/* * File: delay.cc * Summary: Functions for handling multi-turn actions. */ #include "AppHdr.h" #include "externs.h" #include "options.h" #include #include #include "abl-show.h" #include "artefact.h" #include "attitude-change.h" #include "clua.h" #include "command.h" #include "coord.h" #include "coordit.h" #include "database.h" #include "delay.h" #include "describe.h" #include "directn.h" #include "enum.h" #include "fprop.h" #include "exclude.h" #include "food.h" #include "invent.h" #include "items.h" #include "itemname.h" #include "itemprop.h" #include "item_use.h" #include "it_use2.h" #include "message.h" #include "misc.h" #include "mon-behv.h" #include "mon-stuff.h" #include "mon-util.h" #include "notes.h" #include "ouch.h" #include "output.h" #include "player.h" #include "random.h" #include "religion.h" #include "spells4.h" #include "spl-util.h" #include "stash.h" #include "state.h" #include "stuff.h" #include "env.h" #include "transform.h" #include "travel.h" #include "tutorial.h" #include "view.h" #include "xom.h" extern std::vector items_for_multidrop; static int _interrupts_blocked = 0; static void _xom_check_corpse_waste(); static void _handle_run_delays(const delay_queue_item &delay); static void _handle_macro_delay(); static void _finish_delay(const delay_queue_item &delay); // Monsters cannot be affected in these states. // (All results of Recite, plus stationary and friendly + stupid; // note that berserk monsters are also hasted.) static bool _recite_mons_useless(const monsters *mon) { const mon_holy_type holiness = mon->holiness(); return (mons_intel(mon) < I_NORMAL || !mon->is_holy() && holiness != MH_NATURAL && holiness != MH_UNDEAD && holiness != MH_DEMONIC || mons_is_stationary(mon) || mons_is_fleeing(mon) || mon->asleep() || mon->wont_attack() || mon->neutral() || mons_is_confused(mon) || mon->paralysed() || mon->has_ench(ENCH_BATTLE_FRENZY) || mon->has_ench(ENCH_HASTE)); } // Power is maximum 50. static int _recite_to_monsters(coord_def where, int pow, int, actor *) { monsters *mon = monster_at(where); if (mon == NULL) return (0); if (_recite_mons_useless(mon)) return (0); if (coinflip()) // nothing happens return (0); int resist; const mon_holy_type holiness = mon->holiness(); if (mon->is_holy()) resist = std::max(0, 7 - random2(you.skills[SK_INVOCATIONS])); else { resist = mon->res_magic(); if (holiness == MH_UNDEAD) pow -= 2 + random2(3); else if (holiness == MH_DEMONIC) pow -= 3 + random2(5); } pow -= resist; if (pow > 0) pow = random2avg(pow, 2); if (pow <= 0) // Uh oh... { if (one_chance_in(resist + 1)) return (0); // nothing happens, whew! if (!one_chance_in(4) && mon->add_ench(mon_enchant(ENCH_HASTE, 0, KC_YOU, (16 + random2avg(13, 2)) * 10))) { simple_monster_message(mon, " speeds up in annoyance!"); } else if (!one_chance_in(3) && mon->add_ench(mon_enchant(ENCH_BATTLE_FRENZY, 1, KC_YOU, (16 + random2avg(13, 2)) * 10))) { simple_monster_message(mon, " goes into a battle-frenzy!"); } else return (0); // nothing happens // Bad effects stop the recital. stop_delay(); return (1); } switch (pow) { case 0: return (0); // handled above case 1: case 2: case 3: case 4: if (!mons_class_is_confusable(mon->type) || !mon->add_ench(mon_enchant(ENCH_CONFUSION, 0, KC_YOU, (16 + random2avg(13, 2)) * 10))) { return (0); } simple_monster_message(mon, " looks confused."); break; case 5: case 6: case 7: case 8: mon->hibernate(); simple_monster_message(mon, " falls asleep!"); break; case 9: case 10: case 11: case 12: if (!mon->add_ench(mon_enchant(ENCH_TEMP_PACIF, 0, KC_YOU, (16 + random2avg(13, 2)) * 10))) { return (0); } simple_monster_message(mon, " seems impressed!"); break; case 13: case 14: case 15: if (!mon->add_ench(ENCH_FEAR)) return (0); simple_monster_message(mon, " turns to flee."); break; case 16: case 17: if (!mon->add_ench(mon_enchant(ENCH_PARALYSIS, 0, KC_YOU, (16 + random2avg(13, 2)) * 10))) { return (0); } simple_monster_message(mon, " freezes in fright!"); break; default: if (mon->is_holy()) good_god_holy_attitude_change(mon); else { if (holiness == MH_UNDEAD || holiness == MH_DEMONIC) { if (!mon->add_ench(mon_enchant(ENCH_TEMP_PACIF, 0, KC_YOU, (16 + random2avg(13, 2)) * 10))) { return (0); } simple_monster_message(mon, " seems impressed!"); } else { simple_monster_message(mon, " seems fully impressed!"); mons_pacify(mon); } } break; } return (1); } static std::string _get_recite_speech(const std::string key, int weight) { seed_rng(weight + you.pos().x + you.pos().y); const std::string str = getSpeakString("zin_recite_speech_" + key); if (str.empty()) { // In case nothing is found. if (key == "start") return ("begin reciting the Axioms of Law."); return ("reciting"); } return (str); } // Returns true if this delay can act as a parent to other delays, i.e. if // other delays can be spawned while this delay is running. If is_parent_delay // returns true, new delays will be pushed immediately to the front of the // delay in question, rather than at the end of the queue. static bool _is_parent_delay(delay_type delay) { // Interlevel travel can do upstairs/downstairs delays. // Lua macros can in theory perform any of the other delays, // including travel; in practise travel still assumes there can be // no parent delay. return (delay == DELAY_TRAVEL || delay == DELAY_MACRO || delay == DELAY_MULTIDROP); } static int _push_delay(const delay_queue_item &delay) { for (delay_queue_type::iterator i = you.delay_queue.begin(); i != you.delay_queue.end(); ++i) { if (_is_parent_delay( i->type )) { size_t pos = i - you.delay_queue.begin(); you.delay_queue.insert(i, delay); return (pos); } } you.delay_queue.push_back( delay ); return (you.delay_queue.size() - 1); } static void _pop_delay() { if (!you.delay_queue.empty()) you.delay_queue.erase( you.delay_queue.begin() ); } static int delays_cleared[NUM_DELAYS]; static int