/* * File: direct.cc * Summary: Functions used when picking squares. * Written by: Linley Henzell * * Modified for Crawl Reference by $Author$ on $Date$ * * Change History (most recent first): * * <5> 01/08/01 GDL complete rewrite of direction() * <4> 11/23/99 LRH Looking at monsters now * displays more info * <3> 5/12/99 BWR changes to allow for space selection of target. * CR, ESC, and 't' in targeting. * <2> 5/09/99 JDJ look_around no longer prints a prompt. * <1> -/--/-- LRH Created */ #include "AppHdr.h" #include "direct.h" #include #include #include #include #ifdef DOS #include #endif #include "externs.h" #include "debug.h" #include "describe.h" #include "itemname.h" #include "monstuff.h" #include "mon-util.h" #include "player.h" #include "shopping.h" #include "stuff.h" #include "spells4.h" #include "stash.h" #include "travel.h" #include "view.h" #ifdef USE_MACROS #include "macro.h" #endif enum LOSSelect { LOS_ANY = 0x00, // Check only visible squares LOS_VISIBLE = 0x01, // Check only hidden squares LOS_HIDDEN = 0x02, LOS_VISMASK = 0x03, // Flip from visible to hidden when going forward, // or hidden to visible when going backwards. LOS_FLIPVH = 0x20, // Flip from hidden to visible when going forward, // or visible to hidden when going backwards. LOS_FLIPHV = 0x40, LOS_NONE = 0xFFFF }; // x and y offsets in the following order: // SW, S, SE, W, E, NW, N, NE static const char xcomp[9] = { -1, 0, 1, -1, 0, 1, -1, 0, 1 }; static const char ycomp[9] = { 1, 1, 1, 0, 0, 0, -1, -1, -1 }; // [dshaligram] Removed . and 5 from dirchars so it's easier to // special case them. static const char dirchars[19] = { "b1j2n3h4bbl6y7k8u9" }; static const char DOSidiocy[10] = { "OPQKSMGHI" }; static const char DOSunidiocy[10] = { "bjnh.lyku" }; static const char *aim_prompt = "Aim (move cursor or -/+/=, change mode with CTRL-F, select with . or >)"; static void describe_feature(int mx, int my, bool oos); static void describe_cell(int mx, int my); static bool find_object( int x, int y, int mode ); static bool find_monster( int x, int y, int mode ); static bool find_feature( int x, int y, int mode ); static char find_square( unsigned char xps, unsigned char yps, FixedVector &mfp, char direction, bool (*targ)(int, int, int), int mode = TARG_ANY, bool wrap = false, int los = LOS_ANY); static bool is_mapped(int x, int y) { return (is_player_mapped(x, y)); } int dos_direction_unmunge(int doskey) { const char *pos = strchr(DOSidiocy, doskey); return (pos? DOSunidiocy[ pos - DOSidiocy ] : doskey); } //--------------------------------------------------------------- // // direction // // input: restricts : DIR_NONE accepts keypad dir or targetting // DIR_TARGET must use targetting. // DIR_DIR must use keypad direction // // // outputs: dist structure: // // isValid a valid target or direction was chosen // isCancel player hit 'escape' // isTarget targetting was used // tx,ty target x,y or logical beam extension to // edge of map if keypad direction used. // dx,dy direction delta if keypad used {-1,0,1} // // SYNOPSIS: // // gets a direction, or any of the follwing: // // * go to targetting mode // +,= go to targetting mode, next monster // - " , prev monster // t,p,f auto-select previous target // // // targetting mode is handled by look_around() //--------------------------------------------------------------- void direction2( struct dist &moves, int restrict, int mode ) { bool dirChosen = false; bool targChosen = false; int dir = 0; // init moves.isValid = false; moves.isTarget = false; moves.isMe = false; moves.isCancel = false; moves.dx = moves.dy = 0; moves.tx = moves.ty = 0; // XXX. this is ALWAYS in relation to the player. But a bit of a hack // nonetheless! --GDL gotoxy( VIEW_CX + 1, VIEW_CY ); int keyin = getchm(KC_TARGETING); if (keyin == 0) // DOS idiocy (emulated by win32 console) { keyin = getchm(KC_TARGETING); // grrr. if (keyin == '*') { targChosen = true; dir = 0; } else { if (strchr(DOSidiocy, keyin) == NULL) return; dirChosen = true; dir = (int)(strchr(DOSidiocy, keyin) - DOSidiocy); } } else { if (strchr( dirchars, keyin ) != NULL) { dirChosen = true; dir = (int)(strchr(dirchars, keyin) - dirchars) / 2; } else { switch (keyin) { case CONTROL('F'): mode = (mode + 1) % TARG_NUM_MODES; snprintf( info, INFO_SIZE, "Targeting mode is now: %s", (mode == TARG_ANY) ? "any" : (mode == TARG_ENEMY) ? "enemies" : "friends" ); mpr( info ); targChosen = true; dir = 0; break; case '-': targChosen = true; dir = -1; break; case '*': targChosen = true; dir = 0; break; case ';': targChosen = true; dir = -3; break; case '\'': targChosen = true; dir = -2; break; case '+': case '=': targChosen = true; dir = 1; break; case 't': case 'p': case 'f': targChosen = true; dir = 2; break; case '.': case '5': dirChosen = true; dir = 4; break; case ESCAPE: moves.isCancel = true; return; default: break; } } } // at this point, we know exactly the input - validate if (!