/* * File: delay.cc * Summary: Functions for handling multi-turn actions. * * Modified for Crawl Reference by $Author$ on $Date$ * * Change History (most recent first): * * <1> Sept 09, 2001 BWR Created */ #include "AppHdr.h" #include "externs.h" #include #include #include "clua.h" #include "command.h" #include "delay.h" #include "enum.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 "monstuff.h" #include "mon-util.h" #include "mstuff2.h" #include "ouch.h" #include "output.h" #include "player.h" #include "randart.h" #include "spl-util.h" #include "stuff.h" #include "travel.h" extern std::vector items_for_multidrop; static void armour_wear_effects(const int item_inv_slot); static void handle_run_delays(const delay_queue_item &delay); static void handle_macro_delay(); static void finish_delay(const delay_queue_item &delay); // 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(int 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 )) { you.delay_queue.insert(i, delay); return (i - you.delay_queue.begin()); } } 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 void clear_pending_delays() { while (you.delay_queue.size() > 1) { const delay_queue_item delay = you.delay_queue[you.delay_queue.size() - 1]; you.delay_queue.pop_back(); if (is_run_delay(delay.type) && you.running) stop_running(); } } void start_delay( int type, int turns, int parm1, int parm2 ) /***********************************************************/ { delay_queue_item delay; delay.type = type; delay.duration = turns; delay.parm1 = parm1; delay.parm2 = parm2; // Handle zero-turn delays (possible with butchering). if (turns == 0) { // Don't issue startup message. if (push_delay(delay) == 0) finish_delay(delay); return; } 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_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; default: break; } push_delay( delay ); } void stop_delay( void ) /*********************/ { if ( you.delay_queue.empty() ) return; delay_queue_item delay = you.delay_queue.front(); // 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: // Corpse keeps track of work in plus2 field, see handle_delay() -- bwr mpr( "You stop butchering the corpse." ); pop_delay(); break; case DELAY_MEMORISE: // Losing work here is okay... having to start from // scratch is a reasonable behaviour. -- bwr mpr( "Your memorization is interrupted." ); pop_delay(); break; case DELAY_PASSWALL: // The lost work here is okay since this spell requires // the player to "attune to the rock". If changed, then // the delay should be increased to reduce the power of // this spell. -- bwr mpr( "Your meditation is interrupted." ); pop_delay(); break; case DELAY_MULTIDROP: // No work lost mpr( "You stop dropping stuff." ); 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_ARMOUR_ON: case DELAY_ARMOUR_OFF: // These two have the default action of not being interruptible, // although they will often be chained (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 // 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 would have to have a prompt... this works just fine. -- bwr break; case DELAY_WEAPON_SWAP: // one turn... too much trouble case DELAY_DROP_ITEM: // one turn... only used for easy armour drops case DELAY_ASCENDING_STAIRS: // short... and probably what people want case DELAY_DESCENDING_STAIRS: // short... and probably what people want case DELAY_UNINTERRUPTIBLE: // never stoppable case DELAY_JEWELLERY_ON: // one turn default: break; } if (is_run_delay(delay.type)) update_turn_count(); } bool you_are_delayed( void ) /**************************/ { return (!you.delay_queue.empty()); } int 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) { if (!you_are_delayed()) return (false); const delay_queue_item &delay = you.delay_queue.front(); if (delay.type == DELAY_BUTCHER) { const item_def &corpse = mitm[ delay.parm1 ]; return (&corpse == &item); } return (false); } void handle_delay( void ) /***********************/ { char str_pass[ ITEMNAME_SIZE ]; if (!you_are_delayed()) return; delay_queue_item &delay = you.delay_queue.front(); // 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_BUTCHER) { // 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. Note that // we ignore the conversion to skeleton possibility just to // be nice. -- bwr if (is_valid_item( mitm[ delay.parm1 ] ) && mitm[ delay.parm1 ].base_type == OBJ_CORPSES && mitm[ delay.parm1 ].x == you.x_pos && mitm[ delay.parm1 ].y == you.y_pos ) { // special < 100 is the