cleared_delays_parm1[NUM_DELAYS]; static void _clear_pending_delays() { memset(delays_cleared, 0, sizeof(delays_cleared)); memset(cleared_delays_parm1, 0, sizeof(cleared_delays_parm1)); while (you.delay_queue.size() > 1) { const delay_queue_item delay = you.delay_queue[you.delay_queue.size() - 1]; delays_cleared[delay.type]++; cleared_delays_parm1[delay.type] = delay.parm1; you.delay_queue.pop_back(); if (is_run_delay(delay.type) && you.running) stop_running(); } } void start_delay( delay_type type, int turns, int parm1, int parm2 ) { ASSERT(!crawl_state.arena); if (type == DELAY_MEMORISE && already_learning_spell(parm1)) return; _interrupts_blocked = 0; // Just to be safe delay_queue_item delay; delay.type = type; delay.duration = turns; delay.parm1 = parm1; delay.parm2 = parm2; delay.started = false; // Paranoia if (type == DELAY_WEAPON_SWAP) you.attribute[ATTR_WEAPON_SWAP_INTERRUPTED] = 0; // Handle zero-turn delays (possible with butchering). if (turns == 0) { delay.started = true; // Don't issue startup message. if (_push_delay(delay) == 0) _finish_delay(delay); return; } _push_delay( delay ); } void stop_delay( bool stop_stair_travel ) { _interrupts_blocked = 0; // Just to be safe if (you.delay_queue.empty()) return; set_more_autoclear(false); ASSERT(!crawl_state.arena); delay_queue_item delay = you.delay_queue.front(); ASSERT(!crawl_state.is_repeating_cmd() || delay.type == DELAY_MACRO); // At the very least we can remove any queued delays, right // now there is no problem with doing this... note that // any queuing here can only happen from a single command, // as the effect of a delay doesn't normally allow interaction // until it is done... it merely chains up individual actions // into a single action. -- bwr _clear_pending_delays(); switch (delay.type) { case DELAY_BUTCHER: case DELAY_BOTTLE_BLOOD: { // Corpse keeps track of work in plus2 field, see handle_delay(). - bwr bool multiple_corpses = false; bool butcher_swap_setup = false; int butcher_swap_weapon = 0; for (unsigned int i = 1; i < you.delay_queue.size(); ++i) { if (you.delay_queue[i].type == DELAY_BUTCHER || you.delay_queue[i].type == DELAY_BOTTLE_BLOOD) { multiple_corpses = true; } else if (you.delay_queue[i].type == DELAY_WEAPON_SWAP) { butcher_swap_weapon = you.delay_queue[i].parm1; butcher_swap_setup = true; break; } else break; } if (!butcher_swap_setup && delays_cleared[DELAY_WEAPON_SWAP] > 0) { butcher_swap_setup = true; butcher_swap_weapon = cleared_delays_parm1[DELAY_WEAPON_SWAP]; } const std::string butcher_verb = (delay.type == DELAY_BUTCHER ? "butchering" : delay.type == DELAY_BOTTLE_BLOOD ? "bottling blood from" : "sacrificing"); mprf("You stop %s the corpse%s.", butcher_verb.c_str(), multiple_corpses ? "s" : ""); _pop_delay(); if (butcher_swap_setup) { // Use weapon slot + 1, so weapon slot 'a' (== 0) doesn't // return false when checking if // you.attribute[ATTR_WEAPON_SWAP_INTERRUPTED]. you.attribute[ATTR_WEAPON_SWAP_INTERRUPTED] = (butcher_swap_weapon == -1 ? ENDOFPACK : butcher_swap_weapon) + 1; // Possibly prompt if user wants to switch back from // butchering tool in order to use their normal weapon to // fight the interrupting monster. if (!i_feel_safe()) handle_interrupted_swap(false, true); } break; } case DELAY_MEMORISE: // Losing work here is okay... having to start from // scratch is a reasonable behaviour. -- bwr mpr("Your memorisation is interrupted."); _pop_delay(); break; case DELAY_MULTIDROP: // No work lost if (!items_for_multidrop.empty()) mpr("You stop dropping stuff."); _pop_delay(); break; case DELAY_RECITE: mprf(MSGCH_PLAIN, "You stop %s.", _get_recite_speech("other", you.num_turns + delay.duration).c_str()); _pop_delay(); break; case DELAY_RUN: case DELAY_REST: case DELAY_TRAVEL: case DELAY_MACRO: // Always interruptible. _pop_delay(); // Keep things consistent, otherwise disturbing phenomena can occur. // Note that runrest::stop() will turn around and call stop_delay() // again, but that's okay because the delay is already popped off // the queue. if (is_run_delay(delay.type) && you.running) stop_running(); // There's no special action needed for macros - if we don't call out // to the Lua function, it can't do damage. break; case DELAY_INTERRUPTIBLE: // Always stoppable by definition... // try using a more specific type anyways. -- bwr _pop_delay(); break; case DELAY_EAT: // XXX: Large problems with object destruction here... food can // be from in the inventory or on the ground and these are // still handled quite differently. Eventually we would like // this to be stoppable, with partial food items implemented. -- bwr break; case DELAY_FEED_VAMPIRE: { mpr("You stop draining the corpse."); did_god_conduct(DID_DRINK_BLOOD, 8); _xom_check_corpse_waste(); item_def &item = (delay.parm1 ? you.inv[delay.parm2] : mitm[delay.parm2]); monster_type montype = static_cast(item.plus); const bool was_orc = (mons_species(montype) == MONS_ORC); mpr("All blood oozes out of the corpse!"); bleed_onto_floor(you.pos(), montype, delay.duration, false); if (mons_skeleton(item.plus) && one_chance_in(3)) turn_corpse_into_skeleton(item); else { if (delay.parm1) dec_inv_item_quantity(delay.parm2, 1); else dec_mitm_item_quantity(delay.parm2, 1); } if (was_orc) did_god_conduct(DID_DESECRATE_ORCISH_REMAINS, 2); delay.duration = 0; _pop_delay(); handle_delay(); return; } case DELAY_ARMOUR_ON: case DELAY_ARMOUR_OFF: // These two have the default action of not being interruptible, // although they will often consist of chained intermediary steps // (remove cloak, remove armour, wear new armour, replace cloak), // all of which can be stopped when complete. This is a fairly // reasonable behaviour, although perhaps the character should have // the option of reversing the current action if it would take less // time to get out of the plate mail that's half on than it would // take to