/* * File: travel.cc * Summary: Travel stuff * Written by: Darshan Shaligram * * Known issues: * Hardcoded dungeon features all over the place - this thing is a devil to * refactor. */ #include "AppHdr.h" #include "coord.h" #include "coordit.h" #include "files.h" #include "fixedarray.h" #include "branch.h" #include "command.h" #include "cio.h" #include "cloud.h" #include "clua.h" #include "delay.h" #include "describe.h" #include "dgnevent.h" #include "directn.h" #include "map_knowledge.h" #include "exclude.h" #include "fight.h" #include "godabil.h" #include "itemname.h" #include "itemprop.h" #include "items.h" #include "macro.h" #include "message.h" #include "misc.h" #include "mon-util.h" #include "mon-stuff.h" #include "options.h" #ifdef USE_TILE #include "output.h" #endif #include "overmap.h" #include "place.h" #include "player.h" #include "stash.h" #include "stuff.h" #include "env.h" #include "tags.h" #include "terrain.h" #ifdef USE_TILE #include "tiles.h" #endif #include "traps.h" #include "travel.h" #include "tutorial.h" #include "view.h" #include #include #include #include #include #include #include #ifdef TARGET_OS_DOS #include #endif #define TC_MAJOR_VERSION ((unsigned char) 4) #define TC_MINOR_VERSION ((unsigned char) 9) enum IntertravelDestination { // Go down a level ID_DOWN = -100, // Go up a level ID_UP = -99, // Repeat last travel ID_REPEAT = -101, // Cancel interlevel travel ID_CANCEL = -1000 }; TravelCache travel_cache; // Tracks the distance between the target location on the target level and the // stairs on the level. static std::vector curr_stairs; // Squares that are not safe to travel to on the current level. exclude_set curr_excludes; // This is where we last tried to take a stair during interlevel travel. // Note that last_stair.depth should be set to -1 before initiating interlevel // travel. static level_id last_stair; // Where travel wants to get to. static travel_target level_target; // How many stairs there are between the source and destination of // interlevel travel, as estimated by level_distance. static int _Src_Dest_Level_Delta = -1; // Source level where interlevel travel was last activated. static level_id _Src_Level; // Remember the last place explore stopped because autopickup failed. static coord_def explore_stopped_pos; // The place in the Vestibule of Hell where all portals to Hell land. static level_pos travel_hell_entry; static bool traps_inited = false; static std::string trans_travel_dest; // Array of points on the map, each value being the distance the character // would have to travel to get there. Negative distances imply that the point // is a) a trap or hostile terrain or b) only reachable by crossing a trap or // hostile terrain. travel_distance_grid_t travel_point_distance; static unsigned char curr_waypoints[GXM][GYM]; #ifdef CLUA_BINDINGS static signed char curr_traps[GXM][GYM]; #endif static FixedArray< map_cell, GXM, GYM > mapshadow; const signed char TRAVERSABLE = 1; const signed char IMPASSABLE = 0; const signed char FORBIDDEN = -1; // Map of terrain types that are traversable. static signed char traversable_terrain[256]; /* * Warn if interlevel travel is going to take you outside levels in * the range [src,dest]. */ class deviant_route_warning { private: travel_target target; bool warned; public: deviant_route_warning(): target(), warned(false) { } void new_dest(const travel_target &dest); bool warn_continue_travel(const travel_target &des, const level_id &deviant); }; void deviant_route_warning::new_dest(const travel_target &dest) { if (target != dest) { warned = false; target = dest; } } // Returns true if the player wants to continue travelling after the warning. bool deviant_route_warning::warn_continue_travel( const travel_target &dest, const level_id &deviant) { // We've already prompted, don't ask again, on the player's head be it. if (target == dest && warned) return (true); target = dest; const std::string prompt = make_stringf("Have to go through %s. Continue?", deviant.describe().c_str()); // If the user says "Yes, shut up and take me there", we won't ask // again for that destination. If the user says "No", we will // prompt again. return ((warned = yesno(prompt.c_str(), true, 'n', true, false))); } static deviant_route_warning _Route_Warning; static command_type _trans_negotiate_stairs(); static bool _find_transtravel_square(const level_pos &pos, bool verbose = true); static bool _loadlev_populate_stair_distances(const level_pos &target); static void _populate_stair_distances(const level_pos &target); static bool _is_greed_inducing_square(const LevelStashes *ls, const coord_def &c); // Returns true if there is a known trap at (x,y). Returns false for non-trap // squares as also for undiscovered traps. // inline bool is_trap(const coord_def& c) { return feat_is_trap(env.map_knowledge(c).feat()); } // Returns an estimate for the time needed to cross this feature. // This is done, so traps etc. will usually be circumvented where possible. inline int feature_traverse_cost(dungeon_feature_type feature) { if (feature == DNGN_SHALLOW_WATER || feat_is_closed_door(feature)) return 2; else if (feat_is_trap(feature)) return 3; return 1; } bool is_altar(const coord_def &c) { return feat_is_altar(env.map_knowledge(c).feat()); } inline bool is_player_altar(const coord_def &c) { return feat_is_player_altar(env.map_knowledge(c).feat()); } bool is_unknown_stair(const coord_def &p) { dungeon_feature_type feat = env.map_knowledge(p).feat(); return (feat_is_travelable_stair(feat) && !travel_cache.know_stair(p)); } #ifdef CLUA_BINDINGS static void _init_traps() { memset(curr_traps, -1, sizeof curr_traps); for (int i = 0; i < MAX_TRAPS; ++i) { int x = env.trap[i].pos.x, y = env.trap[i].pos.y; if (in_bounds(x,y)) curr_traps[x][y] = i; } traps_inited = true; } const char *trap_name(const coord_def& c) { if (!traps_inited) _init_traps(); const int ti = curr_traps[c.x][c.y]; if (ti != -1) { int type = env.trap[ti].type; if (type >= 0 && type < NUM_TRAPS) return (trap_name(trap_type(type))); } return (""); } #endif // Returns true if the character can cross this dungeon feature. bool feat_is_traversable(dungeon_feature_type grid) { return (traversable_terrain[grid] == TRAVERSABLE); } const char *run_mode_name(int runmode) { return (runmode == RMODE_TRAVEL ? "travel" : runmode == RMODE_INTERLEVEL ? "intertravel" : runmode == RMODE_EXPLORE ? "explore" : runmode == RMODE_EXPLORE_GREEDY ? "explore_greedy" : runmode > 0 ? "run" : ""); } unsigned char is_waypoint(const coord_def &p) { if (!can_travel_interlevel()) return 0; return curr_waypoints[p.x][p.y]; } inline bool is_stash(const LevelStashes *ls, int x, int y) { if (!ls) return (false); const Stash *s = ls->find_stash(x, y); return s && s->enabled; } static bool _is_monster_blocked(const coord_def& c) { const monsters *mons = monster_at(c); return (mons && mons->visible_to(&you) && mons_is_stationary(mons) && !fedhas_passthrough(mons) && mons_was_seen(mons) && !mons_is_unknown_mimic(mons) && !travel_kill_monster(mons)); } /* * Returns true if the square at (x,y) is a dungeon feature the character * can't (under normal circumstances) safely cross. * * Note: is_reseedable can return true for dungeon features that is_traversable * also returns true for. This is okay, because is_traversable always * takes precedence over is_reseedable. is_reseedable is used only to * decide which squares to reseed from when flood-filling outwards to * colour the level map. It does not affect pathing of actual * travel/explore. */ static bool _is_reseedable(const coord_def& c) { if (is_excluded(c)) return (true); const dungeon_feature_type grid = env.map_knowledge(c).feat(); return (feat_is_water(grid) || grid == DNGN_LAVA || is_trap(c) || _is_monster_blocked(c)); } // Returns true if the square at (x,y) is okay to travel over. If ignore_hostile // is true, returns true even for dungeon features the character can normally // not cross safely (deep water, lava, traps). bool is_travelsafe_square(const coord_def& c, bool ignore_hostile) { if (!is_terrain_known(c)) return (false); const dungeon_feature_type grid = env.map_knowledge(c).feat(); // Also make note of what's displayed on the level map for // plant/fungus checks. const show_type levelmap_object = get_map_knowledge_obj(c); // Travel will not voluntarily cross squares blocked by immobile monsters. if (!ignore_hostile && levelmap_object.cls == SH_MONSTER && _is_monster_blocked(c) // _is_monster_blocked can only return true if monster_at(c) != NULL && monster_at(c)->type == levelmap_object.mons) { return (false); } // If 'ignore_hostile' is true, we're ignoring hazards that can be // navigated over if the player is willing to take damage, or levitate. if (ignore_hostile && _is_reseedable(c)) { return (true); } return (feat_is_traversable(static_cast(grid)) #ifdef CLUA_BINDINGS || (is_trap(c) && clua.callbooleanfn(false, "ch_cross_trap", "s", trap_name(c))) #endif ) && !is_excluded(c); } // Returns true if the location at (x,y) is monster-free and contains no clouds. // Travel uses this to check if the square the player is about to move to is // safe. static bool _is_safe_move(const coord_def& c) { if (const monsters *mon = monster_at(c)) { // Stop before wasting energy on plants and fungi, // unless a worshipping Fedhas. if (you.can_see(mon) && mons_class_flag(mon->type, M_NO_EXP_GAIN) && !fedhas_passthrough(mon) && !travel_kill_monster(mon)) return (false); // If this is any *other* monster, it'll be visible and // a) Friendly, in which case we'll displace it, no problem. // b) Unfriendly, in which case we're in deep trouble, since travel // should have been aborted already by the checks in view.cc. } if (is_trap(c) #ifdef CLUA_BINDINGS && !clua.callbooleanfn(false, "ch_cross_trap", "s", trap_name(c)) #endif ) { return (false); } const int cloud = env.cgrid(c); if (cloud == EMPTY_CLOUD) return (true); // We can also safely run through smoke. const cloud_type ctype = env.cloud[cloud].type; return (!is_damaging_cloud(ctype, true)); } static void _set_pass_feature(unsigned char grid, signed char pass) { if (traversable_terrain[(unsigned) grid] != FORBIDDEN) traversable_terrain[(unsigned) grid] = pass; } // Sets traversable terrain based on the character's role and whether or not he // has permanent levitation void init_travel_terrain_check(bool check_race_equip) { if (check_race_equip) { // Swimmers get deep water. signed char water = (player_likes_water(true) ? TRAVERSABLE : IMPASSABLE); // If the player has overridden deep water already, we'll respect that. _set_pass_feature(DNGN_DEEP_WATER, water); // Permanently levitating players can cross most hostile terrain. const signed char trav = (you.permanent_levitation() || you.permanent_flight() ? TRAVERSABLE : IMPASSABLE); if (water != TRAVERSABLE) _set_pass_feature(DNGN_DEEP_WATER, trav); _set_pass_feature(DNGN_LAVA, trav); _set_pass_feature(DNGN_TRAP_MECHANICAL, trav); // Shafts can also be levitated over. _set_pass_feature(DNGN_TRAP_NATURAL, trav); if (!player_can_open_doors()) { _set_pass_feature(DNGN_CLOSED_DOOR, IMPASSABLE); _set_pass_feature(DNGN_DETECTED_SECRET_DOOR, IMPASSABLE); } } else { _set_pass_feature(DNGN_DEEP_WATER, IMPASSABLE); _set_pass_feature(DNGN_LAVA, IMPASSABLE); _set_pass_feature(DNGN_TRAP_MECHANICAL, IMPASSABLE); } } void travel_init_new_level() { // Clear run details, but preserve the runmode, because we might be in // the middle of interlevel travel. int runmode = you.running; you.running.clear(); you.running = runmode; traps_inited = false; curr_excludes.clear(); travel_cache.set_level_excludes(); travel_cache.update_waypoints(); explore_stopped_pos.reset(); } // Sets up travel-related stuff. void initialise_travel() { for (int feat = DNGN_FLOOR_MIN; feat < NUM_FEATURES; feat++) { if (feat >= DNGN_TRAP_MECHANICAL && feat <= DNGN_TRAP_NATURAL) continue; traversable_terrain[feat] = TRAVERSABLE; } // A few special cases... traversable_terrain[DNGN_CLOSED_DOOR] = traversable_terrain[DNGN_DETECTED_SECRET_DOOR] = traversable_terrain[DNGN_SHALLOW_WATER] = TRAVERSABLE; } // Given a dungeon feature description, returns the feature number. This is a // crude hack and currently recognises only (deep/shallow) water. (XXX) // // Returns -1 if the feature named is not recognised, else returns the feature // number (guaranteed to be 0-255). int get_feature_type(const std::string &feature) { if (feature.find("deep water") != std::string::npos) return (DNGN_DEEP_WATER); if (feature.find("shallow water") != std::string::npos) return (DNGN_SHALLOW_WATER); return -1; } // Given a feature description, prevents travel to locations of that feature // type. void prevent_travel_to(const std::string &feature) { int feature_type = get_feature_type(feature); if (feature_type != -1) traversable_terrain[feature_type] = FORBIDDEN; } bool is_branch_stair(const coord_def& pos) { const level_id curr = level_id::current(); const level_id next = level_id::get_next_level_id(pos); return (next.branch != curr.branch); } // Prompts the user to stop explore if necessary for the given // explore-stop condition, returns true if explore should be stopped. bool prompt_stop_explore(int es_why) { return (!