/* * 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 "religion.h" #include "spl-util.h" #include "stash.h" #include "state.h" #include "stuff.h" #include "travel.h" #include "tutorial.h" #include "view.h" #include "xom.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); // monster cannot be affected in these states // (all results of Recite, plus friendly + stupid; // note that berserk monsters are also hasted) static bool recite_mons_useless(const monsters *mon) { return (mons_intel(mon->type) < I_NORMAL || mons_friendly(mon) || mons_is_fleeing(mon) || mons_is_sleeping(mon) || mons_neutral(mon) || mons_is_confused(mon) || mons_is_paralysed(mon) || mon->has_ench(ENCH_BATTLE_FRENZY) || mon->has_ench(ENCH_HASTE)); } // power is maximum 50 static int recite_to_monsters(int x, int y, int pow, int unused) { UNUSED(unused); const int mon = mgrd[x][y]; if (mon == NON_MONSTER) return (0); monsters *mons = &menv[mon]; if (recite_mons_useless(mons)) return (0); if (coinflip()) // nothing happens return (0); int resist; const int holiness = mons_holiness(mons); if (holiness == MH_HOLY) { resist = 7 - random2(you.skills[SK_INVOCATIONS]); if (resist < 0) resist = 0; } else { resist = mons_resist_magic(mons); // much lower chances at influencing undead/demons 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) && mons->add_ench(mon_enchant(ENCH_HASTE, 0, KC_YOU, (16 + random2avg(13, 2)) * 10))) { simple_monster_message(mons, " speeds up in annoyance!"); } else if (!one_chance_in(3) && mons->add_ench(mon_enchant(ENCH_BATTLE_FRENZY, 1, KC_YOU, (16 + random2avg(13, 2)) * 10))) { simple_monster_message(mons, " goes into a battle-frenzy!"); } else if (mons->can_go_berserk()) mons->go_berserk(true); 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(mons->type) || !mons->add_ench(mon_enchant(ENCH_CONFUSION, 0, KC_YOU, (16 + random2avg(13, 2)) * 10))) { return (0); } simple_monster_message(mons, " looks confused."); break; case 5: case 6: case 7: case 8: mons->put_to_sleep(); simple_monster_message(mons, " falls asleep!"); break; case 9: case 10: case 11: case 12: if (!mons->add_ench(ENCH_NEUTRAL)) return (0); simple_monster_message(mons, " seems impressed!"); break; case 13: case 14: case 15: if (!mons->add_ench(ENCH_FEAR)) return (0); simple_monster_message(mons, " turns to flee."); break; case 16: case 17: if (!mons->add_ench(mon_enchant(ENCH_PARALYSIS, 0, KC_YOU, (16 + random2avg(13, 2)) * 10))) return (0); simple_monster_message(mons, " freezes in fright!"); break; default: // permanently neutral, but same message as enchantment mons->attitude = ATT_NEUTRAL; mons->flags |= MF_WAS_NEUTRAL; simple_monster_message(mons, " seems impressed!"); break; } return (1); } // end recite_to_monsters() // 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 )) { 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( delay_type type, int turns, int parm1, int parm2 ) /***********************************************************/ { ASSERT(!crawl_state.is_repeating_cmd() || type == DELAY_MACRO); delay_queue_item delay; delay.type = type; delay.duration = turns; delay.parm1 = parm1; delay.parm2 = parm2; delay.started = false; // 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 ) /*********************/ { if ( you.delay_queue.empty() ) return; delay_queue_item delay = you.delay_queue.front(); ASSERT(!crawl_state.is_repeating_cmd() || delay.type == DELAY_MACRO); const bool butcher_swap_warn = delay.type == DELAY_BUTCHER && (you.delay_queue.size() >= 2 && you.delay_queue[1].type == DELAY_WEAPON_SWAP); const int butcher_swap_weapon = butcher_swap_warn? you.delay_queue[1].parm1 : -10; // 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 if (butcher_swap_warn) { std::string weapon; if (butcher_swap_weapon == -1) weapon = "unarmed combat"; else weapon = "your " + you.inv[butcher_swap_weapon].name(DESC_BASENAME); mprf(MSGCH_WARN, "You stop butchering the corpse; not switching " "back to %s.", weapon.c_str()); } else 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 memorisation 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 if (!items_for_multidrop.empty()) mpr( "You stop dropping stuff." ); pop_delay(); break; case DELAY_RECITE: mpr( "You stop reciting."); 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_ASCENDING_STAIRS: // short... and probably what people want case DELAY_DESCENDING_STAIRS: // short... and probably what people want if (stop_stair_travel) { #ifdef DEBUG_DIAGNOSTICS mpr("Stop ascending/descending stairs."); #endif 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_UNINTERRUPTIBLE: // never stoppable case DELAY_JEWELLERY_ON: // one turn default: break; } if (is_run_delay(delay.type)) update_turn_count(); } void stop_butcher_delay() { if (current_delay_action() == DELAY_BUTCHER) stop_delay(); } 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) { 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); } // check whether there are monsters who might be influenced by Recite // return 0, if no monsters found // return 1, if eligible audience found // return -1, if entire audience already affected or too dumb to understand int check_recital_audience() { int mid; monsters *mons; bool found_monsters = false; for (int x = you.x_pos - 8; x <= you.x_pos + 8; x++) for (int y = you.y_pos - 8; y <= you.y_pos + 8; y++) { if (!in_bounds(x,y) || !see_grid(x, y)) continue; mid = mgrd[x][y]; if (mid == NON_MONSTER) continue; mons = &menv[mid]; if (!found_monsters) found_monsters = true; // can not be affected in these states if (recite_mons_useless(mons)) continue; return (1); } #ifdef DEBUG_DIAGNOSTICS if (!found_monsters) mprf(MSGCH_DIAGNOSTICS, "No audience found!"); else mprf(MSGCH_DIAGNOSTICS, "No sensible audience found!"); #endif // 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 handle_delay( void ) /***********************/ { if (!you_are_delayed()) return; delay_queue_item &delay = you.delay_queue.front(); 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: mpr("You start butchering the corpse.", 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; case DELAY_RECITE: mprf(MSGCH_MULTITURN_ACTION, "You begin to recite %s's Axioms of Law.", god_name(GOD_ZIN).c_str()); apply_area_visible(recite_to_monsters, delay.parm1); break; default: break; } delay.started = true; } ASSERT(!crawl_state.is_repeating_cmd() || delay.type == DELAY_MACRO); // Run delays and Lua delays don't have a specific end time. if (is_run_delay(delay.type)) { // Hack - allow autoprayer to trigger during run delays if ( do_autopray() ) return; 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. 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 ) { if (mitm[ delay.parm1 ].sub_type == CORPSE_SKELETON) { mpr("The corpse rots away into a skeleton!"); if (you.mutation[MUT_SAPROVOROUS] == 3) xom_check_corpse_waste(); else xom_is_stimulated(32); delay.duration = 0; } else { // 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 if (you.species != SP_VAMPIRE && you.is_undead != US_UNDEAD && you.mutation[MUT_SAPROVOROUS] < 3) { xom_check_corpse_waste(); } } // 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; } } 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; } } 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: 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_RECITE: mpr("You continue reciting the Axioms of Law.", MSGCH_MULTITURN_ACTION); apply_area_visible(recite_to_monsters, delay.parm1); 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: mprf(MSGCH_MULTITURN_ACTION, "You continue %sing.", you.species == SP_VAMPIRE ? "drink" : "eat"); 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, false ); 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: 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 = true; you.redraw_evasion = true; break; } case DELAY_EAT: mprf("You finish %sing.", you.species == SP_VAMPIRE ? "drink" : "eat"); // 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( static_cast( delay.parm1 ) ); break; case DELAY_RECITE: mpr( "You finish reciting the Axioms of Law." ); 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 ]) { default: if (!you.can_pass_through_feat(grd[pass_x][pass_y])) 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; } // 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: { const item_def &item = mitm[delay.parm1]; if (is_valid_item(item) && item.base_type == OBJ_CORPSES) { if (item.sub_type == CORPSE_SKELETON) { mpr("The corpse rots away into a skeleton just before you " "finish butchering it!"); if (you.mutation[MUT_SAPROVOROUS] == 3) xom_check_corpse_waste(); else xom_is_stimulated(64); break; } mprf("You finish %s the corpse into pieces.", (you.has_usable_claws() || you.mutation[MUT_FANGS] == 3) ? "ripping" : "chopping"); if (you.religion == GOD_ZIN && mons_intel(item.plus) >= I_NORMAL) simple_god_message(" expects more respect for this departed " "soul."); else if (is_good_god(you.religion) && is_player_same_species(item.plus)) simple_god_message(" expects more respect for your departed " "relatives."); if (you.species == SP_VAMPIRE && mons_corpse_effect(item.plus) != CE_HCL && (!god_likes_butchery(you.religion) || !you.duration[DUR_PRAYER])) { mpr("What a waste."); } turn_corpse_into_chunks( mitm[ delay.parm1 ] ); if (you.duration[DUR_BERSERKER] && you.berserk_penalty != NO_BERSERK_PENALTY) { mpr("You enjoyed that."); you.berserk_penalty = 0; } } else { mpr("You stop butchering the corpse."); } stashes.