continue. Probably too much trouble, and we'd have to // have a prompt... this works just fine. -- bwr break; case DELAY_ASCENDING_STAIRS: // short... and probably what people want case DELAY_DESCENDING_STAIRS: // short... and probably what people want if (stop_stair_travel) { mprf("You stop %s the stairs.", delay.type == DELAY_ASCENDING_STAIRS ? "ascending" : "descending"); _pop_delay(); } break; case DELAY_WEAPON_SWAP: // one turn... too much trouble case DELAY_DROP_ITEM: // one turn... only used for easy armour drops case DELAY_JEWELLERY_ON: // one turn case DELAY_UNINTERRUPTIBLE: // never stoppable default: break; } if (is_run_delay(delay.type)) update_turn_count(); } static bool _is_butcher_delay(int delay) { return (delay == DELAY_BUTCHER || delay == DELAY_BOTTLE_BLOOD); } void stop_butcher_delay() { if (_is_butcher_delay(current_delay_action())) stop_delay(); } void maybe_clear_weapon_swap() { if (transformation_can_wield(static_cast( you.attribute[ATTR_TRANSFORMATION]))) { you.attribute[ATTR_WEAPON_SWAP_INTERRUPTED] = 0; } } void handle_interrupted_swap(bool swap_if_safe, bool force_unsafe, bool transform) { if (!you.attribute[ATTR_WEAPON_SWAP_INTERRUPTED] || !you_tran_can_wear(EQ_WEAPON) || you.cannot_act() || you.berserk()) { return; } // Decrease value by 1. (0 means attribute is false, 1 = a, 2 = b, ...) int weap = you.attribute[ATTR_WEAPON_SWAP_INTERRUPTED] - 1; if (weap == ENDOFPACK) weap = -1; const bool safe = i_feel_safe() && !force_unsafe; const bool prompt = Options.prompt_for_swap && !safe; const delay_type delay = current_delay_action(); const char* prompt_str = transform ? "Switch back to main weapon?" : "Switch back from butchering tool?"; // If we're going to prompt then update the window so the player can // see what the monsters are. if (prompt) viewwindow(false); if (delay == DELAY_WEAPON_SWAP) { ASSERT(!"handle_interrupted_swap() called while already swapping " "weapons"); you.attribute[ATTR_WEAPON_SWAP_INTERRUPTED] = 0; return; } else if (!you.turn_is_over && (delay == DELAY_ASCENDING_STAIRS || delay == DELAY_DESCENDING_STAIRS)) { // We just arrived on the level, let rest of function do its stuff. ; } else if (you.turn_is_over && delay == DELAY_NOT_DELAYED) { // Turn is over, set up a delay to do swapping next turn. if (prompt && yesno(prompt_str, true, 'n') || safe && swap_if_safe) { if (weap == -1 || check_warning_inscriptions(you.inv[weap], OPER_WIELD)) start_delay(DELAY_WEAPON_SWAP, 1, weap); you.attribute[ATTR_WEAPON_SWAP_INTERRUPTED] = 0; } return; } else if (delay != DELAY_NOT_DELAYED) { // If ATTR_WEAPON_SWAP_INTERRUPTED is set while a corpse is being // butchered/bottled/offered, then fake a weapon swap delay. if (_is_butcher_delay(delay) && (safe || prompt && yesno(prompt_str, true, 'n'))) { if (weap == -1 || check_warning_inscriptions(you.inv[weap], OPER_WIELD)) start_delay(DELAY_WEAPON_SWAP, 1, weap); you.attribute[ATTR_WEAPON_SWAP_INTERRUPTED] = 0; } return; } if (safe) { if (!swap_if_safe) return; } else if (!prompt || !yesno(prompt_str, true, 'n')) { return; } if (weap == -1 || check_warning_inscriptions(you.inv[weap], OPER_WIELD)) { weapon_switch(weap); print_stats(); } you.attribute[ATTR_WEAPON_SWAP_INTERRUPTED] = 0; } bool you_are_delayed( void ) { return (!you.delay_queue.empty()); } delay_type current_delay_action( void ) { return (you_are_delayed() ? you.delay_queue.front().type : DELAY_NOT_DELAYED); } bool is_run_delay(int delay) { return (delay == DELAY_RUN || delay == DELAY_REST || delay == DELAY_TRAVEL); } bool is_being_butchered(const item_def &item, bool just_first) { if (!you_are_delayed()) return (false); for (unsigned int i = 0; i < you.delay_queue.size(); ++i) { if (you.delay_queue[i].type == DELAY_BUTCHER || you.delay_queue[i].type == DELAY_BOTTLE_BLOOD) { const item_def &corpse = mitm[ you.delay_queue[i].parm1 ]; if (&corpse == &item) return (true); if (just_first) break; } else break; } return (false); } bool is_vampire_feeding() { if (!you_are_delayed()) return (false); const delay_queue_item &delay = you.delay_queue.front(); return (delay.type == DELAY_FEED_VAMPIRE); } bool player_stair_delay() { if (!you_are_delayed()) return (false); const delay_queue_item &delay = you.delay_queue.front(); return (delay.type == DELAY_ASCENDING_STAIRS || delay.type == DELAY_DESCENDING_STAIRS); } bool already_learning_spell(int spell) { if (!you_are_delayed()) return (false); for (unsigned int i = 0; i < you.delay_queue.size(); ++i) { if (you.delay_queue[i].type != DELAY_MEMORISE) continue; if (you.delay_queue[i].parm1 == spell) return (true); } return (false); } // Check whether there are monsters who might be influenced by Recite. // Returns 0, if no monsters found // Returns 1, if eligible audience found // Returns -1, if entire audience already affected or too dumb to understand. int check_recital_audience() { bool found_monsters = false; for (radius_iterator ri(you.pos(), 8); ri; ++ri) { monsters* mons = monster_at(*ri); if (mons == NULL) continue; found_monsters = true; // Check if audience can listen. if (!