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/**
* @file
* @brief Records location of stairs etc
**/
#include "AppHdr.h"
#include "dgn-overview.h"
#include <algorithm>
#include <cstdio>
#include <cstdlib>
#include <cstring>
#include "branch.h"
#include "command.h"
#include "describe.h"
#include "env.h"
#include "feature.h"
#include "files.h"
#include "libutil.h"
#include "macro.h"
#include "menu.h"
#include "message.h"
#include "options.h"
#include "prompt.h"
#include "religion.h"
#include "scroller.h"
#include "stairs.h"
#include "store.h" //for level_id()
#include "stringutil.h"
#include "tag-version.h"
#include "terrain.h"
#include "travel.h"
#include "unicode.h"
#include "zot.h"
enum annotation_menu_commands
{
// Annotate one level up
ID_UP = -99,
// Annotate the dungeon floor the player character is currently on
ID_HERE = -100,
// Annotate one level down
ID_DOWN = -101,
// Cancel the whole thing
ID_CANCEL = -102,
};
typedef map<branch_type, set<level_id> > stair_map_type;
typedef map<level_pos, shop_type> shop_map_type;
typedef map<level_pos, god_type> altar_map_type;
typedef map<level_pos, branch_type> portal_map_type;
typedef map<level_pos, string> portal_note_map_type;
typedef map<level_id, string> annotation_map_type;
typedef pair<string, level_id> monster_annotation;
stair_map_type stair_level;
shop_map_type shops_present;
altar_map_type altars_present;
portal_map_type portals_present;
portal_note_map_type portal_notes;
annotation_map_type level_annotations;
annotation_map_type level_exclusions;
annotation_map_type level_uniques;
// FIXME: this should really be a multiset, in case you get multiple
// ghosts with the same name, combo, and XL on the same level.
set<monster_annotation> auto_unique_annotations;
static void _seen_altar(god_type god, const coord_def& pos);
static void _seen_staircase(const coord_def& pos);
static void _seen_shop(const coord_def& pos);
static void _seen_portal(dungeon_feature_type feat, const coord_def& pos);
static void _process_command(const char keypress);
static string _get_branches(bool display);
static string _get_altars(bool display);
static string _get_shops(bool display);
static string _get_portals();
static string _get_notes(bool display);
static string _print_altars_for_gods(const vector<god_type>& gods,
bool print_unseen, bool display);
static const string _get_coloured_level_annotation(level_id li);
void overview_clear()
{
stair_level.clear();
shops_present.clear();
altars_present.clear();
portals_present.clear();
portal_notes.clear();
level_annotations.clear();
level_exclusions.clear();
level_uniques.clear();
auto_unique_annotations.clear();
}
void seen_notable_thing(dungeon_feature_type which_thing, const coord_def& pos)
{
// Don't record in temporary terrain
if (!player_in_connected_branch())
return;
const god_type god = feat_altar_god(which_thing);
if (god != GOD_NO_GOD)
_seen_altar(god, pos);
else if (which_thing != DNGN_ENTER_HELL
&& feat_is_branch_entrance(which_thing))
{
_seen_staircase(pos);
}
else if (which_thing == DNGN_ENTER_SHOP)
_seen_shop(pos);
else if (feat_is_gate(which_thing)) // overinclusive
_seen_portal(which_thing, pos);
}
bool move_notable_thing(const coord_def& orig, const coord_def& dest)
{
ASSERT_IN_BOUNDS(orig);
ASSERT_IN_BOUNDS(dest);
ASSERT(orig != dest);
ASSERT(!is_notable_terrain(env.grid(dest)));
if (!is_notable_terrain(env.grid(orig)))
return false;
level_pos pos1(level_id::current(), orig);
level_pos pos2(level_id::current(), dest);