(targChosen || dirChosen) || (targChosen && restrict == DIR_DIR)) { mpr("What an unusual direction."); return; } // special case: they typed a dir key, but they're in target-only mode if (dirChosen && restrict == DIR_TARGET) { mpr(aim_prompt); look_around( moves, false, dir, mode ); return; } if (targChosen) { if (dir < 2) { mpr(aim_prompt); moves.prev_target = dir; look_around( moves, false, -1, mode ); if (moves.prev_target != -1) // -1 means they pressed 'p' return; } // chose to aim at previous target. do we have one? if (you.prev_targ == MHITNOT || you.prev_targ == MHITYOU) { mpr("You haven't got a target."); return; } // we have a valid previous target (maybe) struct monsters *montarget = &menv[you.prev_targ]; if (!mons_near(montarget) || !player_monster_visible( montarget )) { mpr("You can't see that creature any more."); return; } else { moves.isValid = true; moves.isTarget = true; moves.tx = montarget->x; moves.ty = montarget->y; } return; } // at this point, we have a direction, and direction is allowed. moves.isValid = true; moves.isTarget = false; moves.dx = xcomp[dir]; moves.dy = ycomp[dir]; if (xcomp[dir] == 0 && ycomp[dir] == 0) moves.isMe = true; // now the tricky bit - extend the target x,y out to map edge. int mx, my; mx = my = 0; if (moves.dx > 0) mx = (GXM - 1) - you.x_pos; if (moves.dx < 0) mx = you.x_pos; if (moves.dy > 0) my = (GYM - 1) - you.y_pos; if (moves.dy < 0) my = you.y_pos; if (!(mx == 0 || my == 0)) { if (mx < my) my = mx; else mx = my; } moves.tx = you.x_pos + moves.dx * mx; moves.ty = you.y_pos + moves.dy * my; } /* safe version of direction */ void direction( struct dist &moves, int restrict, int mode, bool confirm_fizzle ) { while ( 1 ) { direction2( moves, restrict, mode ); if ( moves.isMe && Options.confirm_self_target == true && mode != TARG_FRIEND ) { if ( yesno("Really target yourself? ", false, 'n') ) return; else mpr("Choose a better target.", MSGCH_PROMPT); } else if ( confirm_fizzle && !moves.isValid && Options.fizzlecheck_on ) { if ( yesno("Really fizzle? ", false, 'n') ) return; else mpr("Try again.", MSGCH_PROMPT); } else { return; } } } // Attempts to describe a square that's not in line-of-sight. If // there's a stash on the square, announces the top item and number // of items, otherwise, if there's a stair that's in the travel // cache and noted in the Dungeon (O)verview, names the stair. static void describe_oos_square(int x, int y) { if (!in_bounds(x, y) || !is_mapped(x, y)) return; describe_stash(x, y); describe_feature(x, y, true); } //--------------------------------------------------------------- // // look_around // // Accessible by the x key and when using cursor aiming. Lets you // find out what symbols mean, and is the way to access monster // descriptions. // // input: dist.prev_target : -1 is last monster // 0 is no monster selected // 1 is next monster // // input: first_move is -1 if no initial cursor move, otherwise // make 1 move in that direction. // // // output: if dist.prev_target is -1 on OUTPUT, it means that // player selected 'p' ot 't' for last targetted monster. // // otherwise, usual dist fields are filled in (dx and dy are // always zero coming back from this function) // //--------------------------------------------------------------- void look_around(struct dist &moves, bool justLooking, int first_move, int mode) { int keyin = 0; bool dirChosen = false; bool targChosen = false; int dir = 0; int cx = VIEW_CX; int cy = VIEW_CY; int newcx, newcy; int mx, my; // actual map x,y (scratch) int mid; // monster id (scratch) FixedVector < char, 2 > monsfind_pos; FixedVector < char, 2 > objfind_pos; monsfind_pos[0] = objfind_pos[0] = you.x_pos; monsfind_pos[1] = objfind_pos[1] = you.y_pos; message_current_target(); // setup initial keystroke if (first_move >= 