithm must determine if
 * the running should continue, turn, or stop.  If only one of the
 * newly adjacent grids appears to be open, then running continues
 * in that direction, turning if necessary.  If there are more than
 * two possible choices, then running stops.  If there are exactly
 * two possible choices, separated by a grid which does not seem
 * to be open, then running stops.  Otherwise, as shown below, the
 * player has probably reached a "corner".
 *
 *    ###             o##
 *    o@x  (normal)   #@!   (diagonal)
 *    ##!  (east)     ##x   (south east)
 *
 * In this situation, there will be two newly adjacent open grids,
 * one touching the player on a diagonal, and one directly adjacent.
 * We must consider the two "option" grids further out (marked '?').
 * We assign "option" to the straight-on grid, and "option2" to the
 * diagonal grid.  For some unknown reason, we assign "check_dir" to
 * the grid marked 's', which may be incorrectly labelled.
 *
 *    ###s
 *    o@x?   (may be incorrect diagram!)
 *    ##!?
 *
 * If both "option" grids are closed, then there is no reason to enter
 * the corner, and so we can cut the corner, by moving into the other
 * grid (diagonally).  If we choose not to cut the corner, then we may
 * go straight, but we pretend that we got there by moving diagonally.
 * Below, we avoid the obvious grid (marked 'x') and cut the corner
 * instead (marked 'n').
 *
 *    ###:               o##
 *    o@x#   (normal)    #@n    (maybe?)
 *    ##n#   (east)      ##x#
 *                       ####
 *
 * If one of the "option" grids is open, then we may have a choice, so
 * we check to see whether it is a potential corner or an intersection
 * (or room entrance).  If the grid two spaces straight ahead, and the
 * space marked with 's' are both open, then it is a potential corner
 * and we enter it if requested.  Otherwise, we stop, because it is
 * not a corner, and is instead an intersection or a room entrance.
 *
 *    ###
 *    o@x
 *    ##!#
 *
 * I do not think this documentation is correct.
 */

/*
 * Hack -- allow quick "cycling" through the legal directions
 */
static const byte cycle[] =
{ 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };

/*
 * Hack -- map each direction into the "middle" of the "cycle[]" array
 */
static const byte chome[] =
{ 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };

/*
 * Hack -- Check for a "known wall" (see below)
 */
static int see_wall(int dir, int y, int x)
{
	/* Get the new location */
	y += ddy[dir];
	x += ddx[dir];

	/* Illegal grids are not known walls XXX XXX XXX */
	if (!in_bounds(y, x)) return (FALSE);

	/* Non-wall grids are not known walls */
	if (cave_feat[y][x] < FEAT_SECRET) return (FALSE);

	/* Unknown walls are not known walls */
	if (!(cave_info[y][x] & (CAVE_MARK))) return (FALSE);

	/* Default */
	return (TRUE);
}

/*
 * Initialize the running algorithm for a new direction.
 *
 * Diagonal Corridor -- allow diaginal entry into corridors.
 *
 * Blunt Corridor -- If there is a wall two spaces ahead and
 * we seem to be in a corridor, then force a turn into the side
 * corridor, must be moving straight into a corridor here. (?)
 *
 * Diagonal Corridor    Blunt Corridor (?)
 *       # #                  #
 *       #x#                 @x#
 *       @p.                  p
 */
static void run_init(int dir)
{
	int py = p_ptr->py;
	int px = p_ptr->px;

	int i, row, col;

	bool deepleft, deepright;
	bool shortleft, shortright;

	/* Save the direction */
	p_ptr->run_cur_dir = dir;

	/* Assume running straight */
	p_ptr->run_old_dir = dir;

	/* Assume looking for open area */
	p_ptr->run_open_area = TRUE;

	/* Assume not looking for breaks */
	p_ptr->run_break_right = FALSE;
	p_ptr->run_break_left = FALSE;

	/* Assume no nearby walls */
	deepleft = deepright = FALSE;
	shortright = shortleft = FALSE;