if (shops_present.count(pos1))
shops_present[pos2] = shops_present[pos1];
if (altars_present.count(pos1))
altars_present[pos2] = altars_present[pos1];
if (portals_present.count(pos1))
portals_present[pos2] = portals_present[pos1];
if (portal_notes.count(pos1))
portal_notes[pos2] = portal_notes[pos1];
unnotice_feature(pos1);
return true;
}
static string coloured_branch(branch_type br)
{
if (br < 0 || br >= NUM_BRANCHES)
return "<lightred>Buggy buglands</lightred>";
return make_stringf("<yellow>%s</yellow>", branches[br].shortname);
}
static string shoptype_to_string(shop_type s)
{
switch (s)
{
case SHOP_WEAPON: return "<w>(</w>";
case SHOP_WEAPON_ANTIQUE: return "<yellow>(</yellow>";
case SHOP_ARMOUR: return "<w>[</w>";
case SHOP_ARMOUR_ANTIQUE: return "<yellow>[</yellow>";
case SHOP_GENERAL: return "<w>*</w>";
case SHOP_GENERAL_ANTIQUE: return "<yellow>*</yellow>";
case SHOP_JEWELLERY: return "<w>=</w>";
case SHOP_BOOK: return "<w>:</w>";
case SHOP_DISTILLERY: return "<w>!</w>";
case SHOP_SCROLL: return "<w>?</w>";
default: return "<w>x</w>";
}
}
bool overview_knows_portal(branch_type portal)
{
for (const auto &entry : portals_present)
if (entry.second == portal)
return true;
return false;
}
// Ever used only for Pan, Abyss and Hell.
int overview_knows_num_portals(dungeon_feature_type portal)
{
int num = 0;
for (const auto &entry : portals_present)
{
if (branches[entry.second].entry_stairs == portal)
num++;
}
return num;
}
static string _portals_description_string()
{
string disp;
level_id last_id;
for (branch_iterator it; it; ++it)
{
last_id.depth = 10000;
for (const auto &entry : portals_present)
{
// one line per region should be enough, they're all of the form
// Branch:XX.
if (entry.second == it->id)
{
if (last_id.depth == 10000)
disp += coloured_branch(entry.second)+ ":";
if (entry.first.id == last_id)
disp += '*';
else
{
disp += ' ';
disp += entry.first.id.describe(false, true);
}
last_id = entry.first.id;
// Portals notes (Trove price).
const string note = portal_notes[entry.first];
if (!note.empty())
disp += " (" + note + ")";
}
}
if (last_id.depth != 10000)
disp += "\n";
}
return disp;
}
// display: format for in-game display; !display: format for dump
string overview_description_string(bool display)
{
string disp;
disp += " <white>Dungeon Overview and Level Annotations</white>\n" ;
disp += _get_branches(display);
disp += _get_altars(display);
disp += _get_shops(display);
disp += _get_portals();
disp += _get_notes(display);
return disp.substr(0, disp.find_last_not_of('\n')+1);
}
// XX unify with other pad code
static string _pad_cs(string colour_string, size_t width)
{
const size_t buf_size
= formatted_string::parse_string(colour_string).tostring().size();
const int spaces = buf_size > width ? 0 : width - buf_size;
return colour_string + string(spaces, ' ');
}
// iterate through every dungeon branch, listing the ones which have been found
static string _get_seen_branches(bool display)
{
string disp;
disp += "\n<green>Branches:</green>";
if (display)
{
disp += " (press <white>G</white> to reach them and "
"<white>?/b</white> for more information)";
}
disp += "\n";
bool zot_clock_shown = false;
vector<string> cells;
for (branch_iterator it; it; ++it)
{
const branch_type branch = it->id;
if (branch == BRANCH_ZIGGURAT)
continue;
if (branch == root_branch
|| stair_level.count(branch))
{
// having an entry for branch that is an empty set means a branch
// that no longer has any stairs.
