(This doesn't necessarily have anything directly to do with the above, but it was inspired by reading it.)
I think that the problem is that a door is modeled as a full-size tile, but our intuitive expectations about visibility are based on it being a much narrower object and occupying only the very edge of the tile.
In real life, someone standing in an open door would certainly be visible from within the room, even from a far corner, and would be able to see the corners as well (if looking in that direction, of course). The "door" is only a few inches thick at most, and "standing in the door" means occupying the same space that the door would occupy if it were closed.
However, in Angband, a "door" is actually a square a few feet on a side, and "standing in the door" is in some respects treated as being in the center of that square - and someone in that position would not necessarily be able to see, or be seen from, the corners.
Generalizing from the above: what it means to "see" a wall or a door or an open space, and what it means to "see" a person or monster or item in that wall or door or open space, are not necessarily the same thing.
Seeing a tile requires a direct line from the center of the "seen from" tile to an edge of the "seen" tile (you don't have to see deep into the rock to tell that it's a wall). However, seeing what is in the tile - character, monster, treasure, etc. - requires a direct line from the center of the "seen from" tile to the center of the "seen" tile (just because you can see the edge of the open space doesn't mean you can see the ring lying in the middle of it). Missiles (projectability) require the latter line as well.
If we could separate the two types of visibility, might some at least of the problems not go away?
(Of course, this doesn't fix the problems about the shadows cast by single-tile pillars - if anything it may make them worse - but I hope it might at least lead to improved ideas...)
I think that the problem is that a door is modeled as a full-size tile, but our intuitive expectations about visibility are based on it being a much narrower object and occupying only the very edge of the tile.
In real life, someone standing in an open door would certainly be visible from within the room, even from a far corner, and would be able to see the corners as well (if looking in that direction, of course). The "door" is only a few inches thick at most, and "standing in the door" means occupying the same space that the door would occupy if it were closed.
However, in Angband, a "door" is actually a square a few feet on a side, and "standing in the door" is in some respects treated as being in the center of that square - and someone in that position would not necessarily be able to see, or be seen from, the corners.
Generalizing from the above: what it means to "see" a wall or a door or an open space, and what it means to "see" a person or monster or item in that wall or door or open space, are not necessarily the same thing.
Seeing a tile requires a direct line from the center of the "seen from" tile to an edge of the "seen" tile (you don't have to see deep into the rock to tell that it's a wall). However, seeing what is in the tile - character, monster, treasure, etc. - requires a direct line from the center of the "seen from" tile to the center of the "seen" tile (just because you can see the edge of the open space doesn't mean you can see the ring lying in the middle of it). Missiles (projectability) require the latter line as well.
If we could separate the two types of visibility, might some at least of the problems not go away?
(Of course, this doesn't fix the problems about the shadows cast by single-tile pillars - if anything it may make them worse - but I hope it might at least lead to improved ideas...)
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