	/* Find the destination grid */
	row = py + ddy[dir];
	col = px + ddx[dir];

	/* Extract cycle index */
	i = chome[dir];

	/* Check for nearby wall */
	if (see_wall(cycle[i+1], py, px))
	{
		p_ptr->run_break_left = TRUE;
		shortleft = TRUE;
	}
	/* Check for distant wall */
	else if (see_wall(cycle[i+1], row, col))
	{
		p_ptr->run_break_left = TRUE;
		deepleft = TRUE;
	}
	/* Check for nearby wall */
	if (see_wall(cycle[i-1], py, px))
	{
		p_ptr->run_break_right = TRUE;
		shortright = TRUE;
	}
	/* Check for distant wall */
	else if (see_wall(cycle[i-1], row, col))
	{
		p_ptr->run_break_right = TRUE;
		deepright = TRUE;
	}
	/* Looking for a break */
	if (p_ptr->run_break_left && p_ptr->run_break_right)
	{
		/* Not looking for open area */
		p_ptr->run_open_area = FALSE;

		/* Hack -- allow angled corridor entry */
		if (dir & 0x01)
		{
			if (deepleft && !deepright)
			{
				p_ptr->run_old_dir = cycle[i - 1];
			}
			else if (deepright && !deepleft)
			{
				p_ptr->run_old_dir = cycle[i + 1];
			}
		}
		/* Hack -- allow blunt corridor entry */
		else if (see_wall(cycle[i], row, col))
		{
			if (shortleft && !shortright)
			{
				p_ptr->run_old_dir = cycle[i - 2];
			}
			else if (shortright && !shortleft)
			{
				p_ptr->run_old_dir = cycle[i + 2];
			}
		}
	}
}

/*
 * Update the current "run" path
 *
 * Return TRUE if the running should be stopped
 */
static bool run_test(void)
{
	int py = p_ptr->py;
	int px = p_ptr->px;

	int prev_dir;
	int new_dir;
	int check_dir = 0;

	int row, col;
	int i, max, inv;
	int option, option2;

	/* No options yet */
	option = 0;
	option2 = 0;

	/* Where we came from */
	prev_dir = p_ptr->run_old_dir;

	/* Range of newly adjacent grids */
	max = (prev_dir & 0x01) + 1;

	/* Look at every newly adjacent square. */
	for (i = -max; i <= max; i++)
	{
		object_type *o_ptr;

		/* New direction */
		new_dir = cycle[chome[prev_dir] + i];

		/* New location */
		row = py + ddy[new_dir];
		col = px + ddx[new_dir];

		/* Visible monsters abort running */
		if (cave_m_idx[row][col] > 0)
		{
			monster_type *m_ptr = &mon_list[cave_m_idx[row][col]];

			/* Visible monster */
			if (m_ptr->ml) return (TRUE);
		}
		/* Visible objects abort running */
		for (o_ptr = get_first_object(row, col); o_ptr; o_ptr = get_next_object(o_ptr))
		{
			/* Visible object */
			if (o_ptr->marked && !squelch_hide_item(o_ptr)) return (TRUE);
		}
		/* Assume unknown */
		inv = TRUE;

		/* Check memorized grids */
		if (cave_info[row][col] & (CAVE_MARK))
		{
			bool notice = TRUE;

			/* Examine the terrain */
			switch (cave_feat[row][col])
			{
				/* Floors */
				case FEAT_FLOOR:

				/* Invis traps */
				case FEAT_INVIS:

				/* Secret doors */
				case FEAT_SECRET:

				/* Normal veins */
				case FEAT_MAGMA:
				case FEAT_QUARTZ:

				/* Hidden treasure */
				case FEAT_MAGMA_H:
				case FEAT_QUARTZ_H:

				/* Walls */
				case FEAT_WALL_EXTRA:
				case FEAT_WALL_INNER:
				case FEAT_WALL_OUTER:
				case FEAT_WALL_SOLID:
				case FEAT_PERM_EXTRA:
				case FEAT_PERM_INNER:
				case FEAT_PERM_OUTER:
				case FEAT_PERM_SOLID:
				{
					/* Ignore */
					notice = FALSE;

					/* Done */
					break;
				}
			}
			/* Interesting feature */
			if (notice) return (TRUE);

			/* The grid is "visible" */
			inv = FALSE;
		}
		/* Analyze unknown grids and floors */
		if (inv || cave_floor_bold(row, col))
		{
			/* Looking for open area */
			if (p_ptr->run_open_area)
			{
				/* Nothing */
			}
			/* The first new direction. */
			else if (!option)
			{
				option = new_dir;
			}
			/* Three new directions. Stop running. */
			else if (option2)
			{
				return (TRUE);
			}
			/* Two non-adjacent new directions.  Stop running. */
			else if (option != cycle[chome[prev_dir] + i - 1])
			{
				return (TRUE);
			}
			/* Two new (adjacent) directions (case 1) */
			else if (new_dir & 0x01)
			{
				check_dir = cycle[chome[prev_dir] + i - 2];
				option2 = new_dir;
			}
			else /* Two new (adjacent) directions (case 2) */
			{
				check_dir = cycle[chome[prev_dir] + i + 1];
				option2 = option;
				option = new_dir;
			}
		}
		else /* Obstacle, while looking for open area */
		{
			if (p_ptr->run_open_area)
			{
				if (i < 0)
				{
					/* Break to the right */
					p_ptr->run_break_right = TRUE;
				}
				else if (i > 0)
				{
					/* Break to the left */
					p_ptr->run_break_left = TRUE;
				}
			}
		}
	}
	/* Look at every soon to be newly adjacent square. */ 
	for (i = -max; i <= max; i++) 
	{                
		/* New direction */ 
		new_dir = cycle[chome[prev_dir] + i]; 

		/* New location */ 
		row = py + ddy[prev_dir] + ddy[new_dir]; 
		col = px + ddx[prev_dir] + ddx[new_dir]; 

		/* Visible monsters abort running */ 
		if (cave_m_idx[row][col] > 0) 
		{ 
			monster_type *m_ptr = &mon_list[cave_m_idx[row][col]]; 
			if(m_ptr) /* TODO Ugly hack until we work out what's going wrong */
			{
				if (m_ptr->ml) /* Visible monster */
					return (TRUE);
			}
			else
			{
				row = row; /* Breakpoint goes here ;-) */
			}
		} 
	} 
	/* Looking for open area */
	if (p_ptr->run_open_area)
	{
		/* Hack -- look again */
		for (i = -max; i < 0; i++)
		{
			new_dir = cycle[chome[prev_dir] + i];

			row = py + ddy[new_dir];
			col = px + ddx[new_dir];

			/* Unknown grid or non-wall */
			/* Was: cave_floor_bold(row, col) */
			if (!(cave_info[row][col] & (CAVE_MARK)) ||
			    (cave_feat[row][col] < FEAT_SECRET))
			{
				/* Looking to break right */
				if (p_ptr->run_break_right)
				{
					return (TRUE);
				}
			}
			else /* Obstacle */
			{
				/* Looking to break left */
				if (p_ptr->run_break_left)
				{
					return (TRUE);
				}
			}
		}
		/* Hack -- look again */
		for (i = max; i > 0; i--)
		{
			new_dir = cycle[chome[prev_dir] + i];

			row = py + ddy[new_dir];
			col = px + ddx[new_dir];

			/* Unknown grid or non-wall */
			/* Was: cave_floor_bold(row, col) */
			if (!(cave_info[row][col] & (CAVE_MARK)) ||
			    (cave_feat[row][col] < FEAT_SECRET))
			{
				/* Looking to break left */
				if (p_ptr->run_break_left)
				{
					return (TRUE);
				}
			}
			else /* Obstacle */
			{
				/* Looking to break right */
				if (p_ptr->run_break_right)
				{
					return (TRUE);
				}
			}
		}
	}
	else /* Not looking for open area */
	{
		/* No options */
		if (!option)
		{
			return (TRUE);
		}
		/* One option */
		else if (!option2)
		{
			/* Primary option */
			p_ptr->run_cur_dir = option;