(Options.explore_stop_prompt & es_why) || yesno("Stop exploring?", true, 'y', true, false)); } #define ES_item (Options.explore_stop & ES_ITEM) #define ES_greedy (Options.explore_stop & ES_GREEDY_ITEM) #define ES_glow (Options.explore_stop & ES_GLOWING_ITEM) #define ES_art (Options.explore_stop & ES_ARTEFACT) #define ES_rune (Options.explore_stop & ES_RUNE) #define ES_shop (Options.explore_stop & ES_SHOP) #define ES_stair (Options.explore_stop & ES_STAIR) #define ES_altar (Options.explore_stop & ES_ALTAR) #define ES_portal (Options.explore_stop & ES_PORTAL) // Adds interesting stuff on (x, y) to explore_discoveries. inline static void _check_interesting_square(int x, int y, explore_discoveries &ed) { const coord_def pos(x, y); if (ES_item || ES_greedy || ES_glow || ES_art || ES_rune) { if (const monsters *mons = monster_at(pos)) { if (mons_is_unknown_mimic(mons)) ed.found_item(pos, get_mimic_item(mons)); } if (you.visible_igrd(pos) != NON_ITEM) ed.found_item( pos, mitm[ you.visible_igrd(pos) ] ); } ed.found_feature( pos, grd(pos) ); } static void _userdef_run_stoprunning_hook(void) { #ifdef CLUA_BINDINGS if (you.running) clua.callfn("ch_stop_running", "s", run_mode_name(you.running)); #endif } static void _userdef_run_startrunning_hook(void) { #ifdef CLUA_BINDINGS if (you.running) clua.callfn("ch_start_running", "s", run_mode_name(you.running)); #endif } bool is_resting() { return you.running.is_rest(); } static void _start_running() { _userdef_run_startrunning_hook(); if (you.running < 0) start_delay( DELAY_TRAVEL, 1 ); } // Stops shift+running and all forms of travel. void stop_running() { you.running.stop(); } static bool _is_valid_explore_target(const coord_def& where) { // If an adjacent square is unmapped, it's valid. for ( adjacent_iterator ai(where); ai; ++ai ) if (!is_terrain_seen(*ai)) return (true); if (you.running == RMODE_EXPLORE_GREEDY) { LevelStashes *lev = StashTrack.find_current_level(); return (lev && lev->needs_visit(where)); } return (false); } enum explore_status_type { EST_FULLY_EXPLORED = 0, // Could not explore because of hostile terrain EST_PARTLY_EXPLORED = 1, // Could not pick up interesting items because of hostile terrain. Note // that this and EST_PARTLY_EXPLORED are not mutually exclusive. EST_GREED_UNFULFILLED = 2 }; // Determines if the level is fully explored. static int _find_explore_status(const travel_pathfind &tp) { int explore_status = 0; const coord_def greed = tp.greedy_square(); if (greed.x || greed.y) explore_status |= EST_GREED_UNFULFILLED; const coord_def unexplored = tp.unexplored_square(); if (unexplored.x || unexplored.y) explore_status |= EST_PARTLY_EXPLORED; return (explore_status); } static int prev_travel_moves[2] = {-1, -1}; static int prev_travel_index = 0; static int anti_zigzag_dir = -1; static void _reset_zigzag_info() { prev_travel_moves[0] = -1; prev_travel_moves[1] = -1; prev_travel_index = 0; anti_zigzag_dir = -1; } static void _set_target_square(const coord_def &target) { you.running.pos = target; } static void _explore_find_target_square() { travel_pathfind tp; tp.set_floodseed(you.pos(), true); coord_def whereto = tp.pathfind( static_cast(you.running.runmode) ); if (whereto.x || whereto.y) { // Make sure this is a square that is reachable, since we asked // travel_pathfind to give us even unreachable squares. if (travel_point_distance[whereto.x][whereto.y] <= 0) whereto.reset(); } if (whereto.x || whereto.y) { // Anti-zigzag turned off, or found a greedy target so we // don't need anti-zigzaging. if (!Options.explore_improved || whereto != tp.unexplored_square()) { _set_target_square(whereto); _reset_zigzag_info(); return; } // If the two previous travel moves are perpendicular to each // other... if (prev_travel_moves[0] != -1 && prev_travel_moves[1] != -1 && (abs(prev_travel_moves[1] - prev_travel_moves[0]) % 4) == 2) { ASSERT(anti_zigzag_dir == -1); // Try moving along the line that bisects the right angle. if ((abs(prev_travel_moves[0] - prev_travel_moves[1]) == 6) && (prev_travel_moves[0] + prev_travel_moves[1] == 8)) { anti_zigzag_dir = 0; } else { anti_zigzag_dir = std::min(prev_travel_moves[0], prev_travel_moves[1]) + 1; } } // anti_zigzag_dir might have just been set, or might have // persisted from the previous call to // _explore_find_target_square(). if (anti_zigzag_dir != -1) { coord_def target = you.pos(); coord_def delta = Compass[anti_zigzag_dir]; dungeon_feature_type feature; do { target += delta; feature = grd(target); } while (is_travelsafe_square(target) && feat_is_traversable(feature) && feature_traverse_cost(feature) == 1); target -= delta; // Has moving along the straight line found an unexplored // square? if (!is_terrain_seen(target + delta) && target != you.pos() && target != whereto) { // Auto-explore is only zigzagging if the prefered // target (whereto) and the anti-zigzag target are // close together. if (grid_distance(target, whereto) <= 5 && distance(target, whereto) <= 34) { _set_target_square(target); return; } } anti_zigzag_dir = -1; } _set_target_square(whereto); } else { // No place to go? Report to the player. const int estatus = _find_explore_status(tp); if (!estatus) { mpr("Done exploring."); learned_something_new(TUT_DONE_EXPLORE); } else { std::vector inacc; if (estatus & EST_GREED_UNFULFILLED) inacc.push_back("items"); if (estatus & EST_PARTLY_EXPLORED) inacc.push_back("places"); mprf("Partly explored, can't reach some %s.", comma_separated_line(inacc.begin(), inacc.end()).c_str()); } stop_running(); } } void explore_pickup_event(int did_pickup, int tried_pickup) { if (!did_pickup && !tried_pickup) return; if (!you.running.is_explore()) return; if (did_pickup) { const int estop = (you.running == RMODE_EXPLORE_GREEDY) ? ES_GREEDY_PICKUP_MASK : ES_NONE; if ((Options.explore_stop & estop) && prompt_stop_explore(estop)) { stop_delay(); _reset_zigzag_info(); } } // Greedy explore has no good way to deal with an item that we can't // pick up, so the only thing to do is to stop. if (tried_pickup && you.running == RMODE_EXPLORE_GREEDY) { if (explore_stopped_pos == you.pos() && !Options.pickup_dropped) { const std::string prompt = make_stringf( "Could not pick up %s here; shall I ignore %s?", tried_pickup == 1? "an item" : "some items", tried_pickup == 1? "it" : "them"); // Make Escape => 'n' and stop run. explicit_keymap map; map[ESCAPE] = 'n'; if (yesno(prompt.c_str(), true, 'y', true, false, false, &map)) { mark_items_non_pickup_at(you.pos()); // Don't stop explore. return; } } explore_stopped_pos = you.pos(); stop_delay(); _reset_zigzag_info(); } } // Top-level travel control (called from input() in main.cc). // // travel() is responsible for making the individual moves that constitute // (interlevel) travel and explore and deciding when travel and explore // end. // // Don't call travel() if you.running >= 0. command_type travel() { char holdx, holdy; char *move_x = &holdx; char *move_y = &holdy; holdx = holdy = 0; command_type result = CMD_NO_CMD; // Abort travel/explore if you're confused or a key was pressed. if (kbhit() || you.confused()) { stop_running(); return CMD_NO_CMD; } if (you.running.is_explore()) { // Scan through the shadow map, compare it with the actual map, and if // there are any squares of the shadow map that have just been // discovered and contain an item, or have an interesting dungeon // feature, stop exploring. explore_discoveries discoveries; for (int y = 0; y < GYM; ++y) for (int x = 0; x < GXM; ++x) { if (!mapshadow[x][y].seen() && is_terrain_seen(x, y)) _check_interesting_square(x, y, discoveries); } if (discoveries.prompt_stop()) stop_running(); mapshadow = env.map_knowledge; } if (you.running.is_explore()) { // Exploring. if (grd(you.pos()) == DNGN_ENTER_SHOP && you.running == RMODE_EXPLORE_GREEDY) { LevelStashes *lev = StashTrack.find_current_level(); if (lev && lev->shop_needs_visit(you.pos())) { you.running = 0; return (CMD_GO_UPSTAIRS); } } // Speed up explore by not doing a double-floodfill if we have // a valid target. if (!you.running.pos.x || you.running.pos == you.pos() || !_is_valid_explore_target(you.running.pos)) { _explore_find_target_square(); } } if (you.running == RMODE_INTERLEVEL && !you.running.pos.x) { // Interlevel travel. Since you.running.x is zero, we've either just // initiated travel, or we've just climbed or descended a staircase, // and we need to figure out where to travel to next. if (!_find_transtravel_square(level_target.p) || !you.running.pos.x) stop_running(); } if (you.running < 0) { // Remember what run-mode we were in so that we can resume // explore/interlevel travel correctly. int runmode = you.running; // Get the next step to make. If the travel command can't find a route, // we turn off travel (find_travel_pos does that automatically). find_travel_pos(you.pos(), move_x, move_y); if (you.running < 0 && (*move_x || *move_y)) { const int delta_to_dir[9] = { 7, 0, 1, 6, -1, 2, 5, 4, 3 }; prev_travel_moves[prev_travel_index] = delta_to_dir[(*move_x + 1) + 3 * (*move_y + 1)]; prev_travel_index = !prev_travel_index; } if (!*move_x && !*move_y) { // If we've reached the square we were traveling towards, travel // should stop if this is simple travel. If we're exploring, we // should continue doing so (explore has its own end condition // upstairs); if we're traveling between levels and we've reached // our travel target, we're on a staircase and should take it. if (you.pos() == you.running.pos) { if (runmode == RMODE_EXPLORE || runmode == RMODE_EXPLORE_GREEDY) you.running = runmode; // Turn explore back on // For interlevel travel, we'll want to take the stairs unless // the interlevel travel specified a destination square and // we've reached that destination square. else if (runmode == RMODE_INTERLEVEL && (level_target.p.pos != you.pos() || level_target.p.id != level_id::current())) { if (last_stair.depth != -1 && last_stair == level_id::current()) { // We're trying to take the same stairs again. Baaad. // We don't directly call stop_running() because // you.running is probably 0, and stop_running() won't // notify Lua hooks if you.running == 0. you.running = runmode; stop_running(); return (CMD_NO_CMD); } // Check for entrance-only thang. If we've reached the // entrance, kill travel. if (level_target.entrance_only) { LevelInfo &li = travel_cache.get_level_info(level_id::current()); const stair_info *si = li.get_stair(you.pos()); if (si && si->destination.id == level_target.p.id) { you.running = runmode; stop_running(); return (CMD_NO_CMD); } } you.running = RMODE_INTERLEVEL; result = _trans_negotiate_stairs(); // If, for some reason, we fail to use the stairs, we // need to make sure we don't go into an infinite loop // trying to take it again and again. We'll check // last_stair before attempting to take stairs again. last_stair = level_id::current(); // This is important, else we'll probably stop traveling // the moment we clear the stairs. That's