rottenness check if ( (mitm[delay.parm1].special < 100) && (delay.parm2 >= 100) ) { mpr("The corpse rots.", MSGCH_ROTTEN_MEAT); delay.parm2 = 99; // don't give the message twice } // mark work done on the corpse in case we stop -- bwr mitm[ delay.parm1 ].plus2++; } else { // corpse is no longer valid! stop_delay(); return; } } 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 && !is_valid_item(you.inv[ items_for_multidrop[0].slot ])) items_for_multidrop.erase( items_for_multidrop.begin() ); if ( items_for_multidrop.empty() ) { // ran out of things to drop pop_delay(); return; } } // Handle delay: if (delay.duration > 0) { #if DEBUG_DIAGNOSTICS snprintf( info, INFO_SIZE, "Delay type: %d (%s), duration: %d", delay.type, delay_name(delay.type), delay.duration ); mpr( info, MSGCH_DIAGNOSTICS ); #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: in_name( delay.parm1, DESC_NOCAP_YOUR, str_pass ); snprintf( info, INFO_SIZE, "You continue putting on %s.", str_pass ); mpr(info, MSGCH_MULTITURN_ACTION); break; case DELAY_ARMOUR_OFF: in_name( delay.parm1, DESC_NOCAP_YOUR, str_pass ); snprintf( info, INFO_SIZE, "You continue taking off %s.", str_pass ); mpr(info, MSGCH_MULTITURN_ACTION); break; case DELAY_BUTCHER: mpr("You continue butchering the corpse.", MSGCH_MULTITURN_ACTION); 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_MULTIDROP: drop_item( items_for_multidrop[0].slot, items_for_multidrop[0].quantity ); items_for_multidrop.erase( items_for_multidrop.begin() ); break; default: break; } } else { finish_delay(delay); } } static void finish_delay(const delay_queue_item &delay) { char str_pass[ ITEMNAME_SIZE ]; switch (delay.type) { case DELAY_WEAPON_SWAP: weapon_switch( delay.parm1 ); break; case DELAY_JEWELLERY_ON: puton_ring( delay.parm1, false ); break; case DELAY_ARMOUR_ON: armour_wear_effects( delay.parm1 ); break; case DELAY_ARMOUR_OFF: { in_name( delay.parm1, DESC_NOCAP_YOUR, str_pass ); snprintf( info, INFO_SIZE, "You finish taking off %s.", str_pass ); mpr(info); 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: if (delay.parm1 == you.equip[EQ_SHIELD]) you.equip[EQ_SHIELD] = -1; break; case EQ_CLOAK: if (delay.parm1 == you.equip[EQ_CLOAK]) you.equip[EQ_CLOAK] = -1; break; case EQ_HELMET: if (delay.parm1 == you.equip[EQ_HELMET]) you.equip[EQ_HELMET] = -1; break; case EQ_GLOVES: if (delay.parm1 == you.equip[EQ_GLOVES]) you.equip[EQ_GLOVES] = -1; break; case EQ_BOOTS: if (delay.parm1 == you.equip[EQ_BOOTS]) you.equip[EQ_BOOTS] = -1; break; default: break; } } unwear_armour( delay.parm1 ); you.redraw_armour_class = 1; you.redraw_evasion = 1; break; } case DELAY_EAT: mpr( "You finish eating." ); // For chunks, warn the player if they're not getting much // nutrition. if (delay.parm1) chunk_nutrition_message(delay.parm1); break; case DELAY_MEMORISE: mpr( "You finish memorising." ); add_spell_to_memory( delay.parm1 ); break; case DELAY_PASSWALL: { mpr( "You finish merging with the rock." ); more(); // or the above message won't be seen const int pass_x = delay.parm1; const int pass_y = delay.parm2; if (pass_x != 0 && pass_y != 0) { switch (grd[ pass_x ][ pass_y ]) { case DNGN_ROCK_WALL: case DNGN_STONE_WALL: case DNGN_METAL_WALL: case DNGN_GREEN_CRYSTAL_WALL: case DNGN_WAX_WALL: case DNGN_SILVER_STATUE: case DNGN_ORANGE_CRYSTAL_STATUE: ouch(1 + you.hp, 0, KILLED_BY_PETRIFICATION); break; case DNGN_SECRET_DOOR: // oughtn't happen case DNGN_CLOSED_DOOR: // open the door grd[ pass_x ][ pass_y ] = DNGN_OPEN_DOOR; break; default: break; } // move any monsters out of the way: int mon = mgrd[ pass_x ][ pass_y ]; if (mon != NON_MONSTER) { // one square, a few squares, anywhere... if (!shift_monster(&menv[mon]) && !monster_blink(&menv[mon])) { monster_teleport( &menv[mon], true, true ); } } move_player_to_grid(pass_x, pass_y, false, true, true); redraw_screen(); } break; } case DELAY_BUTCHER: snprintf(info, INFO_SIZE, "You finish %s the corpse into pieces.", (you.species == SP_TROLL || you.species == SP_GHOUL) ? "ripping" : "chopping" ); mpr(info); turn_corpse_into_chunks( mitm[ delay.parm1 ] ); if (you.berserker && you.berserk_penalty != NO_BERSERK_PENALTY) { mpr("You enjoyed that."); you.berserk_penalty = 0; } 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 (!is_valid_item( you.inv[ delay.parm1 ] )) 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( delay.parm1 ); you.equip[EQ_WEAPON] = -1; canned_msg( MSG_EMPTY_HANDED ); } if (!copy_item_to_grid( you.inv[ delay.parm1 ], you.x_pos, you.y_pos, delay.parm2, true )) { mpr("Too many items on this level, not dropping the item."); } else { quant_name( you.inv[ delay.parm1 ], delay.parm2, DESC_NOCAP_A, str_pass ); snprintf( info, INFO_SIZE, "You drop %s.", str_pass ); mpr(info); dec_inv_item_quantity( delay.parm1, delay.parm2 ); } break; case DELAY_ASCENDING_STAIRS: up_stairs(); untag_followers(); break; case DELAY_DESCENDING_STAIRS: down_stairs( false, delay.parm1 ); untag_followers(); 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 you.turn_is_over = true; pop_delay(); } static void armour_wear_effects(const int item_slot) { item_def &arm = you.inv[item_slot]; set_ident_flags(arm, ISFLAG_EQ_ARMOUR_MASK ); mprf("You finish putting on %s.", item_name(arm, DESC_NOCAP_YOUR)); const equipment_type eq_slot = get_armour_slot(arm); 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 = 1; you.duration[DUR_ICY_ARMOUR] = 0; } } else { switch (eq_slot) { case EQ_SHIELD: if (you.duration[DUR_CONDENSATION_SHIELD]) { mpr( "Your icy shield evaporates.", MSGCH_DURATION ); you.duration[DUR_CONDENSATION_SHIELD] = 0; } you.equip[EQ_SHIELD] = item_slot; 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 || you.species == SP_CENTAUR) ? "" : " 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.invis) mpr("You become transparent for a moment."); break; case SPARM_STRENGTH: modify_stat(STAT_STRENGTH, 3, false); break; case SPARM_DEXTERITY: modify_stat(STAT_DEXTERITY, 3, false); break; case SPARM_INTELLIGENCE: modify_stat(STAT_INTELLIGENCE, 3, false); break; case SPARM_PONDEROUSNESS: mpr("You feel rather ponderous."); // you.speed += 2; you.redraw_evasion = 1; 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; } } if (is_random_artefact( arm )) use_randart( item_slot ); if (item_cursed( arm )) mpr( "Oops, that feels deathly cold." ); if (eq_slot == EQ_SHIELD) warn_shield_penalties(); you.redraw_armour_class = 1; you.redraw_evasion = 1; } static command_type get_running_command() { if ( kbhit() ) { stop_running(); return CMD_NO_CMD; } if ( is_resting() ) { you.running.rest(); if ( !is_resting() && you.running.hp == you.hp && you.running.mp == you.magic_points ) { mpr("Done searching."); } return CMD_MOVE_NOWHERE; } return direction_to_command( you.running.x, you.running.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; } 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(); } } static void handle_macro_delay() { run_macro(); } 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 initialized", MSGCH_DIAGNOSTICS); stop_delay(); return; } if (!clua.callbooleanfn(false, "c_macro", "s", macroname)) { if (clua.error.length()) mpr(clua.error.c_str()); stop_delay(); } else { start_delay(DELAY_MACRO, 1); } #else stop_delay(); #endif } // Returns true if the delay should be interrupted, false 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); } // 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); return (ai == AI_FORCE_INTERRUPT || (Options.activity_interrupts[item.type][ai])); } inline static void monster_warning(activity_interrupt_type ai, const activity_interrupt_data &at, int atype) { if ( ai == AI_SEE_MONSTER && is_run_delay(atype) ) { const monsters* mon = static_cast(at.data); #ifndef DEBUG_DIAGNOSTICS mprf(MSGCH_WARN, "%s comes into view.", ptr_monam(mon, DESC_CAP_A)); #else mprf(MSGCH_WARN, "%s in view: (%d,%d), see_grid: %s", ptr_monam(mon, DESC_PLAIN), mon->x, mon->y, see_grid(mon->x, mon->y)? "yes" : "no"); #endif } } // Returns true if any activity was stopped. bool interrupt_activity( activity_interrupt_type ai, const activity_interrupt_data &at ) { const int delay = current_delay_action(); if (delay == DELAY_NOT_DELAYED) return (false); // First try to stop the current delay. const delay_queue_item &item = you.delay_queue.front(); if (should_stop_activity(item, ai, at)) { monster_warning(ai, at, item.type); stop_delay(); 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 )) { monster_warning(ai, at, you.delay_queue[j].type); stop_delay(); 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() ); 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" }; 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", "armour_on", "armour_off", "jewellery_on", "memorise", "butcher", "weapon_swap", "passwall", "drop_item", "multidrop", "ascending_stairs", "descending_stairs", "run", "rest", "travel", "macro", "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 == "memorize") 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]; }