level_id lid(branch, 0);
lid = find_deepest_explored(lid);
const int bzot = bezotting_level_in(branch);
const bool show_zot = lid.depth > 0 && !zot_immune()
&& (Options.always_show_zot
|| you.has_mutation(MUT_SHORT_LIFESPAN)
|| bzot > 0); // 1000 turns for non-Meteorae
string entry_desc;
for (auto lvl : stair_level[branch])
entry_desc += " " + lvl.describe(false, true);
// "D" is a little too short here
// XX "Gauntlet" is too long
const char *brname = branch == BRANCH_DUNGEON
? it->shortname : it->abbrevname;
if (entry_desc.size() == 0 && branch != BRANCH_DUNGEON
&& you.where_are_you != branch)
{
// previously visited portal branches
cells.push_back(make_stringf(
"<yellow>%7s</yellow> <darkgrey>(visited)</darkgrey>",
brname));
}
else
{
string zclock_desc;
if (show_zot)
{
const int zturns = turns_until_zot_in(branch);
zot_clock_shown = true;
const char *zcol =
// 3k is somewhat arbitrary, but looks better to
// mostly gray this out for non-meteorae chars
// with always_show_zot on:
bzot == 0 && zturns > 3000 ? "darkgrey"
: bzot == 0 ? "lightgray"
: bzot <= 1 ? "yellow"
: bzot == 2 ? "red"
: "lightmagenta";
zclock_desc = make_stringf(" Zot: <%s>%d</%s>",
zcol, zturns, zcol);
}
const string main_desc = make_stringf(
"<yellow>%*s</yellow> <darkgrey>(%d/%d)</darkgrey>%s",
7,
brname, lid.depth, brdepth[branch],
entry_desc.c_str());
cells.push_back(_pad_cs(main_desc, 22) + zclock_desc);
}
}
}
// is it too confusing to have two columnizations? But try as I might, the
// zot clock info just can't be crammed into 3 cols.
const int cols = zot_clock_shown ? 2 : 3;
const size_t width = 79 / cols;
int num_printed_branches = 0;
for (auto &cell : cells)
{
// how do we not yet have generic code for doing this
num_printed_branches++;
disp += _pad_cs(cell, width);
if (num_printed_branches % cols == 0)
disp += "\n";
}
if (num_printed_branches % cols != 0)
disp += "\n";
return disp;
}
static string _get_unseen_branches()
{
int num_printed_branches = 0;
char buffer[100];
string disp;
for (branch_iterator it; it; ++it)
{
if (it->id < BRANCH_FIRST_NON_DUNGEON)
continue;
const branch_type branch = it->id;
if (!connected_branch_can_exist(branch))
continue;
if (branch == BRANCH_VESTIBULE || !is_connected_branch(branch))
continue;
if (branch_is_unfinished(branch))
continue;
if (!stair_level.count(branch))
{
const branch_type parent = it->parent_branch;
// Root branches.
if (parent == NUM_BRANCHES)
continue;
level_id lid(parent, 0);
lid = find_deepest_explored(lid);
if (lid.depth >= it->mindepth)
{
if (it->mindepth != it->maxdepth)
{
snprintf(buffer, sizeof buffer,
"<darkgrey>%6s: %s:%d-%d</darkgrey>",
it->abbrevname,
branches[parent].abbrevname,
it->mindepth,
it->maxdepth);
}
else
{
snprintf(buffer, sizeof buffer,
"<darkgrey>%6s: %s:%d</darkgrey>",
it->abbrevname,
branches[parent].abbrevname,
it->mindepth);
}
disp += buffer;
num_printed_branches++;
disp += (num_printed_branches % 4) == 0
? "\n"
// Each branch entry takes up 20 spaces
: string(20 + 21 - strlen(buffer), ' ');
}
}
}
if (num_printed_branches % 4 != 0)
disp += "\n";
return disp;
}
static string _get_branches(bool display)
{
return _get_seen_branches(display) + _get_unseen_branches();
}
// iterate through every god and display their altar's discovery state by colour
static string _get_altars(bool display)
{
// Just wastes space for demigods.