0) keyin = (int)'1' + first_move; if (moves.prev_target == -1) keyin = '-'; if (moves.prev_target == 1) keyin = '+'; if (moves.prev_target == -2) keyin = '\''; if (moves.prev_target == -3) keyin = ';'; // reset moves.prev_target = 0; // loop until some exit criteria reached while(true) { dirChosen = false; targChosen = false; newcx = cx; newcy = cy; // move cursor to current position gotoxy(cx+1, cy); if (keyin == 0) keyin = getchm(KC_TARGETING); // [dshaligram] Classic Crawl behaviour was to use space to select // targets when targeting. The patch changed the meaning of space // from 'confirm' to 'cancel', which surprised some folks. I'm now // arbitrarily defining space as 'cancel' for look-around, and // 'confirm' for targeting. if (!justLooking && keyin == ' ') keyin = '\r'; // [dshaligram] Fudge: in targeting mode, '>' says shoot a missile // that lands here. if (!justLooking && keyin == '>') keyin = 'X'; // DOS idiocy if (keyin == 0) { // get the extended key keyin = getchm(KC_TARGETING); // look for CR - change to '5' to indicate selection if (keyin == 13) keyin = 'S'; if (strchr(DOSidiocy, keyin) == NULL) break; dirChosen = true; dir = (int)(strchr(DOSidiocy, keyin) - DOSidiocy); } else { if (strchr(dirchars, keyin) != NULL) { dirChosen = true; dir = (int)(strchr(dirchars, keyin) - dirchars) / 2; } else { // handle non-directional keys switch (keyin) { #ifdef WIZARD case 'C': targChosen = true; mx = you.x_pos + cx - VIEW_CX; my = you.y_pos + cy - VIEW_CY; if (!in_bounds(mx, my)) break; if (mgrd[mx][my] != NON_MONSTER) { mprf("%s won't like that.", ptr_monam(&menv[mgrd[mx][my]], DESC_CAP_THE)); break; } create_spec_monster_name(mx, my); viewwindow(true, false); break; case 'D': targChosen = true; mx = you.x_pos + cx - VIEW_CX; my = you.y_pos + cy - VIEW_CY; if (!in_bounds(mx, my)) break; mid = mgrd[mx][my]; if (mid == NON_MONSTER) break; monster_die(&menv[mid], KILL_RESET, 0); viewwindow(true, false); break; case 'F': targChosen = true; mx = you.x_pos + cx - VIEW_CX; my = you.y_pos + cy - VIEW_CY; if (!in_bounds(mx, my)) break; mid = mgrd[mx][my]; if (mid == NON_MONSTER) break; mprf("Changing attitude of %s\n", ptr_monam(&menv[mid], DESC_PLAIN)); menv[mid].attitude = menv[mid].attitude == ATT_HOSTILE? ATT_FRIENDLY : ATT_HOSTILE; describe_monsters( menv[ mid ].type, mid ); redraw_screen(); mesclr( true ); // describe the cell again. describe_cell(view2gridX(cx), view2gridY(cy)); break; #endif case CONTROL('F'): mode = (mode + 1) % TARG_NUM_MODES; snprintf( info, INFO_SIZE, "Targeting mode is now: %s", (mode == TARG_ANY) ? "any" : (mode == TARG_ENEMY) ? "enemies" : "friends" ); mpr( info ); targChosen = true; break; case '^': case '\t': case '\\': case '_': case '<': case '>': { if (find_square( cx, cy, objfind_pos, 1, find_feature, keyin, true, Options.target_los_first ? LOS_FLIPVH : LOS_ANY)) { newcx = objfind_pos[0]; newcy = objfind_pos[1]; } else flush_input_buffer( FLUSH_ON_FAILURE ); targChosen = true; break; } case ';': case '/': case '\'': case '*': { dir = keyin == ';' || keyin == '/'? -1 : 1; if (find_square( cx, cy, objfind_pos, dir, find_object, 0, true, Options.target_los_first ? (dir == 1? LOS_FLIPVH : LOS_FLIPHV) : LOS_ANY)) { newcx = objfind_pos[0]; newcy = objfind_pos[1]; } else flush_input_buffer( FLUSH_ON_FAILURE ); targChosen = true; break; } case '-': case '+': case '=': { dir = keyin == '-'? -1 : 1; if (find_square( cx, cy, monsfind_pos, dir, find_monster, mode, Options.target_wrap )) { newcx = monsfind_pos[0]; newcy = monsfind_pos[1]; } else flush_input_buffer( FLUSH_ON_FAILURE ); targChosen = true; break; } case 't': case 'p': moves.prev_target = -1; break; case '?': targChosen = true; mx = you.x_pos + cx - VIEW_CX; my = you.y_pos + cy - VIEW_CY; if (!in_bounds(mx, my)) break; mid = mgrd[mx][my]; if (mid == NON_MONSTER) break; #if (!DEBUG_DIAGNOSTICS) if (!player_monster_visible( &menv[mid] )) break; #endif describe_monsters( menv[ mid ].type, mid ); redraw_screen(); mesclr( true ); // describe the cell again. describe_cell(view2gridX(cx), view2gridY(cy)); break; case '\r': case '\n': case '.': case '5': case 'X': // If we're in look-around mode, and the cursor is on // the character and there's a valid travel target // within the viewport, jump to that target. if (justLooking && cx == VIEW_CX && cy == VIEW_CY) { if (you.travel_x > 0 && you.travel_y > 0) { int