because the // (running.x, running.y) destination will no longer be // valid on the new level. Setting running.x to zero forces // us to recalculate our travel target next turn (see // previous if block). you.running.pos.reset(); } else { you.running = runmode; stop_running(); } } else { you.running = runmode; stop_running(); } } else if (you.running.is_explore() && Options.explore_delay > -1) delay(Options.explore_delay); else if (Options.travel_delay > 0) delay(Options.travel_delay); } if (!you.running) return CMD_NO_CMD; if (result != CMD_NO_CMD) return result; return direction_to_command( *move_x, *move_y ); } command_type direction_to_command( char x, char y ) { if ( x == -1 && y == -1 ) return CMD_MOVE_UP_LEFT; if ( x == -1 && y == 0 ) return CMD_MOVE_LEFT; if ( x == -1 && y == 1 ) return CMD_MOVE_DOWN_LEFT; if ( x == 0 && y == -1 ) return CMD_MOVE_UP; if ( x == 0 && y == 0 ) return (you.running == RMODE_EXPLORE_GREEDY ? CMD_INSPECT_FLOOR : CMD_NO_CMD); if ( x == 0 && y == 1 ) return CMD_MOVE_DOWN; if ( x == 1 && y == -1 ) return CMD_MOVE_UP_RIGHT; if ( x == 1 && y == 0 ) return CMD_MOVE_RIGHT; if ( x == 1 && y == 1 ) return CMD_MOVE_DOWN_RIGHT; ASSERT(0); return CMD_NO_CMD; } static void _fill_exclude_radius(const travel_exclude &exc) { const int radius = exc.radius; const coord_def &c = exc.pos; for (int y = c.y - radius; y <= c.y + radius; ++y) for (int x = c.x - radius; x <= c.x + radius; ++x) { if (!map_bounds(x, y) || !is_terrain_known(x, y) || travel_point_distance[x][y]) { continue; } const coord_def p(x, y); if (is_exclude_root(p)) travel_point_distance[x][y] = PD_EXCLUDED; else if (is_excluded(p)) travel_point_distance[x][y] = PD_EXCLUDED_RADIUS; } } ///////////////////////////////////////////////////////////////////////////// // travel_pathfind FixedVector travel_pathfind::circumference[2]; // already defined in header // const int travel_pathfind::UNFOUND_DIST; // const int travel_pathfind::INFINITE_DIST; travel_pathfind::travel_pathfind() : runmode(RMODE_NOT_RUNNING), start(), dest(), next_travel_move(), floodout(false), double_flood(false), ignore_hostile(false), annotate_map(false), ls(NULL), need_for_greed(false), unexplored_place(), greedy_place(), unexplored_dist(0), greedy_dist(0), refdist(NULL), reseed_points(), features(NULL), point_distance(travel_point_distance), points(0), next_iter_points(0), traveled_distance(0), circ_index(0) { } travel_pathfind::~travel_pathfind() { } static bool _is_greed_inducing_square(const LevelStashes *ls, const coord_def &c) { if (ls && ls->needs_visit(c.x, c.y)) return (true); if (const monsters *mons = monster_at(c)) { if (mons_is_unknown_mimic(mons) && mons_was_seen(mons)) if (item_needs_autopickup(get_mimic_item(mons))) return (true); } return (false); } bool travel_pathfind::is_greed_inducing_square(const coord_def &c) const { return _is_greed_inducing_square(ls, c); } void travel_pathfind::set_src_dst(const coord_def &src, const coord_def &dst) { // Yes, this is backwards - for travel, we always start from the destination // and search outwards for the starting position. start = dst; dest = src; floodout = double_flood = false; } void travel_pathfind::set_floodseed(const coord_def &seed, bool dblflood) { start = seed; dest.reset(); floodout = true; double_flood = dblflood; } void travel_pathfind::set_annotate_map(bool annotate) { annotate_map = annotate; } void travel_pathfind::set_distance_grid(travel_distance_grid_t grid) { point_distance = grid; } void travel_pathfind::set_feature_vector(std::vector *feats) { features = feats; if (features) { double_flood = true; annotate_map = true; } } const coord_def travel_pathfind::travel_move() const { return (next_travel_move); } const coord_def travel_pathfind::explore_target() const { if (unexplored_dist != UNFOUND_DIST && greedy_dist != UNFOUND_DIST) { return (unexplored_dist < greedy_dist ? unexplored_place : greedy_place); } else if (unexplored_dist != UNFOUND_DIST) return (unexplored_place); else if (greedy_dist != UNFOUND_DIST) return (greedy_place); return coord_def(0, 0); } const coord_def travel_pathfind::greedy_square() const { return (greedy_place); } const coord_def travel_pathfind::unexplored_square() const { return (unexplored_place); } // The travel algorithm is based on the NetHack travel code written by Warwick // Allison - used with his permission. coord_def travel_pathfind::pathfind(run_mode_type rmode) { if (rmode == RMODE_INTERLEVEL) rmode = RMODE_TRAVEL; runmode = rmode; // Check whether species or levitation permits travel through terrain such // as deep water. init_travel_terrain_check(); need_for_greed = (rmode == RMODE_EXPLORE_GREEDY && can_autopickup()); if (!ls && (annotate_map || need_for_greed)) ls = StashTrack.find_current_level(); next_travel_move.reset(); // For greedy explore, keep track of the closest unexplored territory and // the closest greedy square. Exploring to the nearest (unexplored / greedy) // square is easier, but it produces unintuitive explore behaviour where // grabbing items is not favoured over simple exploring. // // Greedy explore instead uses the explore_item_greed option to weight // greedy explore towards grabbing items over exploring. An // explore_item_greed set to 10, for instance, forces explore to prefer // items that are less than 10 squares farther away from the player than the // nearest unmapped square. Negative explore_item_greed values force greedy // explore to favour unexplored territory over picking up items. For the // most natural greedy explore behaviour, explore_item_greed should be set // to 10 or more. // unexplored_place = greedy_place = coord_def(0, 0); unexplored_dist = greedy_dist = UNFOUND_DIST; refdist = (Options.explore_item_greed > 0) ? &unexplored_dist : &greedy_dist; // Abort run if we're trying to go someplace evil. Travel to traps is // specifically allowed here if the player insists on it. if (!floodout && !is_travelsafe_square(start, false) && !is_trap(start)) // player likes pain { return coord_def(); } // Nothing to do? if (!floodout && start == dest) return (start); // How many points are we currently considering? We start off with just one // point, and spread outwards like a flood-filler. points = 1; // How many points we'll consider next iteration. next_iter_points = 0; // How far we've traveled from (start_x, start_y), in moves (a diagonal move // is no longer than an orthogonal move). traveled_distance = 1; // Which index of the circumference array are we currently looking at? circ_index = 0; ignore_hostile = false; // For each round, circumference will store all points that were discovered // in the previous round of a given distance. Because we check all grids of // a certain distance from the starting point in one round, and move // outwards in concentric circles, this is an implementation of Dijkstra. // We use an array of size 2, so we can comfortably switch between the list // of points to be investigated this round and the slowly growing list of // points to be inspected next round. Once we've finished with the current // round, i.e. there are no more points to be looked at in the current // array, we switch circ_index over to !circ_index (between 0 and 1), so // the "next round" becomes the current one, and the old points can be // overwritten with newer ones. Since we count the number of points for // next round in next_iter_points, we don't even need to reset the array. circumference[circ_index][0] = start; // Zap out previous distances array // point_distance will hold the distance of all points from the starting // point, i.e. the distance travelled to get there. memset(point_distance, 0, sizeof(travel_distance_grid_t)); for ( ; points > 0; ++traveled_distance, circ_index = !circ_index, points = next_iter_points, next_iter_points = 0) { for (int i = 0; i < points; ++i) { // Look at all neighbours of the current grid. // path_examine_point() returns true if the target is reached // and marked as such. if (path_examine_point(circumference[circ_index][i])) { return (runmode == RMODE_TRAVEL ? travel_move() : explore_target()); } } // If there are no more points to look at, we're done, but we did // not find a path to our target. if (next_iter_points == 0) { // Don't reseed unless we've found no target for explore, OR // we're doing map annotation or feature tracking. if ((runmode == RMODE_EXPLORE || runmode == RMODE_EXPLORE_GREEDY) && double_flood && !ignore_hostile && !features && !annotate_map && (unexplored_dist != UNFOUND_DIST || greedy_dist != UNFOUND_DIST)) { break; } if (double_flood && !ignore_hostile && !reseed_points.empty()) { // Reseed here for (unsigned i = 0, size = reseed_points.size(); i < size; ++i) circumference[!circ_index][i] = reseed_points[i]; next_iter_points = reseed_points.size(); ignore_hostile = true; } } } // for ( ; points > 0 ... if (features && floodout) { exclude_set::const_iterator it; for (it = curr_excludes.begin(); it != curr_excludes.end(); ++it) { const travel_exclude &exc = it->second; // An exclude - wherever it is - is always a feature. if (std::find(features->begin(), features->end(), exc.pos) == features->end()) { features->push_back(exc.pos); } _fill_exclude_radius(exc); } } return (rmode == RMODE_TRAVEL ? travel_move() : explore_target()); } void travel_pathfind::get_features() { ASSERT( features ); if (!ls && (annotate_map || need_for_greed)) ls = StashTrack.find_current_level(); memset(point_distance, 0, sizeof(travel_distance_grid_t)); for (int x = X_BOUND_1; x <= X_BOUND_2; ++x) for (int y = Y_BOUND_1; y <= Y_BOUND_2; ++y) { coord_def dc(x,y); dungeon_feature_type feature = env.map_knowledge(dc).feat(); if ((feature != DNGN_FLOOR && !feat_is_water(feature) && feature != DNGN_LAVA) || is_waypoint(dc) || is_stash(ls, dc.x, dc.y) || is_trap(dc)) { features->push_back(dc); } } exclude_set::const_iterator it; for (it = curr_excludes.begin(); it != curr_excludes.end(); ++it) { const travel_exclude &exc = it->second; // An exclude - wherever it is - is always a feature. if (std::find(features->begin(), features->end(), exc.pos) == features->end()) { features->push_back(exc.pos); } _fill_exclude_radius(exc); } } bool travel_pathfind::square_slows_movement(const coord_def &c) { // c is a known (explored) location - we never put unknown points in the // circumference vector, so we don't need to examine the map array, just the // grid array. const dungeon_feature_type feature = env.map_knowledge(c).feat(); // If this is a feature that'll take time to travel past, we simulate that // extra turn by taking this feature next turn, thereby artificially // increasing traveled_distance. // // Walking through shallow water and opening closed doors is considered to // have the cost of two normal moves for travel purposes. const int feat_cost = feature_traverse_cost(feature); if (feat_cost > 1 && point_distance[c.x][c.y] > traveled_distance - feat_cost) { circumference[!circ_index][next_iter_points++] = c; return (true); } return (false); } void travel_pathfind::check_square_greed(const coord_def &c) { if (greedy_dist == UNFOUND_DIST && is_greed_inducing_square(c) && is_travelsafe_square(c, ignore_hostile)) { greedy_place = c; greedy_dist = traveled_distance; } } bool travel_pathfind::path_flood(const coord_def &c, const coord_def &dc) { if (!in_bounds(dc)) return (false); if (floodout && (runmode == RMODE_EXPLORE || runmode == RMODE_EXPLORE_GREEDY)) { if (!is_terrain_seen(dc)) { if (!need_for_greed) { // Found explore target! unexplored_place = c; unexplored_dist = traveled_distance; return (true); } if (unexplored_dist == UNFOUND_DIST) { unexplored_place = c; unexplored_dist = traveled_distance + Options.explore_item_greed; } } // Short-circuit if we can. If traveled_distance (the current // distance from the center of the floodfill) is greater // than the adjusted distance to the nearest greedy explore // target, we have a target. Note the adjusted distance is // the distance with explore_item_greed applied (if // explore_item_greed > 0, it is added to the distance to // unexplored terrain, if