_recite_mons_useless(mons)) return (1); } if (!found_monsters) dprf("No audience found!"); else dprf("No sensible audience found!"); // No use preaching to the choir, nor to common animals. if (found_monsters) return (-1); // Sorry, no audience found! return (0); } // Xom is amused by a potential food source going to waste, and is // more amused the hungrier you are. static void _xom_check_corpse_waste() { int food_need = 7000 - you.hunger; if (food_need < 0) food_need = 0; xom_is_stimulated(64 + (191 * food_need / 6000)); } void clear_macro_process_key_delay() { if (current_delay_action() == DELAY_MACRO_PROCESS_KEY) _pop_delay(); } void handle_delay() { if (!you_are_delayed()) return; delay_queue_item &delay = you.delay_queue.front(); // If a Lua macro wanted Crawl to process a key normally, early exit. if (delay.type == DELAY_MACRO_PROCESS_KEY) return; if (!delay.started) { switch (delay.type) { case DELAY_ARMOUR_ON: mpr("You start putting on your armour.", MSGCH_MULTITURN_ACTION); break; case DELAY_ARMOUR_OFF: mpr("You start removing your armour.", MSGCH_MULTITURN_ACTION); break; case DELAY_BUTCHER: case DELAY_BOTTLE_BLOOD: if (!mitm[delay.parm1].is_valid()) break; mprf(MSGCH_MULTITURN_ACTION, "You start %s the %s.", (delay.type == DELAY_BOTTLE_BLOOD ? "bottling blood from" : "butchering"), mitm[delay.parm1].name(DESC_PLAIN).c_str()); case DELAY_MEMORISE: mpr("You start memorising the spell.", MSGCH_MULTITURN_ACTION); break; case DELAY_PASSWALL: mpr("You begin to meditate on the wall.", MSGCH_MULTITURN_ACTION); break; case DELAY_RECITE: mprf(MSGCH_PLAIN, "You %s", _get_recite_speech("start", you.num_turns + delay.duration).c_str()); if (apply_area_visible(_recite_to_monsters, delay.parm1)) viewwindow(false); break; default: break; } delay.started = true; } // Run delays and Lua delays don't have a specific end time. if (is_run_delay(delay.type)) { _handle_run_delays(delay); return; } if (delay.type == DELAY_MACRO) { _handle_macro_delay(); return; } // First check cases where delay may no longer be valid: // XXX: need to handle passwall when monster digs -- bwr if (delay.type == DELAY_FEED_VAMPIRE) { // Vampires stop feeding if ... // * engorged ("alive") // * bat form runs out due to becoming full // * corpse becomes poisonous as the Vampire loses poison resistance if (you.hunger_state == HS_ENGORGED || you.hunger_state > HS_SATIATED && player_in_bat_form() || you.hunger_state >= HS_SATIATED && mitm[delay.parm1].is_valid() && is_poisonous(mitm[delay.parm1])) { // Messages handled in _food_change() in food.cc. stop_delay(); return; } } else if (delay.type == DELAY_BUTCHER || delay.type == DELAY_BOTTLE_BLOOD) { if (delay.type == DELAY_BOTTLE_BLOOD && you.experience_level < 6) { mpr("You cannot bottle blood anymore!"); stop_delay(); return; } // A monster may have raised the corpse you're chopping up! -- bwr // Note that a monster could have raised the corpse and another // monster could die and create a corpse with the same ID number... // However, it would not be at the player's square like the // original and that's why we do it this way. if (mitm[delay.parm1].is_valid() && mitm[ delay.parm1 ].base_type == OBJ_CORPSES && mitm[ delay.parm1 ].pos == you.pos()) { if (mitm[ delay.parm1 ].sub_type == CORPSE_SKELETON) { mpr("The corpse rots away into a skeleton!"); if (delay.type == DELAY_BUTCHER || delay.type == DELAY_BOTTLE_BLOOD) // Shouldn't happen. { if (player_mutation_level(MUT_SAPROVOROUS) == 3) _xom_check_corpse_waste(); else xom_is_stimulated(32); delay.duration = 0; } else { // Don't attempt to offer a skeleton. _pop_delay(); // Chain onto the next delay. handle_delay(); return; } } else { if (food_is_rotten(mitm[delay.parm1])) { // Only give the rotting message if the corpse wasn't // previously rotten. (special < 100 is the rottenness check). if (delay.parm2 >= 100) { mpr("The corpse rots.", MSGCH_ROTTEN_MEAT); if (you.is_undead != US_UNDEAD && player_mutation_level(MUT_SAPROVOROUS) < 3) { _xom_check_corpse_waste(); } } delay.parm2 = 99; // Don't give the message twice. // Vampires won't continue bottling rotting corpses. if (delay.type == DELAY_BOTTLE_BLOOD) { mpr("You stop bottling this corpse's foul-smelling " "blood!"); _pop_delay(); handle_delay(); return; } } // Mark work done on the corpse in case we stop. -- bwr mitm[ delay.parm1 ].plus2++; } } else { // Corpse is no longer valid! End the butchering normally // instead of using stop_delay(), so that the player // switches back to their main weapon if necessary. delay.duration = 0; } } else if (delay.type == DELAY_MULTIDROP) { // Throw away invalid items; items usually go invalid because // of chunks rotting away. while (!items_for_multidrop.empty() // Don't look for gold in inventory && items_for_multidrop[0].slot != PROMPT_GOT_SPECIAL && !you.inv[items_for_multidrop[0].slot].is_valid()) { items_for_multidrop.erase( items_for_multidrop.begin() ); } if (items_for_multidrop.empty()) { // Ran out of things to drop. _pop_delay(); return; } } else if (delay.type == DELAY_RECITE) { if (check_recital_audience() < 1 // Maybe you've lost your audience... || Options.hp_warning && you.hp*Options.hp_warning <= you.hp_max && delay.parm2*Options.hp_warning > you.hp_max || you.hp*2 < delay.parm2) // ... or significant health drop. { stop_delay(); return; } } // Handle delay: if (delay.duration > 0) { #if DEBUG_DIAGNOSTICS mprf(MSGCH_DIAGNOSTICS, "Delay type: %d (%s), duration: %d", delay.type, delay_name(delay.type), delay.duration ); #endif // delay.duration-- *must* be done before multidrop, because // multidrop is now a parent delay, which means other delays // can be pushed to the front of the queue, invalidating the // "delay" reference here, and resulting in tons of debugging // fun with valgrind. delay.duration--; switch (delay.type) { case DELAY_ARMOUR_ON: mprf(MSGCH_MULTITURN_ACTION, "You continue putting on %s.", you.inv[delay.parm1].name(DESC_NOCAP_YOUR).c_str()); break; case DELAY_ARMOUR_OFF: mprf(MSGCH_MULTITURN_ACTION, "You continue taking off %s.", you.inv[delay.parm1].name(DESC_NOCAP_YOUR).c_str()); break; case DELAY_BUTCHER: mprf(MSGCH_MULTITURN_ACTION, "You continue butchering the corpse."); break; case DELAY_BOTTLE_BLOOD: mprf(MSGCH_MULTITURN_ACTION, "You continue bottling blood from " "the corpse."); break; case DELAY_JEWELLERY_ON: case DELAY_WEAPON_SWAP: // These are 1-turn delays where the time cost is handled // in _finish_delay(). // FIXME: get rid of this hack! you.time_taken = 0; break; case DELAY_MEMORISE: mpr("You continue memorising.", MSGCH_MULTITURN_ACTION); break; case DELAY_PASSWALL: mpr("You continue meditating on the rock.", MSGCH_MULTITURN_ACTION); break; case