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 (!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(); 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 { 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(); } 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.", arm.name(DESC_NOCAP_YOUR).c_str()); const equipment_type eq_slot = get_armour_slot(arm); const bool known_cursed = item_known_cursed(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.mutation[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.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." ); learned_something_new(TUT_YOU_CURSED); // Cursed cloaks prevent you from removing body armour int cloak_mult = 1; if (get_armour_slot(arm) == EQ_CLOAK) cloak_mult = 2; if (known_cursed) xom_is_stimulated(32 * cloak_mult); else xom_is_stimulated(64 * cloak_mult); } 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; } else if (Options.travel_delay > 0) { delay(Options.travel_delay); } 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; 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(); } 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()) mprf(MSGCH_WARN, "Lua error: %s", clua.error.c_str()); stop_delay(); } else { 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); } // 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); if (!mon->visible()) return; #ifndef DEBUG_DIAGNOSTICS if (at.context == "already seen") { // Only say "comes into view" if the monster wasn't in view // during the previous turn. if (testbits(mon->flags, MF_WAS_IN_VIEW)) { switch(random2(4)) { case 0: mprf(MSGCH_WARN, "%s's nearness makes you nervous.", mon->name(DESC_CAP_THE).c_str()); break; case 1: mprf(MSGCH_WARN, "%s is too close now for your liking.", mon->name(DESC_CAP_THE).c_str()); break; case 2: mprf(MSGCH_WARN, "You feel that %s is too close now for comfort.", mon->name(DESC_NOCAP_THE).c_str()); break; default: mprf(MSGCH_WARN, "%s's presence makes you stop your activity.", mon->name(DESC_CAP_THE).c_str()); break; } } } else { const std::string mweap = get_monster_desc(mon, false, DESC_NONE); std::string text = mon->name(DESC_CAP_A); if (at.context == "thin air") { if (mon->type == MONS_AIR_ELEMENTAL) text += " forms itself from the air."; else text += " appears from thin air."; } else if (at.context == "surfaces") text += " surfaces."; else if (at.context.find("bursts forth") != std::string::npos) text += " bursts forth from the water."; else text += " comes into view."; if (!mweap.empty()) text += " " + mon->pronoun(PRONOUN_CAP) + " is" + mweap + "."; print_formatted_paragraph(text, get_number_of_cols(), MSGCH_WARN); } if (Options.tutorial_left) { // enforce that this message comes first tutorial_first_monster(*mon); if (get_mons_colour(mon) != mon->colour) learned_something_new(TUT_MONSTER_BRAND); } #else formatted_string fs( channel_to_colour(MSGCH_WARN) ); fs.cprintf("%s (", mon->name(DESC_PLAIN, true).c_str()); fs.add_glyph( mon ); fs.cprintf(") in view: (%d,%d), see_grid: %s", mon->x, mon->y, see_grid(mon->x, mon->y)? "yes" : "no"); formatted_mpr(fs, MSGCH_WARN); #endif } } static void 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 && !player_monster_visible(mon) && !mons_is_submerged(mon)) { std::vector deactivatees; std::vector restart; if (Options.autoprayer_on) { deactivatees.push_back("autoprayer"); Options.autoprayer_on = false; restart.push_back("Ctrl+V"); } if (Options.autopickup_on) { deactivatees.push_back("autopickup"); Options.autopickup_on = false; restart.push_back("Ctrl+A"); } if (!deactivatees.empty()) mprf(MSGCH_WARN, "Deactivating %s; reactivate with %s.", comma_separated_line(deactivatees.begin(), deactivatees.end()).c_str(), comma_separated_line(restart.begin(), restart.end()).c_str()); } } } // Returns true if any activity was stopped. bool interrupt_activity( activity_interrupt_type ai, const activity_interrupt_data &at ) { 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(); 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.x_pos, you.y_pos)) return (false); 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", "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", "armour_on", "armour_off", "jewellery_on", "memorise", "butcher", "weapon_swap", "passwall", "drop_item", "multidrop", "ascending_stairs", "descending_stairs", "recite", "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]; }