explore_item_greed < 0, it is // added to the distance to interesting items. // // We never short-circuit if ignore_hostile is true. This is // important so we don't need to do multiple floods to work out // whether explore is complete. if (need_for_greed && !ignore_hostile && *refdist != UNFOUND_DIST && traveled_distance > *refdist) { if (Options.explore_item_greed > 0) greedy_dist = INFINITE_DIST; else unexplored_dist = INFINITE_DIST; } // greedy_dist is only ever set in greedy-explore so this check // implies greedy-explore. if (unexplored_dist != UNFOUND_DIST && greedy_dist != UNFOUND_DIST) return (true); } if (dc == dest) { // Hallelujah, we're home! if (_is_safe_move(c)) next_travel_move = c; return (true); } else if (!is_travelsafe_square(dc, ignore_hostile)) { // This point is not okay to travel on, but if this is a // trap, we'll want to put it on the feature vector anyway. if (_is_reseedable(dc) && !point_distance[dc.x][dc.y] && dc != start) { if (features && (is_trap(dc) || is_exclude_root(dc))) features->push_back(dc); if (double_flood) reseed_points.push_back(dc); // Appropriate mystic number. Nobody else should check // this number, since this square is unsafe for travel. point_distance[dc.x][dc.y] = is_exclude_root(dc) ? PD_EXCLUDED : is_excluded(dc) ? PD_EXCLUDED_RADIUS : PD_TRAP; } return (false); } if (!point_distance[dc.x][dc.y]) { // This point is going to be on the agenda for the next // iteration circumference[!circ_index][next_iter_points++] = dc; point_distance[dc.x][dc.y] = traveled_distance; // Negative distances here so that show_map can colour // the map differently for these squares. if (ignore_hostile) { point_distance[dc.x][dc.y] = -point_distance[dc.x][dc.y]; if (is_exclude_root(dc)) point_distance[dc.x][dc.y] = PD_EXCLUDED; else if (is_excluded(dc)) point_distance[dc.x][dc.y] = PD_EXCLUDED_RADIUS; } if (features && !ignore_hostile) { dungeon_feature_type feature = env.map_knowledge(dc).feat(); if (dc != start && (feature != DNGN_FLOOR && !feat_is_water(feature) && feature != DNGN_LAVA || is_waypoint(dc) || is_stash(ls, dc.x, dc.y))) { features->push_back(dc); } } if (features && dc != start && is_exclude_root(dc)) features->push_back(dc); } return (false); } void travel_pathfind::good_square(const coord_def &c) { if (!point_distance[c.x][c.y]) { // This point is going to be on the agenda for the next iteration. circumference[!circ_index][next_iter_points++] = c; point_distance[c.x][c.y] = traveled_distance; } } bool travel_pathfind::point_traverse_delay(const coord_def &c) { if (square_slows_movement(c)) return (true); // Greedy explore check should happen on (x,y), not (dx,dy) as for // regular explore. if (need_for_greed) check_square_greed(c); return (false); } // Checks all neighbours of c, adds them to next round's list of points // - happens in path_flood() - and returns true if one of them turns out // to be the target; otherwise, false. bool travel_pathfind::path_examine_point(const coord_def &c) { // If we've run off the map, or are pathfinding from nowhere in particular if (!in_bounds(c)) return (false); if (point_traverse_delay(c)) return (false); // For each point, we look at all surrounding points. Take them orthogonals // first so that the travel path doesn't zigzag all over the map. Note the // (dir = 1) is intentional assignment. for (int dir = 0; dir < 8; (dir += 2) == 8 && (dir = 1)) if (path_flood(c, c + Compass[dir])) return (true); return (false); } ///////////////////////////////////////////////////////////////////////////// // Try to avoid to let travel (including autoexplore) move the player right // next to a lurking (previously unseen) monster. // NOTE: This define should either be replaced with a proper option, or // removed entirely. #define SAFE_EXPLORE void find_travel_pos(const coord_def& youpos, char *move_x, char *move_y, std::vector* features) { travel_pathfind tp; if (move_x && move_y) tp.set_src_dst(youpos, you.running.pos); else tp.set_floodseed(youpos); tp.set_feature_vector(features); run_mode_type rmode = (move_x && move_y) ? RMODE_TRAVEL : RMODE_NOT_RUNNING; const coord_def dest = tp.pathfind( rmode ); coord_def new_dest = dest; #ifdef SAFE_EXPLORE // Check whether this step puts us adjacent to any grid we haven't ever // seen or any non-wall grid we cannot currently see. // // .tx Moving onto t puts us adjacent to an unseen grid. // ?#@ --> Pick x instead. // Only applies to diagonal moves. if (rmode == RMODE_TRAVEL && *move_x != 0 && *move_y != 0) { coord_def unseen = coord_def(); for (adjacent_iterator ai(dest); ai; ++ai) if (!you.see_cell(*ai) && (!is_terrain_seen(*ai) || !feat_is_wall(env.map_knowledge(*ai).feat()))) { unseen = *ai; break; } if (unseen != coord_def()) { // If so, try to use an orthogonally adjacent grid that is // safe to enter. if (youpos.x == unseen.x) new_dest.y = youpos.y; else if (youpos.y == unseen.y) new_dest.x = youpos.x; // If the new grid cannot be entered, reset to dest. // This means that autoexplore will still sometimes move you // next to a previously unseen monster but the same would // happen by manual movement, so I don't think we need to worry // about this. (jpeg) if (!is_travelsafe_square(new_dest) || !feat_is_traversable(env.map_knowledge(new_dest).feat())) { new_dest = dest; } #ifdef DEBUG_SAFE_EXPLORE mprf("youpos: (%d, %d), dest: (%d, %d), unseen: (%d, %d), " "new_dest: (%d, %d)", youpos.x, youpos.y, dest.x, dest.y, unseen.x, unseen.y, new_dest.x, new_dest.y); more(); #endif } } #endif if (new_dest.origin()) { if (move_x && move_y) you.running = RMODE_NOT_RUNNING; } else if (move_x && move_y) { *move_x = new_dest.x - youpos.x; *move_y = new_dest.y - youpos.y; } } // Given a branch id, returns the parent branch. If the branch id is not found, // returns BRANCH_MAIN_DUNGEON. branch_type find_parent_branch(branch_type br) { return branches[br].parent_branch; } extern std::map stair_level; void find_parent_branch(branch_type br, int depth, branch_type *pb, int *pd) { *pb = find_parent_branch(br); // Check depth before using *pb. if (stair_level.find(br) == stair_level.end()) *pd = 0; else *pd = stair_level[br].depth; } // Appends the passed in branch/depth to the given vector, then attempts to // repeat the operation with the parent branch of the given branch. // // As an example of what it does, assume this dungeon structure // Stairs to lair on D:11 // Stairs to snake pit on lair:5 // // If level 3 of the snake pit is the level we want to track back from, // we'd call trackback(vec, BRANCH_SNAKE_PIT, 3), and the resulting vector will // look like: // { BRANCH_SNAKE_PIT, 3 }, { BRANCH_LAIR, 5 }, { BRANCH_MAIN_DUNGEON, 11 } // (Assuming, of course, that the vector started out empty.) // void trackback(std::vector &vec, branch_type branch, int subdepth) { if (subdepth < 1 || subdepth > MAX_LEVELS) return; level_id lid( branch, subdepth ); vec.push_back(lid); if (branch != BRANCH_MAIN_DUNGEON) { branch_type pb; int pd; find_parent_branch(branch, subdepth, &pb, &pd); if (pd) trackback(vec, pb, pd); } } void track_intersect(std::vector &cur, std::vector &targ, level_id *cx) { cx->branch = BRANCH_MAIN_DUNGEON; cx->depth = -1; int us = int(cur.size()) - 1, them = int(targ.size()) - 1; for ( ; us >= 0 && them >= 0; us--, them--) if (cur[us].branch != targ[them].branch) break; us++, them++; if (us < (int) cur.size() && them < (int) targ.size() && us >= 0 && them >= 0) { *cx = targ[them]; } } // Returns the number of stairs the player would need to take to go from // the 'first' level to the 'second' level. If there's no obvious route between // 'first' and 'second', returns -1. If first == second, returns 0. int level_distance(level_id first, level_id second) { if (first == second || (first.level_type != LEVEL_DUNGEON && first.level_type == second.level_type)) { return 0; } std::vector fv, sv; // If in the same branch, easy. if (first.branch == second.branch) return abs(first.depth - second.depth); // Figure out the dungeon structure between the two levels. trackback(fv, first.branch, first.depth); trackback(sv, second.branch, second.depth); level_id intersect; track_intersect(fv, sv, &intersect); if (intersect.depth == -1) // No common ground? return -1; int distance = 0; // If the common branch is not the same as the current branch, we'll // have to walk up the branch tree until we get to the common branch. while (first.branch != intersect.branch) { distance += first.depth; find_parent_branch(first.branch, first.depth, &first.branch, &first.depth); if (!first.depth) return -1; } // Now first.branch == intersect.branch distance += abs(first.depth - intersect.depth); bool ignore_end = true; for (int i = sv.size() - 1; i >= 0; --i) { if (ignore_end) { if (sv[i].branch == intersect.branch) ignore_end = false; continue; } distance += sv[i].depth; } return distance; } std::string get_trans_travel_dest(const travel_target &target, bool skip_branch = false, bool skip_coord = false) { const int branch_id = target.p.id.branch; const char *branch = branches[branch_id].abbrevname; if (!branch) return (""); std::ostringstream dest; if (!skip_branch) dest << branch; if (branches[branch_id].depth != 1) { if (!skip_branch) dest << ":"; dest << target.p.id.depth; } if (target.p.pos.x != -1 && !skip_coord) dest << " @ (x,y)"; else if (target.entrance_only) dest << " (entrance)"; return (dest.str()); } // Returns the level on the given branch that's closest to the player's // current location. static int _get_nearest_level_depth(unsigned char branch) { int depth = 1; // Hell needs special treatment, because we can't walk up // Hell and its branches to the main dungeon. if (branch == BRANCH_MAIN_DUNGEON && (player_in_branch(BRANCH_VESTIBULE_OF_HELL) || player_in_branch(BRANCH_COCYTUS) || player_in_branch(BRANCH_TARTARUS) || player_in_branch(BRANCH_DIS) || player_in_branch(BRANCH_GEHENNA))) { return you.hell_exit + 1; } level_id id = level_id::current(); do { find_parent_branch(id.branch, id.depth, &id.branch, &id.depth); if (id.depth && id.branch == branch) { depth = id.depth; break; } } while (id.depth); return depth; } // Returns true if the player character knows of the existence of the given // branch (which would make the branch a valid target for interlevel travel). static bool _is_known_branch_id(int branch) { // The main dungeon is always known. if (branch == BRANCH_MAIN_DUNGEON) return (true); // If we're in the branch, it darn well is known. if (you.where_are_you == branch) return (true); // The Vestibule is special: there are no stairs to it, just a // portal. if (branch == BRANCH_VESTIBULE_OF_HELL) return overmap_knows_portal(DNGN_ENTER_HELL); // If the overmap knows the stairs to this branch, we know the branch. return (stair_level.find(static_cast(branch)) != stair_level.end()); } static bool _is_known_branch(const Branch &br) { return (_is_known_branch_id(br.id)); } // Returns a list of the branches that the player knows the location of the // stairs to, in the same order as overmap.cc lists them. static std::vector _get_branches(bool (*selector)(const Branch &)) { std::vector result; for (int i = 0; i < NUM_BRANCHES; ++i) if (selector(branches[i])) result.push_back(branches[i].id); return result; } static bool _is_valid_branch(const Branch &br) { return (br.shortname != NULL && br.depth != -1); } static int _prompt_travel_branch(int prompt_flags, bool* to_entrance) { int branch = BRANCH_MAIN_DUNGEON; // Default std::vector br = _get_branches( (prompt_flags & TPF_SHOW_ALL_BRANCHES) ? _is_valid_branch : _is_known_branch ); // Don't kill the prompt even if the only branch we know is the main dungeon // This keeps things consistent for the player. if (br.size() < 1) return branch; const bool allow_waypoints = (prompt_flags & TPF_ALLOW_WAYPOINTS); const bool allow_updown = (prompt_flags & TPF_ALLOW_UPDOWN); const bool remember_targ = (prompt_flags & TPF_REMEMBER_TARGET); bool waypoint_list = false; const int waycount = allow_waypoints? travel_cache.get_waypoint_count() : 0; level_id curr = level_id::current(); while (true) { mesclr(true); if (waypoint_list) travel_cache.list_waypoints(); else { int linec = 0; std::string line; for (int i = 0, count = br.size(); i < count; ++i, ++linec) { if (linec == 4) { linec = 0; mpr(line.c_str()); line = ""; } line += make_stringf("(%c) %-14s ", branches[br[i]].travel_shortcut, branches[br[i]].shortname); } if (line.length()) mpr(line.c_str()); } std::string shortcuts = "("; { std::vector segs; if (allow_waypoints) { if (waypoint_list) segs.push_back("* - list branches"); else if (waycount) segs.push_back("* - list waypoints"); } if (!trans_travel_dest.empty() && remember_targ) { segs.push_back( make_stringf("Enter - %s", trans_travel_dest.c_str()) ); } segs.push_back("? - help"); shortcuts += comma_separated_line(segs.begin(), segs.end(), ", ", ", "); shortcuts += ") "; } mprf(MSGCH_PROMPT, "%s? %s", *to_entrance ? "Entrance to where" : "Where to", shortcuts.c_str()); int keyin = get_ch(); switch (keyin) { case ESCAPE: return (ID_CANCEL); case '?': show_interlevel_travel_branch_help(); redraw_screen(); break; case '\n': case '\r': return (ID_REPEAT); case '<': return (allow_updown? ID_UP : ID_CANCEL); case '>': return (allow_updown? ID_DOWN : ID_CANCEL); case CONTROL('P'): return find_parent_branch(curr.branch); case '.': return (curr.branch); case '*': if (waypoint_list || waycount) waypoint_list = !waypoint_list; break; case '^': if (*to_entrance) return (ID_CANCEL); else { *to_entrance = true; return _prompt_travel_branch(prompt_flags, to_entrance); } default: // Is this a branch hotkey? for (int i = 0, count = br.size(); i < count; ++i) { if (toupper(keyin) == branches[br[i]].travel_shortcut) { #ifdef WIZARD Branch &target = branches[br[i]]; std::string msg; if (target.startdepth == -1 && (i == BRANCH_SWAMP || i == BRANCH_SHOALS || i == BRANCH_SNAKE_PIT)) { msg += "Branch not generated this game. "; } if (target.entry_stairs == NUM_FEATURES && br[i] != BRANCH_MAIN_DUNGEON) { msg += "Branch has no entry stairs. "; } if (!msg.empty()) { msg += "Go there anyway?"; if (!yesno(msg.c_str(), true)) return (ID_CANCEL); } #endif return (br[i]); } } // Possibly a waypoint number? if (allow_waypoints && keyin >= '0' && keyin <= '9') return (-1 - (keyin - '0')); return (ID_CANCEL); } } } static bool _is_easy_exiting_branch(int branch) { return branches[branch].any_upstair_exits; } level_id find_up_level(level_id curr, bool up_branch) { --curr.depth; if (up_branch || _is_easy_exiting_branch(curr.branch)) curr.depth = 0; if (curr.depth < 1) { if (curr.branch != BRANCH_MAIN_DUNGEON) { level_id parent; find_parent_branch(curr.branch, curr.depth, &parent.branch, &parent.depth); if (parent.depth > 0) return (parent); else if (curr.branch == BRANCH_VESTIBULE_OF_HELL) { parent.branch = BRANCH_MAIN_DUNGEON; parent.depth = you.hell_exit + 1; return (parent); } } return level_id(); } return (curr); } static level_id _find_up_level() { return (find_up_level(level_id::current())); } level_id find_down_level(level_id curr) { if (curr.depth < branches[curr.branch].depth) ++curr.depth; return (curr); } level_id find_deepest_explored(level_id curr) { for (int i = branches[curr.branch].depth; i > 0; --i) { const level_id lid(curr.branch, i); const LevelInfo *linf = travel_cache.find_level_info(lid); if (linf && !linf->empty()) return (lid); } return (curr); } static level_id _find_down_level() { return (find_down_level(level_id::current())); } static int _travel_depth_keyfilter(int &c) { switch (c) { case '<': case '>': case '?': case '$': case '^': return (-1); case '-': case CONTROL('P'): case 'p': c = '-'; // Make uniform. return (-1); default: return (1); } } static travel_target _parse_travel_target( std::string s, travel_target &targ ) { trim_string(s); const std::string ekey("(entrance)"); std::string::size_type epos = s.find(ekey); if (!s.empty()) targ.entrance_only = (epos != std::string::npos); if (targ.entrance_only && !s.empty()) s = trimmed_string(s.substr(0, epos) + s.substr(epos + ekey.length())); if (!s.empty()) targ.p.id.depth = atoi(s.c_str()); if (!targ.p.id.depth && !s.empty() && s[0] == '0') { targ.p.id.depth = 1; targ.entrance_only = true; } return (targ); } static void _travel_depth_munge(int munge_method, const std::string &s, travel_target &targ) { _parse_travel_target(s, targ); level_id lid(targ.p.id); switch (munge_method) { case '?': show_interlevel_travel_depth_help(); redraw_screen(); return; case '<': lid = find_up_level(lid); break; case '>': lid = find_down_level(lid); break; case '-': lid = find_up_level(lid, true); break; case '$': lid = find_deepest_explored(lid); break; case '^': targ.entrance_only = !targ.entrance_only; break; } targ.p.id = lid; if (targ.p.id.depth < 1) targ.p.id.depth = 1; } static travel_target _prompt_travel_depth(const level_id &id, bool already_entrance) { travel_target target = travel_target(level_pos(id), already_entrance); // Handle one-level branches by not prompting. if (single_level_branch(target.p.id.branch)) return travel_target(level_id(target.p.id.branch, 1), already_entrance); target.p.id.depth = _get_nearest_level_depth(target.p.id.branch); while (true) { mesclr(true); mprf(MSGCH_PROMPT, "What level of %s? " "(default %s, ? - help) ", branches[target.p.id.branch].longname, get_trans_travel_dest(target, true).c_str()); char buf[100]; const int response = cancelable_get_line( buf, sizeof buf, get_number_of_cols(), NULL, _travel_depth_keyfilter ); if (!response) return _parse_travel_target(buf, target); if (response == ESCAPE) return travel_target(level_id(BRANCH_MAIN_DUNGEON, 0)); _travel_depth_munge(response, buf, target); } } bool travel_kill_monster(const monsters * monster) { if (!wielded_weapon_check(you.weapon(), true)) return (false); // Don't auto-kill things with berserkitis or *rage. if (player_mutation_level(MUT_BERSERK) || scan_artefacts(ARTP_ANGRY)) return (false); return (monster->type == MONS_TOADSTOOL); } travel_target prompt_translevel_target(int prompt_flags, std::string& dest_name) { travel_target target; bool to_entrance = false; int branch = _prompt_travel_branch(prompt_flags, &to_entrance); const bool remember_targ = (prompt_flags & TPF_REMEMBER_TARGET); if (branch == ID_CANCEL) return (target); // If user chose to repeat last travel, return that. if (branch == ID_REPEAT) return (level_target); if (branch == ID_UP) { target.p = _find_up_level(); if (target.p.id.depth > 0 && remember_targ) dest_name = get_trans_travel_dest(target); return (target); } if (branch == ID_DOWN) { target.p = _find_down_level(); if (target.p.id.depth > 0 && remember_targ) dest_name = get_trans_travel_dest(target); return (target); } if (branch < 0) { target = travel_cache.get_waypoint(-branch - 1); if (target.p.id.depth > 0 && remember_targ) dest_name = get_trans_travel_dest(target); return (target); } target.p.id.branch = static_cast(branch); // User's chosen a branch, so now we ask for a level. target = _prompt_travel_depth(target.p.id, to_entrance); if (target.p.id.depth < 1 || target.p.id.depth > branches[target.p.id.branch].depth) { target.p.id.depth = -1; } if (target.p.id.depth > -1 && remember_targ) dest_name = get_trans_travel_dest(target); return target; } static void _start_translevel_travel() { // Update information for this level. travel_cache.get_level_info(level_id::current()).update(); if (level_id::current() == level_target.p.id && (level_target.p.pos.x == -1 || level_target.p.pos == you.pos())) { mpr("You're already here!"); return ; } if (level_target.p.id.depth > 0) { // Forget interrupted butchering. maybe_clear_weapon_swap(); you.running = RMODE_INTERLEVEL; you.running.pos.reset(); last_stair.depth = -1; _Route_Warning.new_dest(level_target); _Src_Level = level_id::current(); _Src_Dest_Level_Delta = level_distance(_Src_Level, level_target.p.id); _start_running(); } } void start_translevel_travel(const travel_target &pos) { if (!i_feel_safe(true, true)) return; if (!can_travel_to(pos.p.id)) { if (!can_travel_interlevel()) mpr("Sorry, you can't auto-travel out of here."); else mpr("Sorry, I don't know how to get there."); return; } // Remember where we're going so we can easily go back if interrupted. you.travel_x = pos.p.pos.x; you.travel_y = pos.p.pos.y; you.travel_z = pos.p.id; if (!can_travel_interlevel()) { start_travel(pos.p.pos); return; } level_target = pos; // Check that it's level + position, not just level. if (pos.p.is_valid()) { if (pos.p.id != level_id::current()) { if (!_loadlev_populate_stair_distances(pos.p)) { mpr("Level memory is imperfect, aborting."); return ; } } else _populate_stair_distances(pos.p); } trans_travel_dest = get_trans_travel_dest(level_target); _start_translevel_travel(); } void start_translevel_travel_prompt() { if (!i_feel_safe(true, true)) return; // Update information for this level. We need it even for the prompts, so // we can't wait to confirm that the user chose to initiate travel. travel_cache.get_level_info(level_id::current()).update(); travel_target target = prompt_translevel_target(TPF_DEFAULT_OPTIONS, trans_travel_dest); if (target.p.id.depth <= 0) return; start_translevel_travel(target); } command_type _trans_negotiate_stairs() { return feat_stair_direction(grd(you.pos())); } static int _target_distance_from(const coord_def &pos) { for (int i = 0, count = curr_stairs.size(); i < count; ++i) if (curr_stairs[i].position == pos) return curr_stairs[i].distance; return -1; } /* * Sets best_stair to the coordinates of the best stair on the player's current * level to take to get to the 'target' level. Should be called with 'distance' * set to 0, 'stair' set to (you.x_pos, you.y_pos) and 'best_distance' set to * -1. 'cur' should be the player's current level. * * If best_stair remains unchanged when this function returns, there is no * travel-safe path between the player's current level and the target level OR * the player's current level *is* the target level. * * This function relies on the travel_point_distance array being correctly * populated with a floodout call to find_travel_pos starting from the player's * location. */ static int _find_transtravel_stair( const level_id &cur, const level_pos &target, int distance, // This is actually the current position // on cur, not necessarily a stair. const coord_def &stair, level_id &closest_level, int &best_level_distance, coord_def &best_stair, const bool target_has_excludes ) { int local_distance = -1; level_id player_level = level_id::current(); LevelInfo &li = travel_cache.get_level_info(cur); // Have we reached the target level? if (cur == target.id) { // Are we in an exclude? If so, bail out. if (is_excluded( stair, li.get_excludes() )) return (-1); // If there's no target position on the target level, or we're on the // target, we're home. if (target.pos.x == -1 || target.pos == stair) return distance; // If there *is* a target position, we need to work out our distance // from it. int deltadist = _target_distance_from(stair); if (deltadist == -1 && cur == player_level) { // Okay, we don't seem to have a distance available to us, which // means we're either (a) not standing on stairs or (b) whoever // initiated interlevel travel didn't call // _populate_stair_distances. Assuming we're not on stairs, that // situation can arise only if interlevel travel has been triggered // for a location on the same level. If that's the case, we can get // the distance off the travel_point_distance matrix. deltadist = travel_point_distance[target.pos.x][target.pos.y]; if (!deltadist && stair != target.pos) deltadist = -1; } if (deltadist != -1) { local_distance = distance + deltadist; // See if this is a degenerate case of interlevel travel: // A degenerate case of interlevel travel decays to normal travel; // we identify this by checking if: // a. The current level is the target level. // b. The target square is reachable from the 'current' square. // c. The current square is where the player is. // // Note that even if this *is* degenerate, interlevel travel may // still be able to find a shorter route, since it can consider // routes that leave and reenter the current level. if (player_level == target.id && stair == you.pos()) best_stair = target.pos; // The local_distance is already set, but there may actually be // stairs we can take that'll get us to the target faster than the // direct route, so we also try the stairs. } } std::vector &stairs = li.get_stairs(); // this_stair being NULL is perfectly acceptable, since we start with // coords as the player coords, and the player need not be standing on // stairs. stair_info *this_stair = li.get_stair(stair); if (!this_stair && cur != player_level) { // Whoops, there's no stair in the travel cache for the current // position, and we're not on the player's current level (i.e., there // certainly *should* be a stair here). Since we can't proceed in any // reasonable way, bail out. return local_distance; } for (int i = 0, count = stairs.size(); i < count; ++i) { stair_info &si = stairs[i]; // Skip placeholders, since there are no real stairs there. if (!si.can_travel()) continue; int deltadist = li.distance_between(this_stair, &si); if (!this_stair) { deltadist = travel_point_distance[si.position.x][si.position.y]; if (!deltadist && you.pos() != si.position) deltadist = -1; } // deltadist == 0 is legal (if this_stair is NULL), since the player // may be standing on the stairs. If two stairs are disconnected, // deltadist has to be negative. if (deltadist < 0) continue; int dist2stair = distance + deltadist; if (si.distance == -1 || si.distance > dist2stair) { si.distance = dist2stair; // Account for the cost of taking the stairs dist2stair += Options.travel_stair_cost; // Already too expensive? Short-circuit. if (local_distance != -1 && dist2stair >= local_distance) continue; const level_pos &dest = si.destination; // Never use escape hatches as the last leg of the trip, since // that will leave the player unable to retrace their path. // This does not apply if we have a destination with a specific // position on the target level travel wants to get to. if (feat_is_escape_hatch(si.grid) && target.pos.x == -1 && dest.id == target.id) { continue; } // We can only short-circuit the stair-following process if we // have no exact target location. If there *is* an exact target // location, we can't follow stairs for which we have incomplete // information. // // We can also not use incomplete stair information if there are // excludes on the target level. if (target.pos.x == -1 && dest.id == target.id && !target_has_excludes) { if (local_distance == -1 || local_distance > dist2stair) { local_distance = dist2stair; if (cur == player_level && you.pos() == stair) best_stair = si.position; } continue; } if (dest.id.depth > -1) // We have a valid level descriptor. { int dist = level_distance(dest.id, target.id); if (dist != -1 && (dist < best_level_distance || best_level_distance == -1)) { best_level_distance = dist; closest_level = dest.id; } } // If we don't know where these stairs go, we can't take them. if (!dest.is_valid()) continue; // We need to get the stairs at the new location and set the // distance on them as well. LevelInfo &lo = travel_cache.get_level_info(dest.id); if (stair_info *so = lo.get_stair(dest.pos)) { if (so->distance == -1 || so->distance > dist2stair) so->distance = dist2stair; else continue; // We've already been here. } // Okay, take these stairs and keep going. const int newdist = _find_transtravel_stair(dest.id, target, dist2stair, dest.pos, closest_level, best_level_distance, best_stair, target_has_excludes); if (newdist != -1 && (local_distance == -1 || local_distance > newdist)) { local_distance = newdist; if (cur == player_level && you.pos() == stair) best_stair = si.position; } } } return local_distance; } static bool _loadlev_populate_stair_distances(const level_pos &target) { std::auto_ptr tmp(new crawl_environment(env)); bool loaded = false; if (travel_load_map(target.id.branch, absdungeon_depth(target.id.branch, target.id.depth))) { exclude_set old_excludes = curr_excludes; curr_excludes.clear(); LevelInfo &li = travel_cache.get_level_info(target.id); li.set_level_excludes(); _populate_stair_distances(target); curr_excludes = old_excludes; loaded = !curr_stairs.empty(); } env = *tmp; // Clear references to freed markers. dungeon_events.clear(); // Reactivate cloned markers. env.markers.activate_all(false); return (loaded); } static void _populate_stair_distances(const level_pos &target) { // Populate travel_point_distance. find_travel_pos(target.pos, NULL, NULL, NULL); LevelInfo &li = travel_cache.get_level_info(target.id); const std::vector &stairs = li.get_stairs(); curr_stairs.clear(); for (int i = 0, count = stairs.size(); i < count; ++i) { stair_info si = stairs[i]; si.distance = travel_point_distance[si.position.x][si.position.y]; if (!si.distance && target.pos != si.position || si.distance < -1) { si.distance = -1; } curr_stairs.push_back(si); } } static bool _find_transtravel_square(const level_pos &target, bool verbose) { level_id current = level_id::current(); coord_def best_stair(-1, -1); coord_def cur_stair(you.pos()); level_id closest_level; int best_level_distance = -1; travel_cache.clear_distances(); find_travel_pos(you.pos(), NULL, NULL, NULL); const LevelInfo &target_level = travel_cache.get_level_info( target.id ); _find_transtravel_stair(current, target, 0, cur_stair, closest_level, best_level_distance, best_stair, !target_level.get_excludes().empty()); if (best_stair.x != -1 && best_stair.y != -1) { // Is this stair going offlevel? if ((level_target.p.id != current || level_target.p.pos != best_stair) && _Src_Dest_Level_Delta != -1) { // If so, is the original level closer to the target level than // the destination of the stair? LevelInfo &li = travel_cache.get_level_info(current); const stair_info *dest_stair = li.get_stair(best_stair); if (dest_stair && dest_stair->destination.id.is_valid()) { if ((_Src_Dest_Level_Delta < level_distance(dest_stair->destination.id, level_target.p.id) || _Src_Dest_Level_Delta < level_distance(dest_stair->destination.id, _Src_Level)) && !_Route_Warning.warn_continue_travel( level_target, dest_stair->destination.id)) { return (false); } } } you.running.pos = best_stair; return (true); } else if (best_level_distance != -1 && closest_level != current && target.pos.x == -1) { int current_dist = level_distance(current, target.id); level_pos newlev; newlev.id = closest_level; if (newlev.id != target.id && (current_dist == -1 || best_level_distance < current_dist)) { return _find_transtravel_square(newlev, verbose); } } if (verbose) { if (target.id != current || target.pos.x != -1 && target.pos != you.pos()) { mpr("Sorry, I don't know how to get there."); } } return (false); } void start_travel(const coord_def& p) { // Redundant target? if (p == you.pos()) return; if (!i_feel_safe(true, true)) return; // Can we even travel to this square? if (!in_bounds(p)) return; if (!is_travelsafe_square(p, true)) return; you.travel_x = p.x; you.travel_y = p.y; you.travel_z = level_id::current(); you.running.pos = p; level_target = level_pos(level_id::current(), p); if (!can_travel_interlevel()) { // Start running you.running = RMODE_TRAVEL; _start_running(); } else start_translevel_travel(level_target); } void start_explore(bool grab_items) { if (Tutorial.tut_explored) Tutorial.tut_explored = false; if (!player_in_mappable_area()) { mpr("It would help if you knew where you were, first."); return; } if (!i_feel_safe(true, true)) return; // Forget interrupted butchering. maybe_clear_weapon_swap(); you.running = (grab_items? RMODE_EXPLORE_GREEDY : RMODE_EXPLORE); if (you.running == RMODE_EXPLORE_GREEDY && Options.stash_tracking != STM_ALL) { Options.explore_greedy = false; mpr("Greedy explore is available only if stash_tracking = all"); more(); you.running = RMODE_EXPLORE; } // Clone shadow array off map mapshadow = env.map_knowledge; you.running.pos.reset(); _start_running(); } // Given a feature vector, arranges the features in the order that the player // is most likely to be interested in. Currently, the only thing it does is to // put altars of the player's religion at the front of the list. void arrange_features(std::vector &features) { for (int i = 0, count = features.size(); i < count; ++i) { if (is_player_altar(features[i])) { int place = i; // Shuffle this altar as far up the list as possible. for (int j = place - 1; j >= 0; --j) { if (is_altar(features[j])) { if (is_player_altar(features[j])) break; coord_def temp = features[j]; features[j] = features[place]; features[place] = temp; place = j; } } } } } ////////////////////////////////////////////////////////////////////////// // Interlevel travel classes level_id level_id::current() { const level_id id(you.where_are_you, subdungeon_depth(you.where_are_you, you.your_level), you.level_type); return id; } int level_id::dungeon_absdepth() const { ASSERT(branch != NUM_BRANCHES && depth != -1); return absdungeon_depth(branch, depth); } int level_id::absdepth() const { switch (level_type) { case LEVEL_DUNGEON: return absdungeon_depth(branch, depth); case LEVEL_PANDEMONIUM: return 52; case LEVEL_ABYSS: return 51; default: // No true notion of depth here. return you.your_level; } } level_id level_id::get_next_level_id(const coord_def &pos) { int gridc = grd(pos); level_id id = current(); for (int i = 0; i < NUM_BRANCHES; ++i) { if (gridc == branches[i].entry_stairs) { id.branch = static_cast(i); id.depth = 1; break; } if ( gridc == branches[i].exit_stairs ) { id.branch = branches[i].parent_branch; id.depth = branches[i].startdepth; break; } } switch (gridc) { case DNGN_STONE_STAIRS_DOWN_I: case DNGN_STONE_STAIRS_DOWN_II: case DNGN_STONE_STAIRS_DOWN_III: case DNGN_ESCAPE_HATCH_DOWN: id.depth++; break; case DNGN_STONE_STAIRS_UP_I: case DNGN_STONE_STAIRS_UP_II: case DNGN_STONE_STAIRS_UP_III: case DNGN_ESCAPE_HATCH_UP: id.depth--; break; default: break; } return id; } unsigned short level_id::packed_place() const { return get_packed_place(branch, depth, level_type); } std::string level_id::describe( bool long_name, bool with_number ) const { return place_name( this->packed_place(), long_name, with_number ); } level_id level_id::parse_level_id(const std::string &s) throw (std::string) { std::string::size_type cpos = s.find(':'); std::string branch = (cpos != std::string::npos? s.substr(0, cpos) : s); std::string depth = (cpos != std::string::npos? s.substr(cpos + 1) : ""); if (branch == "Abyss") return (level_id(LEVEL_ABYSS)); else if (branch == "Pan") return (level_id(LEVEL_PANDEMONIUM)); else if (branch == "Lab") return (level_id(LEVEL_LABYRINTH)); else if (branch == "Port") return (level_id(LEVEL_PORTAL_VAULT)); const branch_type br = str_to_branch(branch); if (br == NUM_BRANCHES) { throw make_stringf("Invalid branch \"%s\" in spec \"%s\"", branch.c_str(), s.c_str()); } const int dep = (depth.empty() ? 