DELAY_RECITE: mprf(MSGCH_MULTITURN_ACTION, "You continue %s.", _get_recite_speech("other", you.num_turns + delay.duration+1).c_str()); if (apply_area_visible(_recite_to_monsters, delay.parm1)) viewwindow(false); break; case DELAY_MULTIDROP: drop_item(items_for_multidrop[0].slot, items_for_multidrop[0].quantity, items_for_multidrop.size() == 1); items_for_multidrop.erase(items_for_multidrop.begin()); break; case DELAY_EAT: mpr("You continue eating.", MSGCH_MULTITURN_ACTION); break; case DELAY_FEED_VAMPIRE: { item_def &corpse = (delay.parm1 ? you.inv[delay.parm2] : mitm[delay.parm2]); if (food_is_rotten(corpse)) { mpr("This corpse has started to rot.", MSGCH_ROTTEN_MEAT); _xom_check_corpse_waste(); stop_delay(); return; } mprf(MSGCH_MULTITURN_ACTION, "You continue drinking."); vampire_nutrition_per_turn(corpse, 0); break; } default: break; } } else _finish_delay(delay); } static void _finish_delay(const delay_queue_item &delay) { switch (delay.type) { case DELAY_WEAPON_SWAP: weapon_switch(delay.parm1); break; case DELAY_JEWELLERY_ON: puton_ring(delay.parm1); break; case DELAY_ARMOUR_ON: armour_wear_effects(delay.parm1); break; case DELAY_ARMOUR_OFF: { mprf("You finish taking off %s.", you.inv[delay.parm1].name(DESC_NOCAP_YOUR).c_str()); const equipment_type slot = get_armour_slot(you.inv[delay.parm1]); if (slot == EQ_BODY_ARMOUR) you.equip[EQ_BODY_ARMOUR] = -1; else { switch (slot) { case EQ_SHIELD: case EQ_CLOAK: case EQ_HELMET: case EQ_GLOVES: case EQ_BOOTS: if (delay.parm1 == you.equip[slot]) you.equip[slot] = -1; break; default: break; } } unwear_armour(delay.parm1); you.redraw_armour_class = true; you.redraw_evasion = true; break; } case DELAY_EAT: mprf("You finish eating."); // For chunks, warn the player if they're not getting much // nutrition. Also, print the other eating messages only now. if (delay.parm1) chunk_nutrition_message(delay.parm1); else if (delay.parm2 != -1) finished_eating_message(delay.parm2); break; case DELAY_FEED_VAMPIRE: { mprf("You finish drinking."); did_god_conduct(DID_DRINK_BLOOD, 8); item_def &item = (delay.parm1 ? you.inv[delay.parm2] : mitm[delay.parm2]); const bool was_orc = (mons_species(item.plus) == MONS_ORC); vampire_nutrition_per_turn(item, 1); if (mons_skeleton(item.plus) && one_chance_in(3)) turn_corpse_into_skeleton(item); else { if (delay.parm1) dec_inv_item_quantity(delay.parm2, 1); else dec_mitm_item_quantity(delay.parm2, 1); } if (was_orc) did_god_conduct(DID_DESECRATE_ORCISH_REMAINS, 2); break; } case DELAY_MEMORISE: mpr("You finish memorising."); add_spell_to_memory(static_cast(delay.parm1)); break; case DELAY_RECITE: mprf(MSGCH_PLAIN, "You finish %s.", _get_recite_speech("other", you.num_turns + delay.duration).c_str()); break; case DELAY_PASSWALL: { mpr("You finish merging with the rock."); more(); // or the above message won't be seen const coord_def pass(delay.parm1, delay.parm2); if (pass.x != 0 && pass.y != 0) { switch (grd(pass)) { default: if (!you.can_pass_through_feat(grd(pass))) ouch(INSTANT_DEATH, NON_MONSTER, KILLED_BY_PETRIFICATION); break; case DNGN_SECRET_DOOR: // oughtn't happen case DNGN_CLOSED_DOOR: // open the door case DNGN_DETECTED_SECRET_DOOR: // Once opened, former secret doors become normal doors. grd(pass) = DNGN_OPEN_DOOR; break; } // Move any monsters out of the way. monsters *m = monster_at(pass); if (m) { // One square, a few squares, anywhere... if (!shift_monster(m) && !monster_blink(m, true)) monster_teleport(m, true, true); } move_player_to_grid(pass, false, true, true); // Wake the monster if it's asleep. if (m) behaviour_event(m, ME_ALERT, MHITYOU); redraw_screen(); } break; } case DELAY_BUTCHER: case DELAY_BOTTLE_BLOOD: { item_def &item = mitm[delay.parm1]; if (item.is_valid() && item.base_type == OBJ_CORPSES) { if (item.sub_type == CORPSE_SKELETON) { mprf("The corpse rots away into a skeleton just before you " "finish %s!", (delay.type == DELAY_BOTTLE_BLOOD ? "bottling its blood" : "butchering")); if (player_mutation_level(MUT_SAPROVOROUS) == 3) _xom_check_corpse_waste(); else xom_is_stimulated(64); break; } if (delay.type == DELAY_BOTTLE_BLOOD) { mpr("You finish bottling this corpse's blood."); const bool was_orc = (mons_species(item.plus) == MONS_ORC); if (mons_skeleton(item.plus) && one_chance_in(3)) turn_corpse_into_skeleton_and_blood_potions(item); else turn_corpse_into_blood_potions(item); if (was_orc) did_god_conduct(DID_DESECRATE_ORCISH_REMAINS, 2); } else { mprf("You finish %s the %s into pieces.", (you.has_usable_claws() || player_mutation_level(MUT_FANGS) == 3 && you.species != SP_VAMPIRE) ? "ripping" : "chopping", mitm[delay.parm1].name(DESC_PLAIN).c_str()); if (god_hates_cannibalism(you.religion) && is_player_same_species(item.plus)) { simple_god_message(" expects more respect for your" " departed relatives."); } else if (you.religion == GOD_ZIN && mons_class_intel(item.plus) >= I_NORMAL) { simple_god_message(" expects more respect for this" " departed soul."); } if (you.species == SP_VAMPIRE && delay.type == DELAY_BUTCHER && mons_has_blood(item.plus) && !food_is_rotten(item) // Don't give this message if more butchering to follow. && (you.delay_queue.size() == 1 || you.delay_queue[1].type != DELAY_BUTCHER)) { mpr("What a waste."); } const bool was_orc = (mons_species(item.plus) == MONS_ORC); if (mons_skeleton(item.plus) && one_chance_in(3)) turn_corpse_into_skeleton_and_chunks(item); else turn_corpse_into_chunks(item); if (you.berserk() && you.berserk_penalty != NO_BERSERK_PENALTY) { mpr("You enjoyed that."); you.berserk_penalty = 0; } if (was_orc) did_god_conduct(DID_DESECRATE_ORCISH_REMAINS, 2); } // Don't autopickup chunks/potions if there's still another // delay (usually more corpses to butcher or a weapon-swap) // waiting to happen. // Also, don't waste time picking up chunks if you're already // starving. (jpeg) if ((Options.chunks_autopickup || delay.type == DELAY_BOTTLE_BLOOD) && you.delay_queue.size() == 1) { if (you.hunger_state > HS_STARVING || you.species == SP_VAMPIRE) autopickup(); } // If we were interrupted while butchering (by poisoning, for // example) then resumed butchering and finished, swap back from // butchering tool if appropriate. // Again, not if starving. (jpeg) if (you.delay_queue.size() == 1 && (you.hunger_state > HS_STARVING || you.species == SP_VAMPIRE)) { handle_interrupted_swap(true); } } else { mprf("You stop %s.", delay.type == DELAY_BUTCHER ? "butchering the corpse" : "bottling this corpse's blood"); _pop_delay(); handle_delay(); } StashTrack.update_stash(); // Stash-track the generated item(s). break; } case DELAY_DROP_ITEM: // Note: checking if item is droppable is assumed to // be done before setting up this delay... this includes // quantity (delay.parm2). -- bwr // Make sure item still exists. if (!you.inv[delay.parm1].is_valid()) break; // Must handle unwield_item before we attempt to copy // so that temporary brands and such are cleared. -- bwr if (delay.parm1 == you.equip[EQ_WEAPON]) { unwield_item(); canned_msg( MSG_EMPTY_HANDED ); } if (!copy_item_to_grid( you.inv[ delay.parm1 ], you.pos(), delay.parm2, true )) { mpr("Too many items on this level, not dropping the item."); } else { mprf("You drop %s.", quant_name(you.inv[delay.parm1], delay.parm2, DESC_NOCAP_A).c_str()); dec_inv_item_quantity( delay.parm1, delay.parm2 ); } break; case DELAY_ASCENDING_STAIRS: up_stairs(); break; case DELAY_DESCENDING_STAIRS: down_stairs( delay.parm1 ); break; case DELAY_INTERRUPTIBLE: case DELAY_UNINTERRUPTIBLE: // These are simple delays that have no effect when complete. break; default: mpr("You finish doing something."); break; } you.wield_change = true; print_stats(); // force redraw of the stats _pop_delay(); // Chain onto the next delay. handle_delay(); #ifdef USE_TILE tiles.update_inventory(); #endif } void finish_last_delay() { delay_queue_item &delay = you.delay_queue.front(); _finish_delay(delay); } void armour_wear_effects(const int item_slot) { const unsigned int old_talents = your_talents(false).size(); item_def &arm = you.inv[item_slot]; const bool was_known = item_type_known(arm); set_ident_flags(arm, ISFLAG_EQ_ARMOUR_MASK); if (is_artefact(arm)) arm.flags |= ISFLAG_NOTED_ID; const equipment_type eq_slot = get_armour_slot(arm); const bool melded = (arm.link == you.equip[eq_slot]); const bool known_cursed = item_known_cursed(arm); if (!was_known) { if (Options.autoinscribe_artefacts && is_artefact(arm)) add_autoinscription( arm, artefact_auto_inscription(arm)); } if (!melded) mprf("You finish putting on %s.", arm.name(DESC_NOCAP_YOUR).c_str()); if (eq_slot == EQ_BODY_ARMOUR) { you.equip[EQ_BODY_ARMOUR] = item_slot; if (you.duration[DUR_ICY_ARMOUR] != 0) { mpr("Your icy armour melts away.", MSGCH_DURATION); you.redraw_armour_class = true; you.duration[DUR_ICY_ARMOUR] = 0; } } else if (eq_slot == EQ_SHIELD) { if (you.duration[DUR_CONDENSATION_SHIELD] > 0) remove_condensation_shield(); you.equip[EQ_SHIELD] = item_slot; } else if (!melded) { switch (eq_slot) { case EQ_SHIELD: break; case EQ_CLOAK: you.equip[EQ_CLOAK] = item_slot; break; case EQ_HELMET: you.equip[EQ_HELMET] = item_slot; break; case EQ_GLOVES: you.equip[EQ_GLOVES] = item_slot; break; case EQ_BOOTS: you.equip[EQ_BOOTS] = item_slot; break; default: break; } } int ego = get_armour_ego_type( arm ); if (ego != SPARM_NORMAL) { switch (ego) { case SPARM_RUNNING: mprf("You feel quick%s.", (you.species == SP_NAGA || player_mutation_level(MUT_HOOVES)) ? "" : " on your feet"); break; case SPARM_FIRE_RESISTANCE: mpr("You feel resistant to fire."); break; case SPARM_COLD_RESISTANCE: mpr("You feel resistant to cold."); break; case SPARM_POISON_RESISTANCE: mpr("You feel healthy."); break; case SPARM_SEE_INVISIBLE: mpr("You feel perceptive."); break; case SPARM_DARKNESS: if (!you.duration[DUR_INVIS]) mpr("You become transparent for a moment."); break; case SPARM_STRENGTH: modify_stat(STAT_STRENGTH, 3, false, arm); break; case SPARM_DEXTERITY: modify_stat(STAT_DEXTERITY, 3, false, arm); break; case SPARM_INTELLIGENCE: modify_stat(STAT_INTELLIGENCE, 3, false, arm); break; case SPARM_PONDEROUSNESS: mpr("You feel rather ponderous."); you.redraw_evasion = true; break; case SPARM_LEVITATION: mpr("You feel rather light."); break; case SPARM_MAGIC_RESISTANCE: mpr("You feel resistant to magic."); break; case SPARM_PROTECTION: mpr("You feel protected."); break; case SPARM_STEALTH: mpr("You feel stealthy."); break; case SPARM_RESISTANCE: mpr("You feel resistant to extremes of temperature."); break; case SPARM_POSITIVE_ENERGY: mpr("Your life-force is being protected."); break; case SPARM_ARCHMAGI: if (!you.skills[SK_SPELLCASTING]) mpr("You feel strangely numb."); else mpr("You feel extremely powerful."); break; case SPARM_SPIRIT_SHIELD: if (player_spirit_shield()<2) { set_mp(0, false); mpr("You feel spirits watching over you."); if (you.species == SP_DEEP_DWARF) mpr("Now linked to your health, your magic stops regenerating."); } break; case SPARM_ARCHERY: mpr("You feel that your aim is more steady."); break; } } if (is_artefact(arm)) { bool show_msgs = true; use_artefact(arm, &show_msgs, melded); } if (arm.cursed() && !melded) { mpr("Oops, that feels deathly cold."); learned_something_new(TUT_YOU_CURSED); if (!known_cursed) { int amusement = 64; // Cursed cloaks prevent you from removing body armour. // Cursed gloves prevent switching of rings. if (get_armour_slot(arm) == EQ_CLOAK || get_armour_slot(arm) == EQ_GLOVES) { amusement *= 2; } god_type god; if (origin_is_god_gift(arm, &god) && god == GOD_XOM) amusement *= 2; xom_is_stimulated(amusement); } } if (eq_slot == EQ_SHIELD) warn_shield_penalties(); if (Tutorial.tutorial_left && your_talents(false).size() > old_talents) learned_something_new(TUT_NEW_ABILITY_ITEM); you.redraw_armour_class = true; you.redraw_evasion = true; } static command_type _get_running_command() { if (kbhit() || !in_bounds(you.pos() + you.running.pos)) { stop_running(); return CMD_NO_CMD; } if (is_resting()) { you.running.rest(); #ifdef USE_TILE if (tiles.need_redraw()) tiles.redraw(); #endif if (!is_resting() && you.running.hp == you.hp && you.running.mp == you.magic_points) { mpr("Done searching."); } return CMD_MOVE_NOWHERE; } else if (you.running.is_explore() && Options.explore_delay > -1) delay(Options.explore_delay); else if (Options.travel_delay > 0) delay(Options.travel_delay); return direction_to_command( you.running.pos.x, you.running.pos.y ); } static void _handle_run_delays(const delay_queue_item &delay) { // Handle inconsistencies between the delay queue and you.running. // We don't want to send the game into a deadlock. if (!you.running) { update_turn_count(); _pop_delay(); return; } if (you.turn_is_over) return; command_type cmd = CMD_NO_CMD; switch (delay.type) { case DELAY_REST: case DELAY_RUN: cmd = _get_running_command(); break; case DELAY_TRAVEL: cmd = travel(); break; default: break; } if (cmd != CMD_NO_CMD) { if (delay.type != DELAY_REST) mesclr(); process_command(cmd); } // If you.running has gone to zero, and the run delay was not // removed, remove it now. This is needed to clean up after // find_travel_pos() function in travel.cc. if (!you.running && is_run_delay(current_delay_action())) { _pop_delay(); update_turn_count(); } if (you.running && !you.turn_is_over && you_are_delayed() && !is_run_delay(current_delay_action())) { handle_delay(); } } static void _handle_macro_delay() { run_macro(); // Macros may not use up turns, but unless we zero time_taken, // acr.cc will call world_reacts and increase turn count. if (!you.turn_is_over && you.time_taken) you.time_taken = 0; } void run_macro(const char *macroname) { const int currdelay = current_delay_action(); if (currdelay != DELAY_NOT_DELAYED && currdelay != DELAY_MACRO) return; #ifdef CLUA_BINDINGS if (!clua) { mpr("Lua not initialised", MSGCH_DIAGNOSTICS); stop_delay(); return; } if (!clua.callbooleanfn(false, "c_macro", "s", macroname)) { if (clua.error.length()) mprf(MSGCH_ERROR, "Lua error: %s", clua.error.c_str()); stop_delay(); } else { if (!you_are_delayed()) start_delay(DELAY_MACRO, 1); } #else stop_delay(); #endif } // Returns 1 if the delay should be interrupted, 0 if the user function // had no opinion on the matter, -1 if the delay should not be interrupted. static int _userdef_interrupt_activity( const delay_queue_item &idelay, activity_interrupt_type ai, const activity_interrupt_data &at ) { #ifdef CLUA_BINDINGS const int delay = idelay.type; lua_State *ls = clua.state(); if (!ls || ai == AI_FORCE_INTERRUPT) return (true); // Kludge: We have to continue to support ch_stop_run. :-( if (is_run_delay(delay) && you.running && ai == AI_SEE_MONSTER) { bool stop_run = false; if (clua.callfn("ch_stop_run", "M>b", (const monsters *) at.data, &stop_run)) { if (stop_run) return (true); // No further processing. return (-1); } // If we get here, ch_stop_run wasn't defined, fall through to the // other handlers. } const char *interrupt_name = activity_interrupt_name(ai); const char *act_name = delay_name(delay); bool ran = clua.callfn("c_interrupt_activity", "1:ssA", act_name, interrupt_name, &at); if (ran) { // If the function returned nil, we want to cease processing. if (lua_isnil(ls, -1)) { lua_pop(ls, 1); return (-1); } bool stopact = lua_toboolean(ls, -1); lua_pop(ls, 1); if (stopact) return (true); } if (delay == DELAY_MACRO && clua.callbooleanfn(true, "c_interrupt_macro", "sA", interrupt_name, &at)) { return (true); } #endif return (false); } static void _block_interruptions(bool block) { if (block) _interrupts_blocked++; else _interrupts_blocked--; } // Returns true if the activity should be interrupted, false otherwise. static bool _should_stop_activity(const delay_queue_item &item, activity_interrupt_type ai, const activity_interrupt_data &at) { int userd = _userdef_interrupt_activity(item, ai, at); // If the user script wanted to stop the activity or cease processing, // do so. if (userd) return (userd == 1); delay_type curr = current_delay_action(); if (ai == AI_SEE_MONSTER && player_stair_delay()) return (false); if (ai == AI_FULL_HP || ai == AI_FULL_MP) { if (Options.rest_wait_both && curr == DELAY_REST && (you.magic_points < you.max_magic_points || you.hp < you.hp_max)) { return (false); } } return (ai == AI_FORCE_INTERRUPT || Options.activity_interrupts[item.type][ai]); } inline static bool _monster_warning(activity_interrupt_type ai, const activity_interrupt_data &at, int atype) { if (ai == AI_SEE_MONSTER && (is_run_delay(atype) || _is_butcher_delay(atype))) { const monsters* mon = static_cast(at.data); if (!you.can_see(mon)) return (false); if (at.context == "already seen" || at.context == "uncharm") { // Only say "comes into view" if the monster wasn't in view // during the previous turn. if (testbits(mon->flags, MF_WAS_IN_VIEW)) { mprf(MSGCH_WARN, "%s is too close now for your liking.", mon->name(DESC_CAP_THE).c_str()); } } else { ASSERT(mon->seen_context != "just seen"); std::string text = mon->full_name(DESC_CAP_A); set_auto_exclude(mon); if (starts_with(at.context, "open")) text += " " + at.context; else if (at.context == "thin air") { if (mon->type == MONS_AIR_ELEMENTAL) text += " forms itself from the air."; else text += " appears from thin air!"; } // The monster surfaced and submerged in the same turn without // doing anything else. else if (at.context == "surfaced") text += "surfaces briefly."; else if (at.context == "surfaces") text += " surfaces."; else if (at.context.find("bursts forth") != std::string::npos) { text += " bursts forth from the "; if (mons_primary_habitat(mon) == HT_LAVA) text += "lava"; else