nx = grid2viewX(you.travel_x); int ny = grid2viewY(you.travel_y); if (in_viewport_bounds(nx, ny)) { newcx = nx; newcy = ny; targChosen = true; } } } else { dirChosen = true; dir = keyin == 'X'? -1 : 4; } break; case ' ': case ESCAPE: moves.isCancel = true; mesclr( true ); return; default: break; } } } // now we have parsed the input character completely. Reset & Evaluate: keyin = 0; if (!targChosen && !dirChosen) break; // check for SELECTION if (dirChosen && (dir == 4 || dir == -1)) { // [dshaligram] We no longer vet the square coordinates if // we're justLooking. By not vetting the coordinates, we make 'x' // look_around() nicer for travel purposes. if (!justLooking || !in_bounds(view2gridX(cx), view2gridY(cy))) { // RULE: cannot target what you cannot see if (!in_vlos(cx, cy)) { // if (!justLooking) mpr("Sorry, you can't target what you can't see."); return; } } moves.isValid = true; moves.isTarget = true; moves.isEndpoint = (dir == -1); moves.tx = you.x_pos + cx - VIEW_CX; moves.ty = you.y_pos + cy - VIEW_CY; if (moves.tx == you.x_pos && moves.ty == you.y_pos) moves.isMe = true; else { // try to set you.previous target mx = you.x_pos + cx - VIEW_CX; my = you.y_pos + cy - VIEW_CY; mid = mgrd[mx][my]; if (mid == NON_MONSTER) break; if (!player_monster_visible( &(menv[mid]) )) break; you.prev_targ = mid; } break; } // check for MOVE if (dirChosen) { newcx = cx + xcomp[dir]; newcy = cy + ycomp[dir]; } // bounds check for newcx, newcy if (newcx < VIEW_SX) newcx = VIEW_SX; if (newcx > VIEW_EX) newcx = VIEW_EX; if (newcy < VIEW_SY) newcy = VIEW_SY; if (newcy > VIEW_EY) newcy = VIEW_EY; // no-op if the cursor doesn't move. if (newcx == cx && newcy == cy) continue; // CURSOR MOVED - describe new cell. cx = newcx; cy = newcy; mesclr( true ); const int gridX = view2gridX(cx), gridY = view2gridY(cy); if (!in_vlos(cx, cy)) { mpr("You can't see that place."); describe_oos_square(gridX, gridY); continue; } if (in_bounds(gridX, gridY)) describe_cell(gridX, gridY); } // end WHILE mesclr( true ); } // end look_around() bool in_vlos(int x, int y) { return in_los_bounds(x, y) && (env.show[x - LOS_SX][y] || (x == VIEW_CX && y == VIEW_CY)); } bool in_los(int x, int y) { const int tx = x + VIEW_CX - you.x_pos, ty = y + VIEW_CY - you.y_pos; if (!in_los_bounds(tx, ty)) return (false); return (x == you.x_pos && y == you.y_pos) || env.show[tx - LOS_SX][ty]; } static bool find_monster( int x, int y, int mode ) { const int targ_mon = mgrd[ x ][ y ]; return (targ_mon != NON_MONSTER && in_los(x, y) && player_monster_visible( &(menv[targ_mon]) ) && !mons_is_mimic( menv[targ_mon].type ) && (mode == TARG_ANY || (mode == TARG_FRIEND && mons_friendly( &menv[targ_mon] )) || (mode == TARG_ENEMY && !mons_friendly( &menv[targ_mon] ) && (Options.target_zero_exp || !mons_class_flag( menv[targ_mon].type, M_NO_EXP_GAIN )) ))); } static bool find_feature( int x, int y, int mode ) { // The stair need not be in LOS if the square is mapped. if (!in_los(x, y) && (!Options.target_oos || !is_mapped(x, y))) return (false); return is_feature(mode, x, y); } static bool find_object(int x, int y, int mode) { const int item = igrd[x][y]; // The square need not be in LOS if the stash tracker knows this item. return (item != NON_ITEM && (in_los(x, y) || (Options.target_oos && is_mapped(x, y) && is_stash(x, y)))); } static int next_los(int dir, int los, bool wrap) { if (los == LOS_ANY) return (wrap? los : LOS_NONE); bool vis = los & LOS_VISIBLE; bool hidden = los & LOS_HIDDEN; bool flipvh = los & LOS_FLIPVH; bool fliphv = los & LOS_FLIPHV; if (!vis && !hidden) vis = true; if (wrap) { if (!flipvh && !fliphv) return (los); // We have to invert flipvh and fliphv if we're wrapping. Here's // why: // // * Say the cursor is on the last item in LOS, there are no // items outside LOS, and wrap == true. flipvh is true. // * We set wrap false and flip from visible to hidden, but there // are no hidden items. So now we need to flip back to visible // so we can go back to the first item in LOS. Unless we set // fliphv, we can't flip from hidden to visible. // los = flipvh? LOS_FLIPHV : LOS_FLIPVH; } else { if (!flipvh && !fliphv) return (LOS_NONE); if (flipvh && vis != (dir == 1)) return (LOS_NONE); if (fliphv && vis == (dir == 1)) return (LOS_NONE); } los = (los & ~LOS_VISMASK) | (vis? LOS_HIDDEN : LOS_VISIBLE); return (los); } bool in_viewport_bounds(int x, int y) { return (x >= VIEW_SX && x <= VIEW_EX && y >= VIEW_SY && y <= VIEW_EY); } bool in_los_bounds(int x, int y) { return !