if (you.has_mutation(MUT_FORLORN))
return "";
string disp;
disp += "\n<green>Altars:</green>";
if (display)
{
disp += " (press <white>_</white> to reach them and "
"<white>?/g</white> for information about gods)";
}
disp += "\n";
disp += _print_altars_for_gods(temple_god_list(), true, display);
disp += _print_altars_for_gods(nontemple_god_list(), false, display);
return disp;
}
// Loops through gods, printing their altar status by colour.
static string _print_altars_for_gods(const vector<god_type>& gods,
bool print_unseen, bool display)
{
string disp;
char buffer[100];
int num_printed = 0;
char const *colour;
const int columns = 4;
for (const god_type god : gods)
{
if (!player_can_join_god(god, false))
continue;
// for each god, look through the notable altars list for a match
bool has_altar_been_seen = false;
for (const auto &entry : altars_present)
{
if (entry.second == god)
{
has_altar_been_seen = true;
break;
}
}
// If dumping, only laundry list the seen gods
if (!display)
{
if (has_altar_been_seen)
disp += uppercase_first(god_name(god, false)) + "\n";
continue;
}
colour = "darkgrey";
if (has_altar_been_seen)
colour = "white";
// Good gods don't inflict penance unless they hate your god.
if (player_under_penance(god)
&& (xp_penance(god) || active_penance(god)))
{
colour = (you.penance[god] > 10) ? "red" : "lightred";
}
// Indicate good gods that you've abandoned, though.
else if (player_under_penance(god))
colour = "magenta";
else if (you_worship(god))
colour = "yellow";
else if (god_likes_your_god(god) && has_altar_been_seen)
colour = "brown";
if (!print_unseen && !strcmp(colour, "darkgrey"))
continue;
if (is_unavailable_god(god))
colour = "darkgrey";
string disp_name = uppercase_first(god_name(god, false));
if (god == GOD_GOZAG && !you_worship(GOD_GOZAG))
disp_name += make_stringf(" ($%d)", gozag_service_fee());
snprintf(buffer, sizeof buffer, "<%s>%s</%s>",
colour, disp_name.c_str(), colour);
disp += buffer;
num_printed++;
if (num_printed % columns == 0)
disp += "\n";
else
// manually aligning the god columns: ten spaces between columns
switch (num_printed % columns)
{
case 1: disp += string(19 - strwidth(disp_name), ' ');
break;
case 2: disp += string(23 - strwidth(disp_name), ' ');
break;
case 3: disp += string(20 - strwidth(disp_name), ' ');
break;
}
}
if (num_printed > 0 && num_printed % columns != 0)
disp += "\n";
return disp;
}
// iterate through all discovered shops, printing what level they are on.
static string _get_shops(bool display)
{
string disp;
level_id last_id;
if (!shops_present.empty())
{
disp +="\n<green>Shops:</green>";
if (display)
disp += " (press <white>$</white> to reach them - yellow denotes antique shop)";
disp += "\n";
}
last_id.depth = 10000;
// There are at most 5 shops per level, plus up to 8 chars for the
// level name, plus 4 for the spacing (3 as padding + 1 separating
// items from level). That makes a total of 17 characters per shop:
// 1...5....0....5..
// "D:8 * Vaults:2 **([+ D:24 +";
const int maxcolumn = 79 - 17;
int column_count = 0;
for (const auto &entry : shops_present)
{
if (entry.first.id != last_id)
{
const bool existing = you.level_visited(entry.first.id);
if (column_count > maxcolumn)
{
disp += "\n";
column_count = 0;
}
else if (column_count != 0)
{
disp += " ";
column_count += 3;
}
disp += existing ? "<lightgrey>" : "<darkgrey>";
const string loc = entry.first.id.describe(false, true);
disp += loc;
column_count += strwidth(loc);
disp += " ";
disp += existing ? "</lightgrey>" : "</darkgrey>";
column_count += 1;
last_id = entry.first.id;
}
disp += shoptype_to_string(entry.second);
++column_count;
}
if (!shops_present.empty())
disp += "\n";
return disp;
}
// Loop through found portals and display them
static string _get_portals()
{
string disp;
if (!portals_present.empty())
disp += "\n<green>Portals:</green>\n";
disp += _portals_description_string();
return disp;
}
// Loop through each branch, printing stored notes.