1 : depth == "$" ? branches[br].depth : atoi(depth.c_str())); if (dep < 0 || dep > branches[br].depth) { throw make_stringf("Invalid depth for %s in spec \"%s\"", branch.c_str(), s.c_str()); } return level_id(br, dep); } level_id level_id::from_packed_place(const unsigned short place) { level_id id; id.branch = (branch_type) place_branch(place); id.depth = place_depth(place); id.level_type = (level_area_type) place_type(place); return (id); } // NOTE: see also marshall_level_id void level_id::save(writer& outf) const { marshallShort(outf, branch); marshallShort(outf, depth); marshallShort(outf, level_type); } void level_id::load(reader& inf) { branch = static_cast(unmarshallShort(inf)); depth = unmarshallShort(inf); level_type = static_cast(unmarshallShort(inf)); } level_pos level_pos::current() { return level_pos(level_id::current(), you.pos()); } // NOTE: see also marshall_level_pos void level_pos::save(writer& outf) const { id.save(outf); marshallCoord(outf, pos); } void level_pos::load(reader& inf) { id.load(inf); unmarshallCoord(inf, pos); } void stair_info::save(writer& outf) const { marshallCoord(outf, position); marshallShort(outf, grid); destination.save(outf); marshallByte(outf, guessed_pos? 1 : 0); marshallByte(outf, type); } void stair_info::load(reader& inf) { unmarshallCoord(inf, position); grid = static_cast(unmarshallShort(inf)); destination.load(inf); guessed_pos = unmarshallByte(inf) != 0; type = static_cast(unmarshallByte(inf)); } std::string stair_info::describe() const { if (destination.is_valid()) { const level_pos &lp(destination); return make_stringf( " (-> %s@(%d,%d)%s%s)", lp.id.describe().c_str(), lp.pos.x, lp.pos.y, guessed_pos? " guess" : "", type == PLACEHOLDER? " placeholder" : "" ); } else if (destination.id.is_valid()) return make_stringf( " (->%s (?))", destination.id.describe().c_str() ); return (" (?)"); } void LevelInfo::set_level_excludes() { curr_excludes = excludes; init_exclusion_los(); } bool LevelInfo::empty() const { return (stairs.empty() && excludes.empty()); } void LevelInfo::update() { // First, set excludes, so that stair distances will be correctly populated. excludes = curr_excludes; // First, we get all known stairs. std::vector stair_positions; get_stairs(stair_positions); // Make sure our stair list is correct. correct_stair_list(stair_positions); sync_all_branch_stairs(); update_stair_distances(); } void LevelInfo::update_stair_distances() { // Now we update distances for all the stairs, relative to all other // stairs. for (int s = 0, end = stairs.size(); s < end; ++s) { // For each stair, we need to ask travel to populate the distance // array. find_travel_pos(stairs[s].position, NULL, NULL, NULL); for (int other = 0; other < end; ++other) { int ox = stairs[other].position.x, oy = stairs[other].position.y; int dist = travel_point_distance[ox][oy]; // Note dist == 0 is illegal because we can't have two stairs on // the same square. if (dist <= 0) dist = -1; stair_distances[ s * stairs.size() + other ] = dist; stair_distances[ other * stairs.size() + s ] = dist; } } } void LevelInfo::update_stair(const coord_def& stairpos, const level_pos &p, bool guess) { stair_info *si = get_stair(stairpos); // What 'guess' signifies: whenever you take a stair from A to B, the // travel code knows that the stair takes you from A->B. In that case, // update_stair() is called with guess == false. // // Unfortunately, Crawl doesn't guarantee that A->B implies B->A, but the // travel code has to assume that anyway (because that's what the player // will expect), and call update_stair() again with guess == true. // // The idea of using 'guess' is that we'll update the stair's destination // with a guess only if we know that the currently set destination is // itself a guess. // if (si && (si->guessed_pos || !guess)) { si->destination = p; si->guessed_pos = guess; if (!guess && p.id.branch == BRANCH_VESTIBULE_OF_HELL && id.branch == BRANCH_MAIN_DUNGEON) { travel_hell_entry = p; } // All branch stairs land on the same place on the destination level, // update the cache accordingly (but leave guessed_pos = true). This // applies for both branch exits (the usual case) and branch entrances. if (si->destination.id.branch != id.branch) sync_branch_stairs(si); } else if (!si && guess) create_placeholder_stair(stairpos, p); } void LevelInfo::create_placeholder_stair(const coord_def &stair, const level_pos &dest) { // If there are any existing placeholders with the same 'dest', zap them. for (int i = 0, size = stairs.size(); i < size; ++i) { if (stairs[i].type == stair_info::PLACEHOLDER && stairs[i].destination == dest) { stairs.erase( stairs.begin() + i ); break; } } stair_info placeholder; placeholder.position = stair; placeholder.grid = DNGN_FLOOR; placeholder.destination = dest; placeholder.type = stair_info::PLACEHOLDER; stairs.push_back(placeholder); resize_stair_distances(); } // If a stair leading out of or into a branch has a known destination, all // stairs of the same type on this level should have the same destination set // as guessed_pos == true. void LevelInfo::sync_all_branch_stairs() { std::set synced; for (int i = 0, size = stairs.size(); i < size; ++i) { const stair_info &si = stairs[i]; if (si.destination.id.branch != id.branch && si.destination.is_valid() && synced.find(si.grid) == synced.end()) { synced.insert( si.grid ); sync_branch_stairs( &si ); } } } void LevelInfo::sync_branch_stairs(const stair_info *si) { for (int i = 0, size = stairs.size(); i < size; ++i) { stair_info &sother = stairs[i]; if (si == &sother || !sother.guessed_pos || si->grid != sother.grid || sother.destination.is_valid()) { continue; } sother.destination = si->destination; } } void LevelInfo::clear_stairs(dungeon_feature_type grid) { for (int i = 0, size = stairs.size(); i < size; ++i) { stair_info &si = stairs[i]; if (si.grid != grid) continue; si.destination.id.depth = -1; si.destination.pos.x = -1; si.destination.pos.y = -1; si.guessed_pos = true; } } stair_info *LevelInfo::get_stair(int x, int y) { const coord_def c(x, y); return get_stair(c); } bool LevelInfo::know_stair(const coord_def &c) const { const int index = get_stair_index(c); if (index == -1) return (false); const level_pos &lp = stairs[index].destination; return (lp.is_valid()); } stair_info *LevelInfo::get_stair(const coord_def &pos) { int index = get_stair_index(pos); return index != -1? &stairs[index] : NULL; } int LevelInfo::get_stair_index(const coord_def &pos) const { for (int i = static_cast(stairs.size()) - 1; i >= 0; --i) if (stairs[i].position == pos) return i; return -1; } void LevelInfo::correct_stair_list(const std::vector &s) { stair_distances.clear(); // First we kill any stairs in 'stairs' that aren't there in 's'. for (int i = ((int) stairs.size()) - 1; i >= 0; --i) { if (stairs[i].type != stair_info::PHYSICAL) continue; bool found = false; for (int j = s.size() - 1; j >= 0; --j) { if (s[j] == stairs[i].position) { found = true; break; } } if (!found) stairs.erase(stairs.begin() + i); } // For each stair in 's', make sure we have a corresponding stair // in 'stairs'. for (int i = 0, sz = s.size(); i < sz; ++i) { int found = -1; for (int j = stairs.size() - 1; j >= 0; --j) { if (s[i] == stairs[j].position) { found = j; break; } } if (found == -1) { stair_info si; si.position = s[i]; si.grid = grd(si.position); si.destination.id = level_id::get_next_level_id(s[i]); if (si.destination.id.branch == BRANCH_VESTIBULE_OF_HELL && id.branch == BRANCH_MAIN_DUNGEON && travel_hell_entry.is_valid()) { si.destination = travel_hell_entry; } // We don't know where on the next level these stairs go to, but // that can't be helped. That information will have to be filled // in whenever the player takes these stairs. stairs.push_back(si); } else stairs[found].type = stair_info::PHYSICAL; } resize_stair_distances(); } void LevelInfo::resize_stair_distances() { const int nstairs = stairs.size(); stair_distances.reserve( nstairs * nstairs ); stair_distances.resize( nstairs * nstairs, 0 ); } int LevelInfo::distance_between(const stair_info *s1, const stair_info *s2) const { if (!s1 || !s2) return 0; if (s1 == s2) return 0; int i1 = get_stair_index(s1->position), i2 = get_stair_index(s2->position); if (i1 == -1 || i2 == -1) return 0; return stair_distances[ i1 * stairs.size() + i2 ]; } void LevelInfo::get_stairs(std::vector &st) { for (rectangle_iterator ri(1); ri; ++ri) { const dungeon_feature_type feat = grd(*ri); const int envc = env.map_knowledge(*ri).object; if ((*ri == you.pos() || envc) && feat_is_travelable_stair(feat) && (is_terrain_seen(*ri) || !is_branch_stair(*ri))) { st.push_back(*ri); } } } void LevelInfo::clear_distances() { for (int i = 0, count = stairs.size(); i < count; ++i) stairs[i].clear_distance(); } bool LevelInfo::is_known_branch(unsigned char branch) const { for (int i = 0, count = stairs.size(); i < count; ++i) if (stairs[i].destination.id.branch == branch) return (true); return (false); } void LevelInfo::save(writer& outf) const { int stair_count = stairs.size(); // How many stairs do we know of? marshallShort(outf, stair_count); for (int i = 0; i < stair_count; ++i) stairs[i].save(outf); if (stair_count) { // Save stair distances as short ints. const int sz = stair_distances.size(); for (int i = 0, n = stair_count * stair_count; i < n; ++i) { if (i >= sz) marshallShort(outf, -1); else marshallShort(outf, stair_distances[i]); } } marshallExcludes(outf, excludes); } void LevelInfo::load(reader& inf, char minorVersion) { stairs.clear(); int stair_count = unmarshallShort(inf); for (int i = 0; i < stair_count; ++i) { stair_info si; si.load(inf); stairs.push_back(si); if (id.branch == BRANCH_MAIN_DUNGEON && si.destination.id.branch == BRANCH_VESTIBULE_OF_HELL && !travel_hell_entry.is_valid() && si.destination.is_valid()) { travel_hell_entry = si.destination; } } stair_distances.clear(); if (stair_count) { stair_distances.reserve(stair_count * stair_count); for (int i = stair_count * stair_count - 1; i >= 0; --i) stair_distances.push_back( unmarshallShort(inf) ); } unmarshallExcludes(inf, minorVersion, excludes); } void LevelInfo::fixup() { // The only fixup we do now is for the hell entry. if (id.branch != BRANCH_MAIN_DUNGEON || !travel_hell_entry.is_valid()) return; for (int i = 0, count = stairs.size(); i < count; ++i) { stair_info &si = stairs[i]; if (si.destination.id.branch == BRANCH_VESTIBULE_OF_HELL && !si.destination.is_valid()) { si.destination = travel_hell_entry; } } } bool TravelCache::know_stair(const coord_def &c) const { travel_levels_map::const_iterator i = levels.find(level_id::current()); return (i == levels.end() ? false : i->second.know_stair(c)); } void TravelCache::list_waypoints() const { std::string line; std::string dest; char choice[50]; int count = 0; for (int i = 0; i < TRAVEL_WAYPOINT_COUNT; ++i) { if (waypoints[i].id.depth == -1) continue; dest = get_trans_travel_dest(waypoints[i], false, true); snprintf(choice, sizeof choice, "(%d) %-8s", i, dest.c_str()); line += choice; if (!(++count % 5)) { mpr(line.c_str()); line = ""; } } if (line.length()) mpr(line.c_str()); } unsigned char TravelCache::is_waypoint(const level_pos &lp) const { for (int i = 0; i < TRAVEL_WAYPOINT_COUNT; ++i) if (lp == waypoints[i]) return '0' + i; return 0; } void TravelCache::update_waypoints() const { level_pos lp; lp.id = level_id::current(); memset(curr_waypoints, 0, sizeof curr_waypoints); for (lp.pos.x = 1; lp.pos.x < GXM; ++lp.pos.x) for (lp.pos.y = 1; lp.pos.y < GYM; ++lp.pos.y) { unsigned char wpc = is_waypoint(lp); if (wpc) curr_waypoints[lp.pos.x][lp.pos.y] = wpc; } } void TravelCache::delete_waypoint() { if (!get_waypoint_count()) return; while (get_waypoint_count()) { mesclr(); mpr("Existing waypoints:"); list_waypoints(); mpr("Delete which waypoint? (* - delete all, Esc - exit) ", MSGCH_PROMPT); int key = getch(); if (key >= '0' && key <= '9') { key -= '0'; if (waypoints[key].is_valid()) { waypoints[key].clear(); update_waypoints(); continue; } } else if (key == '*') { for (int i = 0; i < TRAVEL_WAYPOINT_COUNT; ++i) waypoints[i].clear(); update_waypoints(); break; } canned_msg(MSG_OK); return; } mesclr(); mpr("All waypoints deleted. Have a nice day!"); } void TravelCache::add_waypoint(int x, int y) { if (!can_travel_interlevel()) { mpr("Sorry, you can't set a waypoint here."); return; } mesclr(); const bool waypoints_exist = get_waypoint_count(); if (waypoints_exist) { mpr("Existing waypoints:"); list_waypoints(); } mprf(MSGCH_PROMPT, "Assign waypoint to what number? (0-9%s) ", waypoints_exist? ", D - delete waypoint" : ""); int keyin = tolower(get_ch()); if (waypoints_exist && keyin == 'd') { delete_waypoint(); return; } if (keyin < '0' || keyin > '9') { canned_msg(MSG_OK); return; } int waynum = keyin - '0'; coord_def pos(x,y); if (x == -1 || y == -1) pos = you.pos(); const level_id &lid = level_id::current(); const bool overwrite = waypoints[waynum].is_valid(); std::string old_dest = overwrite ? get_trans_travel_dest(waypoints[waynum], false, true) : ""; level_id old_lid = (overwrite ? waypoints[waynum].id : lid); waypoints[waynum].id = lid; waypoints[waynum].pos = pos; std::string new_dest = get_trans_travel_dest(waypoints[waynum], false, true); mesclr(); if (overwrite) { if (lid == old_lid) // same level mprf("Waypoint %d re-assigned to your current position.", waynum); else { mprf("Waypoint %d re-assigned from %s to %s.", waynum, old_dest.c_str(), new_dest.c_str()); } } else mprf("Waypoint %d assigned to %s.", waynum, new_dest.c_str()); update_waypoints(); } int TravelCache::get_waypoint_count() const { int count = 0; for (int i = 0; i < TRAVEL_WAYPOINT_COUNT; ++i) if (waypoints[i].is_valid()) count++; return count; } void TravelCache::clear_distances() { std::map::iterator i = levels.begin(); for ( ; i != levels.end(); ++i) i->second.clear_distances(); } bool TravelCache::is_known_branch(unsigned char branch) const { std::map::const_iterator i = levels.begin(); for ( ; i != levels.end(); ++i) if (i->second.is_known_branch(branch)) return (true); return (false); } void TravelCache::save(writer& outf) const { // Travel cache version information marshallByte(outf, TC_MAJOR_VERSION); marshallByte(outf, TC_MINOR_VERSION); int level_count = 0; for (travel_levels_map::const_iterator i = levels.begin(); i != levels.end(); ++i) { if (i->first.level_type == LEVEL_DUNGEON) ++level_count; } // Write level count: marshallShort(outf, level_count); // Save all the LEVEL_DUNGEON levels we have std::map::const_iterator i = levels.begin(); for ( ; i != levels.end(); ++i) { // LevelInfos will also be created for levels in the Abyss and // Pandemonium, but they shouldn't be saved because the // information in them is useless. if (i->first.level_type != LEVEL_DUNGEON) continue; i->first.save(outf); i->second.save(outf); } for (int wp = 0; wp < TRAVEL_WAYPOINT_COUNT; ++wp) waypoints[wp].save(outf); } void TravelCache::load(reader& inf, char minorVersion) { levels.clear(); // Check version. If not compatible, we just ignore the file altogether. unsigned char major = unmarshallByte(inf), minor = unmarshallByte(inf); if (major != TC_MAJOR_VERSION || minor != TC_MINOR_VERSION) return ; int level_count = unmarshallShort(inf); for (int i = 0; i < level_count; ++i) { level_id id; id.load(inf); LevelInfo linfo; // Must set id before load, or travel_hell_entry will not be // correctly set. linfo.id = id; linfo.load(inf, minorVersion); levels[id] = linfo; } for (int wp = 0; wp < TRAVEL_WAYPOINT_COUNT; ++wp) waypoints[wp].load(inf); fixup_levels(); } void TravelCache::set_level_excludes() { if (can_travel_interlevel()) get_level_info(level_id::current()).set_level_excludes(); } void TravelCache::update() { if (can_travel_interlevel()) get_level_info(level_id::current()).update(); } void TravelCache::fixup_levels() { std::map::iterator i = levels.begin(); for ( ; i != levels.end(); ++i) i->second.fixup(); } bool can_travel_to(const level_id &id) { return (id.level_type == LEVEL_DUNGEON && can_travel_interlevel() || id.level_type == you.level_type && player_in_mappable_area()); } bool can_travel_interlevel() { return (you.level_type == LEVEL_DUNGEON); } ///////////////////////////////////////////////////////////////////////////// // Shift-running and resting. runrest::runrest() : runmode(0), mp(0), hp(0), pos(0,0) { } // Initialise is only called for resting/shift-running. We should eventually // include travel and wrap it all in. void runrest::initialise(int dir, int mode) { // Note HP and MP for reference. hp = you.hp; mp = you.magic_points; if (dir == RDIR_REST) { pos.reset(); runmode = mode; } else { ASSERT( dir >= 0 && dir <= 7 ); pos = Compass[dir]; runmode = mode; // Get the compass point to the left/right of intended travel: const int left = (dir - 1 < 0) ? 7 : (dir - 1); const int right = (dir + 1 > 7) ? 0 : (dir + 1); // Record the direction and starting tile type for later reference: set_run_check( 0, left ); set_run_check( 1, dir ); set_run_check( 2, right ); } if (runmode == RMODE_REST_DURATION) start_delay(DELAY_REST, 1); else start_delay(DELAY_RUN, 1); } runrest::operator int () const { return (runmode); } const runrest &runrest::operator = (int newrunmode) { runmode = newrunmode; return (*this); } static dungeon_feature_type _base_feat_type( dungeon_feature_type grid ) { // Don't stop for undiscovered traps: if ((grid >= DNGN_FLOOR_MIN && grid <= DNGN_FLOOR_MAX) || grid == DNGN_UNDISCOVERED_TRAP) { return (DNGN_FLOOR); } // Merge walls and secret doors. if (feat_is_wall(grid) || grid == DNGN_SECRET_DOOR) return (DNGN_ROCK_WALL); return (grid); } void runrest::set_run_check(int index, int dir) { run_check[index].delta = Compass[dir]; const coord_def targ = you.pos() + Compass[dir]; run_check[index].grid = _base_feat_type( grd(targ) ); } bool runrest::check_stop_running() { if (runmode > 0 && runmode != RMODE_START && run_grids_changed()) { stop(); return (true); } return (false); } // This function creates "equivalence classes" so that undiscovered // traps and secret doors aren't running stopping points. bool runrest::run_grids_changed() const { if (env.cgrid(you.pos() + pos) != EMPTY_CLOUD) return (true); monsters * mon = monster_at(you.pos() + pos); if (mon && !fedhas_passthrough(mon)) return (true); for (int i = 0; i < 3; i++) { const coord_def targ = you.pos() + run_check[i].delta; const dungeon_feature_type targ_grid = _base_feat_type(grd(targ)); if (run_check[i].grid != targ_grid) return (true); } return (false); } void runrest::stop() { bool need_redraw = (runmode > 0 || runmode < 0 && Options.travel_delay == -1); _userdef_run_stoprunning_hook(); runmode = RMODE_NOT_RUNNING; // Kill the delay; this is fine because it's not possible to stack // run/rest/travel on top of other delays. stop_delay(); if (need_redraw) viewwindow(false, true); _reset_zigzag_info(); } bool runrest::is_rest() const { return (runmode > 0 && pos.origin()); } bool runrest::is_explore() const { return (runmode == RMODE_EXPLORE || runmode == RMODE_EXPLORE_GREEDY); } bool runrest::is_any_travel() const { switch (runmode) { case RMODE_INTERLEVEL: case RMODE_EXPLORE_GREEDY: case RMODE_EXPLORE: case RMODE_TRAVEL: return (true); default: return (false); } } void runrest::rest() { // stop_running() Lua hooks will never see rest stops. if (runmode > 0) --runmode; } void runrest::clear() { runmode = RMODE_NOT_RUNNING; pos.reset(); mp = hp = 0; _reset_zigzag_info(); } ///////////////////////////////////////////////////////////////////////////// // explore_discoveries explore_discoveries::explore_discoveries() : es_flags(0), current_level(NULL), items(), stairs(), portals(), shops(), altars() { } std::string explore_discoveries::cleaned_feature_description( const coord_def &pos) const { std::string s = lowercase_first(feature_description(pos)); if (s.length() && s[s.length() - 1] == '.') s.erase(s.length() - 1); if (s.find("a ") != std::string::npos) s = s.substr(2); else if (s.find("an ") != std::string::npos) s = s.substr(3); return (s); } bool explore_discoveries::merge_feature( std::vector< explore_discoveries::named_thing > &v, const explore_discoveries::named_thing &feat) const { for (int i = 0, size = v.size(); i < size; ++i) if (feat == v[i]) { ++v[i].thing; return (true); } return (false); } void explore_discoveries::found_feature(const coord_def &pos, dungeon_feature_type feat) { if (feat == DNGN_ENTER_SHOP && ES_shop) { shops.push_back(named_thing( shop_name(pos), feat)); es_flags |= ES_SHOP; } else if (feat_is_stair(feat) && ES_stair) { const named_thing stair(cleaned_feature_description(pos), 1); add_stair(stair); es_flags |= ES_STAIR; } else if (feat_is_portal(feat) && ES_portal) { const named_thing portal(cleaned_feature_description(pos), 1); add_stair(portal); es_flags |= ES_PORTAL; } else if (feat_is_altar(feat) && ES_altar && !player_in_branch(BRANCH_ECUMENICAL_TEMPLE)) { const named_thing altar(cleaned_feature_description(pos), 1); if (!merge_feature(altars, altar)) altars.push_back(altar); es_flags |= ES_ALTAR; } // Would checking for a makrer for all discovered cells slow things // down too much? else if (feat_is_statue_or_idol(feat)) { const std::string feat_stop_msg = env.markers.property_at(pos, MAT_ANY, "stop_explore_msg"); if (!feat_stop_msg.empty()) { marker_msgs.push_back(feat_stop_msg); return; } const std::string feat_stop = env.markers.property_at(pos, MAT_ANY, "stop_explore"); if (!feat_stop.empty()) { std::string desc = lowercase_first(feature_description(pos)); marked_feats.push_back(desc); return; } } } void explore_discoveries::add_stair( const explore_discoveries::named_thing &stair) { if (merge_feature(stairs, stair) || merge_feature(portals, stair)) return; // Hackadelic if (stair.name.find("stair") != std::string::npos) stairs.push_back(stair); else portals.push_back(stair); } void explore_discoveries::add_item(const item_def &i) { item_def copy = i; copy.quantity = 1; const std::string cname = copy.name(DESC_PLAIN); // Try to find something to stack it with, stacking by name. for (int j = 0, size = items.size(); j < size; ++j) { const int orig_quantity = items[j].thing.quantity; items[j].thing.quantity = 1; if (cname == items[j].thing.name(DESC_PLAIN)) { items[j].thing.quantity = orig_quantity + i.quantity; items[j].name = items[j].thing.name(DESC_NOCAP_A, false, false, true, !is_stackable_item(i)); return; } items[j].thing.quantity = orig_quantity; } items.push_back( named_thing(get_menu_colour_prefix_tags(i, DESC_NOCAP_A), i) ); // First item of this type? // XXX: Only works when travelling. tutorial_first_item(i); } void explore_discoveries::found_item(const coord_def &pos, const item_def &i) { if (you.running == RMODE_EXPLORE_GREEDY) { // The things we need to do... if (!current_level) current_level = StashTrack.find_current_level(); if (current_level) { const bool greed_inducing = _is_greed_inducing_square(current_level, pos); if (greed_inducing && (Options.explore_stop & ES_GREEDY_ITEM)) ; // Stop for this conditions else if (!greed_inducing && ((Options.explore_stop & ES_ITEM) || ((Options.explore_stop & ES_GLOWING_ITEM) && (i.flags & ISFLAG_COSMETIC_MASK)) || ((Options.explore_stop & ES_ARTEFACT) && (i.flags & ISFLAG_ARTEFACT_MASK)) || ((Options.explore_stop & ES_RUNE) && is_rune(i)) )) { ; // More conditions to stop for } else return; // No conditions met, don't stop for this item } } // if (you.running == RMODE_EXPLORE_GREEDY) add_item(i); // MATT es_flags |= (you.running == RMODE_EXPLORE_GREEDY) ? ES_GREEDY_PICKUP_MASK : ES_NONE; } // Expensive O(n^2) duplicate search, but we can live with that. template bool explore_discoveries::has_duplicates( citer begin, citer end) const { for (citer s = begin; s != end; ++s) for (citer z = s + 1; z != end; ++z) { if (*s == *z) return (true); } return (false); } template void explore_discoveries::say_any( const C &coll, const char *stub) const { if (coll.empty()) return; if (has_duplicates(coll.begin(), coll.end())) { mprf(stub, number_in_words(coll.size()).c_str()); return; } const std::string message = "Found " + comma_separated_line(coll.begin(), coll.end()) + "."; if ((int) message.length() >= get_number_of_cols()) mprf(stub, number_in_words(coll.size()).c_str()); else mprf("%s", message.c_str()); } std::vector explore_discoveries::apply_quantities( const std::vector< named_thing > &v) const { static const char *feature_plural_qualifiers[] = { " leading ", " back to ", " to ", " of ", " in ", NULL }; std::vector things; for (int i = 0, size = v.size(); i < size; ++i) { const named_thing &nt = v[i]; if (nt.thing == 1) things.push_back(article_a(nt.name)); else { things.push_back(number_in_words(nt.thing) + " " + pluralise(nt.name, feature_plural_qualifiers)); } } return (things); } bool explore_discoveries::prompt_stop() const { const bool marker_stop = !marker_msgs.empty() || !marked_feats.empty(); for (unsigned int i = 0; i < marker_msgs.size(); i++) mprf("%s", marker_msgs[i].c_str()); for (unsigned int i = 0; i < marked_feats.size(); i++) mprf("Found %s", marked_feats[i].c_str()); if (!es_flags) return (marker_stop); say_any(items, "Found %s items."); say_any(shops, "Found %s shops."); say_any(apply_quantities(altars), "Found %s altars."); say_any(apply_quantities(portals), "Found %s gates."); say_any(apply_quantities(stairs), "Found %s stairs."); return ((Options.explore_stop_prompt & es_flags) != es_flags || marker_stop || prompt_stop_explore(es_flags)); }