if (mons_primary_habitat(mon) == HT_WATER) text += "water"; else text += "realm of bugdom"; text += "."; } else if (at.context.find("emerges") != std::string::npos) text += " emerges from the water."; else if (at.context.find("leaps out") != std::string::npos) { if (mon->type == MONS_TRAPDOOR_SPIDER) { text += " leaps out from its hiding place under the " "floor!"; } else text += " leaps out from hiding!"; } else text += " comes into view."; const std::string mweap = get_monster_equipment_desc(mon, false, DESC_NONE); if (!mweap.empty()) { text += " " + mon->pronoun(PRONOUN_CAP) + " is" + mweap + "."; } print_formatted_paragraph(text, MSGCH_WARN); const_cast(mon)->seen_context = "just seen"; } if (Tutorial.tutorial_left) tutorial_monster_seen(*mon); return (true); } return (false); } // Turns autopickup off if we ran into an invisible monster or saw a monster // turn invisible. // Turns autopickup on if we saw an invisible monster become visible or // killed an invisible monster. void autotoggle_autopickup(bool off) { if (off) { if (Options.autopickup_on > 0) { Options.autopickup_on = -1; mprf(MSGCH_WARN, "Deactivating autopickup; reactivate with Ctrl+A."); } if (Tutorial.tutorial_left) { learned_something_new(TUT_INVISIBLE_DANGER); Tutorial.tut_seen_invisible = you.num_turns; } } else if (Options.autopickup_on < 0) // was turned off automatically { Options.autopickup_on = 1; mprf(MSGCH_WARN, "Reactivating autopickup."); } } static bool _paranoid_option_disable( activity_interrupt_type ai, const activity_interrupt_data &at ) { if (ai == AI_HIT_MONSTER || ai == AI_MONSTER_ATTACKS) { const monsters* mon = static_cast(at.data); if (mon && !mon->visible_to(&you) && !mon->submerged()) autotoggle_autopickup(true); return (true); } return (false); } // Returns true if any activity was stopped. bool interrupt_activity( activity_interrupt_type ai, const activity_interrupt_data &at ) { if (_interrupts_blocked > 0) return (false); bool was_monst = _paranoid_option_disable(ai, at); if (crawl_state.is_repeating_cmd()) return interrupt_cmd_repeat(ai, at); const int delay = current_delay_action(); if (delay == DELAY_NOT_DELAYED) return (false); #ifdef DEBUG_DIAGNOSTICS mprf(MSGCH_DIAGNOSTICS, "Activity interrupt: %s", activity_interrupt_name(ai)); #endif // First try to stop the current delay. const delay_queue_item &item = you.delay_queue.front(); // No recursive interruptions from messages (AI_MESSAGE) _block_interruptions(true); if (ai == AI_FULL_HP) mpr("HP restored."); else if (ai == AI_FULL_MP) mpr("Magic restored."); _block_interruptions(false); if (_should_stop_activity(item, ai, at)) { // No monster will attack you inside a sanctuary, // so presence of monsters won't matter. if (is_sanctuary(you.pos())) return (false); was_monst = _monster_warning(ai, at, item.type) || was_monst; // Teleport stops stair delays. stop_delay(ai == AI_TELEPORT); if (was_monst) handle_interrupted_swap(false, true); return (true); } // Check the other queued delays; the first delay that is interruptible // will kill itself and all subsequent delays. This is so that a travel // delay stacked behind a delay such as stair/autopickup will be killed // correctly by interrupts that the simple stair/autopickup delay ignores. for (int i = 1, size = you.delay_queue.size(); i < size; ++i) { const delay_queue_item &it = you.delay_queue[i]; if (_should_stop_activity(it, ai, at)) { // Do we have a queued run delay? If we do, flush the delay queue // so that stop running Lua notifications happen. for (int j = i; j < size; ++j) { if (is_run_delay(you.delay_queue[j].type)) { was_monst = (was_monst || _monster_warning(ai, at, you.delay_queue[j].type)); stop_delay(ai == AI_TELEPORT); if (was_monst) handle_interrupted_swap(false, true); return (true); } } // Non-run queued delays can be discarded without any processing. you.delay_queue.erase(you.delay_queue.begin() + i, you.delay_queue.end()); if (was_monst) handle_interrupted_swap(false, true); return (true); } } return (false); } static const char *activity_interrupt_names[] = { "force", "keypress", "full_hp", "full_mp", "statue", "hungry", "message", "hp_loss", "burden", "stat", "monster", "monster_attack", "teleport", "hit_monster" }; const char *activity_interrupt_name(activity_interrupt_type ai) { ASSERT( sizeof(activity_interrupt_names) / sizeof(*activity_interrupt_names) == NUM_AINTERRUPTS ); if (ai == NUM_AINTERRUPTS) return (""); return activity_interrupt_names[ai]; } activity_interrupt_type get_activity_interrupt(const std::string &name) { ASSERT( sizeof(activity_interrupt_names) / sizeof(*activity_interrupt_names) == NUM_AINTERRUPTS ); for (int i = 0; i < NUM_AINTERRUPTS; ++i) if (name == activity_interrupt_names[i]) return activity_interrupt_type(i); return (NUM_AINTERRUPTS); } static const char *delay_names[] = { "not_delayed", "eat", "vampire_feed", "armour_on", "armour_off", "jewellery_on", "memorise", "butcher", "bottle_blood", "weapon_swap", "passwall", "drop_item", "multidrop", "ascending_stairs", "descending_stairs", "recite", "run", "rest", "travel", "macro", "macro_process_key", "interruptible", "uninterruptible" }; // Gets a delay given its name. // name must be lowercased already! delay_type get_delay(const std::string &name) { ASSERT( sizeof(delay_names) / sizeof(*delay_names) == NUM_DELAYS ); for (int i = 0; i < NUM_DELAYS; ++i) { if (name == delay_names[i]) return delay_type(i); } // Also check American spellings: if (name == "armor_on") return (DELAY_ARMOUR_ON); if (name == "armor_off") return (DELAY_ARMOUR_OFF); if (name == "memorise") return (DELAY_MEMORISE); if (name == "jewelry_on") return (DELAY_JEWELLERY_ON); return (NUM_DELAYS); } const char *delay_name(int delay) { ASSERT( sizeof(delay_names) / sizeof(*delay_names) == NUM_DELAYS ); if (delay < 0 || delay >= NUM_DELAYS) return (""); return delay_names[delay]; }