			/* No other options */
			p_ptr->run_old_dir = option;
		}
		else /* Two options, examining corners */
		{
			/* Primary option */
			p_ptr->run_cur_dir = option;

			/* Hack -- allow curving */
			p_ptr->run_old_dir = option2;
		}
	}
	/* About to hit a known wall, stop */
	if (see_wall(p_ptr->run_cur_dir, py, px))
	{
		return (TRUE);
	}
	/* Failure */
	return (FALSE);
}

/*
 * Take one step along the current "run" path
 *
 * Called with a real direction to begin a new run, and with zero
 * to continue a run in progress.
 */
void run_step(int dir)
{
	int x, y;

	/* Start run */
	if (dir)
	{
		/* Initialize */
		run_init(dir);

		/* Hack -- Set the run counter */
		p_ptr->running = (p_ptr->command_arg ? p_ptr->command_arg : 1000);

		/* Calculate torch radius */
		p_ptr->update |= (PU_TORCH);
	}
	else /* Continue run */
	{
		if (!p_ptr->running_withpathfind)
		{
			/* Update run */
			if (run_test())
			{
				/* Disturb */
				disturb(0, 0);
	
				/* Done */
				return;
			}
		}
		else
		{
			/* Abort if we have finished */
			if (pf_result_index < 0)
			{
				disturb(0, 0);
				p_ptr->running_withpathfind = FALSE;
				return;
			}
			/* Abort if we would hit a wall */
			else if (pf_result_index == 0)
			{
				/* Get next step */
				y = p_ptr->py + ddy[pf_result[pf_result_index] - '0'];
				x = p_ptr->px + ddx[pf_result[pf_result_index] - '0'];

				/* Known wall */
				if ((cave_info[y][x] & (CAVE_MARK)) && !cave_floor_bold(y, x))
				{
					disturb(0,0);
					p_ptr->running_withpathfind = FALSE;
					return;
				}
			}
			/*
			 * Hack -- walking stick lookahead.
			 *
			 * If the player has computed a path that is going to end up in a wall,
			 * we notice this and convert to a normal run. This allows us to click
			 * on unknown areas to explore the map.
			 *
			 * We have to look ahead two, otherwise we don't know which is the last
			 * direction moved and don't initialise the run properly.
			 */
			else if (pf_result_index > 0)
			{
				/* Get next step */
				y = p_ptr->py + ddy[pf_result[pf_result_index] - '0'];
				x = p_ptr->px + ddx[pf_result[pf_result_index] - '0'];

				/* Known wall */
				if ((cave_info[y][x] & (CAVE_MARK)) && !cave_floor_bold(y, x))
				{
					disturb(0,0);
					p_ptr->running_withpathfind = FALSE;
					return;
				}
				/* Get step after */
				y = y + ddy[pf_result[pf_result_index-1] - '0'];
				x = x + ddx[pf_result[pf_result_index-1] - '0'];

				/* Known wall */
				if ((cave_info[y][x] & (CAVE_MARK)) && !cave_floor_bold(y, x))
				{
					p_ptr->running_withpathfind = FALSE;

					run_init(pf_result[pf_result_index] - '0');
				}
			}
			p_ptr->run_cur_dir = pf_result[pf_result_index--] - '0';

			/* Hack -- allow OPT(easy_alter) */
			p_ptr->command_dir = p_ptr->run_cur_dir;
		}
	}
	/* Decrease counter */
	p_ptr->running--;

	/* Take time */
	p_ptr->energy_use = 100;

	/* Move the player */
	move_player(p_ptr->run_cur_dir);
}