(x > LOS_EX || x < LOS_SX || y > LOS_EY || y < LOS_SY); } //--------------------------------------------------------------- // // find_square // // Finds the next monster/object/whatever (moving in a spiral // outwards from the player, so closer targets are chosen first; // starts to player's left) and puts its coordinates in mfp. // Returns 1 if it found something, zero otherwise. If direction // is -1, goes backwards. // // If the game option target_zero_exp is true, zero experience // monsters will be targeted. // //--------------------------------------------------------------- static char find_square( unsigned char xps, unsigned char yps, FixedVector &mfp, char direction, bool (*find_targ)( int x, int y, int mode ), int mode, bool wrap, int los ) { int temp_xps = xps; int temp_yps = yps; char x_change = 0; char y_change = 0; bool onlyVis = false, onlyHidden = false; int i, j; if (los == LOS_NONE) return (0); if (los == LOS_FLIPVH || los == LOS_FLIPHV) { if (in_los_bounds(xps, yps)) { // We've been told to flip between visible/hidden, so we // need to find what we're currently on. bool vis = (env.show[xps - 8][yps] || (xps == VIEW_CX && yps == VIEW_CY)); if (wrap && (vis != (los == LOS_FLIPVH)) == (direction == 1)) { // We've already flipped over into the other direction, // so correct the flip direction if we're wrapping. los = los == LOS_FLIPHV? LOS_FLIPVH : LOS_FLIPHV; } los = (los & ~LOS_VISMASK) | (vis? LOS_VISIBLE : LOS_HIDDEN); } else { if (wrap) los = LOS_HIDDEN | (direction == 1? LOS_FLIPHV : LOS_FLIPVH); else los |= LOS_HIDDEN; } } onlyVis = (los & LOS_VISIBLE); onlyHidden = (los & LOS_HIDDEN); const int minx = VIEW_SX, maxx = VIEW_EX, miny = VIEW_SY - VIEW_Y_DIFF, maxy = VIEW_EY + VIEW_Y_DIFF, ctrx = VIEW_CX, ctry = VIEW_CY; while (temp_xps >= minx - 1 && temp_xps <= maxx && temp_yps <= maxy && temp_yps >= miny - 1) { if (direction == 1 && temp_xps == minx && temp_yps == maxy) { return find_square(ctrx, ctry, mfp, direction, find_targ, mode, false, next_los(direction, los, wrap)); } if (direction == -1 && temp_xps == ctrx && temp_yps == ctry) { return find_square(minx, maxy, mfp, direction, find_targ, mode, false, next_los(direction, los, wrap)); } if (direction == 1) { if (temp_xps == minx - 1) { x_change = 0; y_change = -1; } else if (temp_xps == ctrx && temp_yps == ctry) { x_change = -1; y_change = 0; } else if (abs(temp_xps - ctrx) <= abs(temp_yps - ctry)) { if (temp_xps - ctrx >= 0 && temp_yps - ctry <= 0) { if (abs(temp_xps - ctrx) > abs(temp_yps - ctry + 1)) { x_change = 0; y_change = -1; if (temp_xps - ctrx > 0) y_change = 1; goto finished_spiralling; } } x_change = -1; if (temp_yps - ctry < 0) x_change = 1; y_change = 0; } else { x_change = 0; y_change = -1; if (temp_xps - ctrx > 0) y_change = 1; } } // end if (direction == 1) else { /* This part checks all eight surrounding squares to find the one that leads on to the present square. */ for (i = -1; i < 2; i++) { for (j = -1; j < 2; j++) { if (i == 0 && j == 0) continue; if (temp_xps + i == minx - 1) { x_change = 0; y_change = -1; } else if (temp_xps + i - ctrx == 0 && temp_yps + j - ctry == 0) { x_change = -1; y_change = 0; } else if (abs(temp_xps + i - ctrx) <= abs(temp_yps + j - ctry)) { const int xi = temp_xps + i - ctrx; const int yj = temp_yps + j - ctry; if (xi >= 0 && yj <= 0) { if (abs(xi) > abs(yj + 1)) { x_change = 0; y_change = -1; if (xi > 0) y_change = 1; goto finished_spiralling; } } x_change = -1; if (yj < 0) x_change = 1; y_change = 0; } else { x_change = 0; y_change = -1; if (temp_xps + i - ctrx > 0) y_change = 1; } if (temp_xps + i + x_change == temp_xps && temp_yps + j + y_change == temp_yps) { goto finished_spiralling; } } } } // end else finished_spiralling: x_change *= direction; y_change *= direction; temp_xps += x_change; if (temp_yps + y_change <= maxy) // it can wrap, unfortunately temp_yps += y_change; const int targ_x = you.x_pos + temp_xps - ctrx; const int targ_y = you.y_pos + temp_yps - ctry; // We don't want to be looking outside the bounds of the arrays: //if (!in_los_bounds(temp_xps, temp_yps)) // continue; if (temp_xps < minx - 1 || temp_xps > maxx || temp_yps < VIEW_SY || temp_yps > VIEW_EY) continue; if (targ_x < 1 || targ_x >= GXM || targ_y < 1 || targ_y >= GYM) continue; if ((onlyVis || onlyHidden) && onlyVis != in_los(targ_x, targ_y)) continue; if (find_targ(targ_x, targ_y, mode)) { mfp[0] = temp_xps; mfp[1] = temp_yps; return (1); } } return (direction == 1? find_square(ctrx, ctry, mfp, direction, find_targ, mode, false, next_los(direction, los, wrap)) : find_square(minx, maxy, mfp, direction, find_targ, mode, false, next_los(direction, los, wrap))); } static void describe_feature(int mx, int my, bool oos) { if (oos && !is_terrain_seen(mx, my)) return; std::string desc = feature_description(mx, my); if (desc.length()) { if (oos) desc = "[" + desc + "]"; mpr(desc.c_str()); } } // Returns a vector of features matching the given pattern. std::vector features_by_desc(const text_pattern &pattern) { std::vector features; if (pattern.valid()) { for (int i = 0; i < NUM_FEATURES; ++i) { std::string fdesc = feature_description(i); if (fdesc.empty()) continue; if (pattern.matches( fdesc )) features.push_back( dungeon_feature_type(i) ); } } return (features); } std::string feature_description(int grid) { switch (grid) { case DNGN_STONE_WALL: return ("A stone wall."); case DNGN_ROCK_WALL: case DNGN_SECRET_DOOR: if (you.level_type == LEVEL_PANDEMONIUM) return ("A wall of the weird stuff which makes up Pandemonium."); else return ("A rock wall."); case DNGN_PERMAROCK_WALL: return ("An unnaturally hard rock wall."); case DNGN_CLOSED_DOOR: return ("A closed door."); case DNGN_METAL_WALL: return ("A metal wall."); case DNGN_GREEN_CRYSTAL_WALL: return ("A wall of green crystal."); case DNGN_ORCISH_IDOL: return ("An orcish idol."); case DNGN_WAX_WALL: return ("A wall of solid wax."); case DNGN_SILVER_STATUE: return ("A silver statue."); case DNGN_GRANITE_STATUE: return ("A granite statue."); case DNGN_ORANGE_CRYSTAL_STATUE: return ("An orange crystal statue."); case DNGN_LAVA: return ("Some lava."); case DNGN_DEEP_WATER: return ("Some deep water."); case DNGN_SHALLOW_WATER: return ("Some shallow water."); case DNGN_UNDISCOVERED_TRAP: case DNGN_FLOOR: return ("Floor."); case DNGN_OPEN_DOOR: return ("An open door."); case DNGN_ROCK_STAIRS_DOWN: return ("A rock staircase leading down."); case DNGN_STONE_STAIRS_DOWN_I: case DNGN_STONE_STAIRS_DOWN_II: case DNGN_STONE_STAIRS_DOWN_III: return ("A stone staircase leading down."); case DNGN_ROCK_STAIRS_UP: return ("A rock staircase leading upwards."); case DNGN_STONE_STAIRS_UP_I: case DNGN_STONE_STAIRS_UP_II: case DNGN_STONE_STAIRS_UP_III: return ("A stone staircase leading up."); case DNGN_ENTER_HELL: return ("A gateway to Hell."); case DNGN_TRAP_MECHANICAL: return ("A mechanical trap."); case DNGN_TRAP_MAGICAL: return ("A magical trap."); case DNGN_TRAP_III: return ("A trap."); case DNGN_ENTER_SHOP: return ("A shop."); case DNGN_ENTER_LABYRINTH: return ("A labyrinth entrance."); case DNGN_ENTER_DIS: return ("A gateway to the Iron City of Dis."); case DNGN_ENTER_GEHENNA: return ("A gateway to Gehenna."); case DNGN_ENTER_COCYTUS: return ("A gateway to the freezing wastes of Cocytus."); case DNGN_ENTER_TARTARUS: return ("A gateway to the decaying netherworld of Tartarus."); case DNGN_ENTER_ABYSS: return ("A gateway to the infinite Abyss."); case DNGN_EXIT_ABYSS: return ("A gateway leading out of the Abyss."); case DNGN_STONE_ARCH: return ("An empty arch of ancient stone."); case DNGN_ENTER_PANDEMONIUM: return ("A gate leading to the halls of Pandemonium."); case DNGN_EXIT_PANDEMONIUM: return ("A gate leading out of Pandemonium."); case DNGN_TRANSIT_PANDEMONIUM: return ("A gate leading to another region of Pandemonium."); case DNGN_ENTER_ORCISH_MINES: return ("A staircase to the Orcish Mines."); case DNGN_ENTER_HIVE: return ("A staircase to the Hive."); case DNGN_ENTER_LAIR: return ("A staircase to the Lair."); case DNGN_ENTER_SLIME_PITS: return ("A staircase to the Slime Pits."); case DNGN_ENTER_VAULTS: return ("A staircase to the Vaults."); case DNGN_ENTER_CRYPT: return ("A staircase to the Crypt."); case DNGN_ENTER_HALL_OF_BLADES: return ("A staircase to the Hall of Blades."); case DNGN_ENTER_ZOT: return ("A gate to the Realm of Zot."); case DNGN_ENTER_TEMPLE: return ("A staircase to the Ecumenical Temple."); case DNGN_ENTER_SNAKE_PIT: return ("A staircase to the Snake Pit."); case DNGN_ENTER_ELVEN_HALLS: return ("A staircase to the Elven Halls."); case DNGN_ENTER_TOMB: return ("A staircase to the Tomb."); case DNGN_ENTER_SWAMP: return ("A staircase to the Swamp."); case DNGN_RETURN_FROM_ORCISH_MINES: case DNGN_RETURN_FROM_HIVE: case DNGN_RETURN_FROM_LAIR: case DNGN_RETURN_FROM_VAULTS: case DNGN_RETURN_FROM_TEMPLE: return ("A staircase back to the Dungeon."); case DNGN_RETURN_FROM_SLIME_PITS: case DNGN_RETURN_FROM_SNAKE_PIT: case DNGN_RETURN_FROM_SWAMP: return ("A staircase back to the Lair."); case DNGN_RETURN_FROM_CRYPT: case DNGN_RETURN_FROM_HALL_OF_BLADES: return ("A staircase back to the Vaults."); case DNGN_RETURN_FROM_ELVEN_HALLS: return ("A staircase back to the Mines."); case DNGN_RETURN_FROM_TOMB: return ("A staircase back to the Crypt."); case DNGN_RETURN_FROM_ZOT: return ("A gate leading back out of this place."); case DNGN_ALTAR_ZIN: return ("A glowing white marble altar of Zin."); case DNGN_ALTAR_SHINING_ONE: return ("A glowing golden altar of the Shining One."); case DNGN_ALTAR_KIKUBAAQUDGHA: return ("An ancient bone altar of Kikubaaqudgha."); case DNGN_ALTAR_YREDELEMNUL: return ("A basalt altar of Yredelemnul."); case DNGN_ALTAR_XOM: return ("A shimmering altar of Xom."); case DNGN_ALTAR_VEHUMET: return ("A shining altar of Vehumet."); case DNGN_ALTAR_OKAWARU: return ("An iron altar of Okawaru."); case DNGN_ALTAR_MAKHLEB: return ("A burning altar of Makhleb."); case DNGN_ALTAR_SIF_MUNA: return ("A deep blue altar of Sif Muna."); case DNGN_ALTAR_TROG: return ("A bloodstained altar of Trog."); case DNGN_ALTAR_NEMELEX_XOBEH: return ("A sparkling altar of Nemelex Xobeh."); case DNGN_ALTAR_ELYVILON: return ("A silver altar of Elyvilon."); case DNGN_ALTAR_LUCY: return ("A corrupt altar of Lucy."); case DNGN_BLUE_FOUNTAIN: return ("A fountain of clear blue water."); case DNGN_SPARKLING_FOUNTAIN: return ("A fountain of sparkling water."); case DNGN_DRY_FOUNTAIN_I: case DNGN_DRY_FOUNTAIN_II: case DNGN_DRY_FOUNTAIN_IV: case DNGN_DRY_FOUNTAIN_VI: case DNGN_DRY_FOUNTAIN_VIII: case DNGN_PERMADRY_FOUNTAIN: return ("A dry fountain."); default: return (""); } } std::string feature_description(int mx, int my) { int trf; // used for trap type?? const int grid = grd[mx][my]; std::string desc = feature_description(grid); switch (grid) { case DNGN_TRAP_MECHANICAL: case DNGN_TRAP_MAGICAL: case DNGN_TRAP_III: for (trf = 0; trf < MAX_TRAPS; trf++) { if (env.trap[trf].x == mx && env.trap[trf].y == my) { break; } if (trf == MAX_TRAPS - 1) { mpr("Error - couldn't find that trap."); error_message_to_player(); break; } } switch (env.trap[trf].type) { case TRAP_DART: return ("A dart trap."); case TRAP_ARROW: return ("An arrow trap."); case TRAP_SPEAR: return ("A spear trap."); case TRAP_AXE: return ("An axe trap."); case TRAP_TELEPORT: return ("A teleportation trap."); case TRAP_AMNESIA: return ("An amnesia trap."); case TRAP_BLADE: return ("A blade trap."); case TRAP_BOLT: return ("A bolt trap."); case TRAP_ZOT: return ("A Zot trap."); case TRAP_NEEDLE: return ("A needle trap."); default: mpr("An undefined trap. Huh?"); error_message_to_player(); break; } break; case DNGN_ENTER_SHOP: return (shop_name(mx, my)); default: break; } return (desc); } static void describe_cell(int mx, int my) { char str_pass[ ITEMNAME_SIZE ]; bool mimic_item = false; if (mgrd[mx][my] != NON_MONSTER) { int i = mgrd[mx][my]; if (grd[mx][my] == DNGN_SHALLOW_WATER) { if (!player_monster_visible(&menv[i]) && !mons_flies(&menv[i])) { mpr("There is a strange disturbance in the water here."); } } #if DEBUG_DIAGNOSTICS if (!player_monster_visible( &menv[i] )) mpr( "There is a non-visible monster here.", MSGCH_DIAGNOSTICS ); #else if (!player_monster_visible( &menv[i] )) goto look_clouds; #endif const int mon_wep = menv[i].inv[MSLOT_WEAPON]; const int mon_arm = menv[i].inv[MSLOT_ARMOUR]; strcpy(info, ptr_monam( &(menv[i]), DESC_CAP_A )); strcat(info, "."); mpr(info); if (menv[i].type != MONS_DANCING_WEAPON && mon_wep != NON_ITEM) { snprintf( info, INFO_SIZE, "%s is wielding ", mons_pronoun( menv[i].type, PRONOUN_CAP )); it_name(mon_wep, DESC_NOCAP_A, str_pass); strcat(info, str_pass); // 2-headed ogres can wield 2 weapons if ((menv[i].type == MONS_TWO_HEADED_OGRE || menv[i].type == MONS_ETTIN) && menv[i].inv[MSLOT_MISSILE] != NON_ITEM) { strcat( info, " and " ); it_name(menv[i].inv[MSLOT_MISSILE], DESC_NOCAP_A, str_pass); strcat(info, str_pass); strcat(info, "."); mpr(info); } else { strcat(info, "."); mpr(info); } } if (mon_arm != NON_ITEM) { it_name( mon_arm, DESC_NOCAP_A, str_pass ); snprintf( info, INFO_SIZE, "%s is wearing %s.", mons_pronoun( menv[i].type, PRONOUN_CAP ), str_pass ); mpr( info ); } if (menv[i].type == MONS_HYDRA) { snprintf( info, INFO_SIZE, "It has %d head%s.", menv[i].number, (menv[i].number > 1? "s" : "") ); mpr( info ); } print_wounds(&menv[i]); if (mons_is_mimic( menv[i].type )) mimic_item = true; else if (!mons_class_flag(menv[i].type, M_NO_EXP_GAIN) && !mons_is_statue(menv[i].type)) { if (menv[i].behaviour == BEH_SLEEP) { strcpy(info, mons_pronoun(menv[i].type, PRONOUN_CAP)); strcat(info, " doesn't appear to have noticed you."); mpr(info); } // Applies to both friendlies and hostiles else if (menv[i].behaviour == BEH_FLEE) { strcpy(info, mons_pronoun(menv[i].type, PRONOUN_CAP)); strcat(info, " is retreating."); mpr(info); } // hostile with target != you else if (!mons_friendly(&menv[i]) && menv[i].foe != MHITYOU) { // special case: batty monsters get set to BEH_WANDER as // part of their special behaviour. if (!testbits(menv[i].flags, MF_BATTY)) mprf("%s doesn't appear to be interested in you.", mons_pronoun(menv[i].type, PRONOUN_CAP)); } } if (menv[i].attitude == ATT_FRIENDLY) mprf("%s is friendly.", mons_pronoun(menv[i].type, PRONOUN_CAP)); for (int p = 0; p < NUM_MON_ENCHANTS; p++) { strcpy(info, mons_pronoun(menv[i].type, PRONOUN_CAP)); switch (menv[i].enchantment[p]) { case ENCH_YOUR_ROT_I: case ENCH_YOUR_ROT_II: case ENCH_YOUR_ROT_III: case ENCH_YOUR_ROT_IV: strcat(info, " is rotting away."); //jmf: "covered in sores"? break; case ENCH_BACKLIGHT_I: case ENCH_BACKLIGHT_II: case ENCH_BACKLIGHT_III: case ENCH_BACKLIGHT_IV: strcat(info, " is softly glowing."); break; case ENCH_SLOW: strcat(info, " is moving slowly."); break; case ENCH_HASTE: strcat(info, " is moving very quickly."); break; case ENCH_CONFUSION: strcat(info, " appears to be bewildered and confused."); break; case ENCH_INVIS: strcat(info, " is slightly transparent."); break; case ENCH_CHARM: strcat(info, " is in your thrall."); break; case ENCH_YOUR_STICKY_FLAME_I: case ENCH_YOUR_STICKY_FLAME_II: case ENCH_YOUR_STICKY_FLAME_III: case ENCH_YOUR_STICKY_FLAME_IV: case ENCH_STICKY_FLAME_I: case ENCH_STICKY_FLAME_II: case ENCH_STICKY_FLAME_III: case ENCH_STICKY_FLAME_IV: strcat(info, " is covered in liquid flames."); break; default: info[0] = 0; break; } // end switch if (info[0]) mpr(info); } #if DEBUG_DIAGNOSTICS stethoscope(i); #endif } #if (!DEBUG_DIAGNOSTICS) // removing warning look_clouds: #endif if (env.cgrid[mx][my] != EMPTY_CLOUD) { const char cloud_inspected = env.cgrid[mx][my]; const char cloud_type = env.cloud[ cloud_inspected ].type; strcpy(info, "There is a cloud of "); strcat(info, (cloud_type == CLOUD_FIRE || cloud_type == CLOUD_FIRE_MON) ? "flame" : (cloud_type == CLOUD_STINK || cloud_type == CLOUD_STINK_MON) ? "noxious fumes" : (cloud_type == CLOUD_COLD || cloud_type == CLOUD_COLD_MON) ? "freezing vapour" : (cloud_type == CLOUD_POISON || cloud_type == CLOUD_POISON_MON) ? "poison gases" : (cloud_type == CLOUD_GREY_SMOKE || cloud_type == CLOUD_GREY_SMOKE_MON) ? "grey smoke" : (cloud_type == CLOUD_BLUE_SMOKE || cloud_type == CLOUD_BLUE_SMOKE_MON) ? "blue smoke" : (cloud_type == CLOUD_PURP_SMOKE || cloud_type == CLOUD_PURP_SMOKE_MON) ? "purple smoke" : (cloud_type == CLOUD_STEAM || cloud_type == CLOUD_STEAM_MON) ? "steam" : (cloud_type == CLOUD_MIASMA || cloud_type == CLOUD_MIASMA_MON) ? "foul pestilence" : (cloud_type == CLOUD_BLACK_SMOKE || cloud_type == CLOUD_BLACK_SMOKE_MON) ? "black smoke" : (cloud_type == CLOUD_MIST)? "thin mist" : "buggy goodness"); strcat(info, " here."); mpr(info); } int targ_item = igrd[ mx ][ my ]; if (targ_item != NON_ITEM) { // If a mimic is on this square, we pretend its the first item -- bwr if (mimic_item) mpr("There is something else lying underneath.",MSGCH_FLOOR_ITEMS); else { if (mitm[ targ_item ].base_type == OBJ_GOLD) mprf( MSGCH_FLOOR_ITEMS, "A pile of gold coins." ); else mprf( MSGCH_FLOOR_ITEMS, "You see %s here.", it_name(targ_item, DESC_NOCAP_A, str_pass)); if (mitm[ targ_item ].link != NON_ITEM) mprf( MSGCH_FLOOR_ITEMS, "There is something else lying underneath."); } } std::string feature_desc = feature_description(mx, my); #ifdef DEBUG_DIAGNOSTICS mprf("(%d,%d): %s", mx, my, feature_desc.c_str()); #else mpr(feature_desc.c_str()); #endif }