static string _get_notes(bool display)
{
string disp;
for (branch_iterator it; it; ++it)
for (int d = 1; d <= brdepth[it->id]; ++d)
{
level_id i(it->id, d);
if (!get_level_annotation(i).empty())
disp += _get_coloured_level_annotation(i) + "\n";
}
if (disp.empty())
return disp;
if (display)
return "\n<green>Annotations:</green> (press <white>!</white> to add a new annotation)\n" + disp;
return "\n<green>Annotations:</green>\n" + disp;
}
template <typename Z, typename Key>
static inline bool _find_erase(Z &map, const Key &k)
{
if (map.count(k))
{
map.erase(k);
return true;
}
return false;
}
static bool _unnotice_portal(const level_pos &pos)
{
(void) _find_erase(portal_notes, pos);
return _find_erase(portals_present, pos);
}
static bool _unnotice_altar(const level_pos &pos)
{
return _find_erase(altars_present, pos);
}
static bool _unnotice_shop(const level_pos &pos)
{
return _find_erase(shops_present, pos);
}
static bool _unnotice_stair(const level_pos &pos)
{
const dungeon_feature_type feat = env.grid(pos.pos);
if (feat == DNGN_ENTER_HELL || !feat_is_branch_entrance(feat))
return false;
for (branch_iterator it; it; ++it)
if (it->entry_stairs == feat)
{
const branch_type br = it->id;
if (stair_level.count(br))
{
stair_level[br].erase(level_id::current());
if (stair_level[br].empty())
stair_level.erase(br);
return true;
}
}
return false;
}
bool unnotice_feature(const level_pos &pos)
{
StashTrack.remove_shop(pos);
shopping_list.forget_pos(pos);
return _unnotice_portal(pos)
|| _unnotice_altar(pos)
|| _unnotice_shop(pos)
|| _unnotice_stair(pos);
}
class dgn_overview : public formatted_scroller
{
public:
dgn_overview(const string& text = "") : formatted_scroller(FS_PREWRAPPED_TEXT, text) {};
protected:
maybe_bool process_key(int ch) override
{
// We handle these after exiting dungeon overview window
// to prevent menus from stacking on top of each other.
if (ch == 'G' || ch == '_' || ch == '$' || ch =='!')
return false;
else
return formatted_scroller::process_key(ch);
}
};
void display_overview()
{
string disp = overview_description_string(true);
linebreak_string(disp, 80);
dgn_overview overview(disp);
_process_command(overview.show());
}
static void _process_command(const char keypress)
{
switch (keypress)
{
case 'G':
do_interlevel_travel();
return;
case '_':
if (!altars_present.empty())
{
// XX fix this
macro_sendkeys_end_add_expanded('_');
do_interlevel_travel();
}
else
mpr("Sorry, you haven't seen any altar yet.");
return;
case '$':
if (!shops_present.empty())
StashTrack.search_stashes("shop");
else
mpr("Sorry, you haven't seen any shop yet.");
return;
case '!':
do_annotate();
return;
default:
return;
}
}
static void _seen_staircase(const coord_def& pos)
{
// Only handles stairs, not gates or arches
// Don't worry about:
// - stairs returning to dungeon - predictable
// - entrances to the hells - always in vestibule
// If the branch has already been entered, then the new entry is obviously
// a mimic, don't add it.
const branch_type branch = get_branch_at(pos);
if (!branch_entered(branch))
stair_level[branch].insert(level_id::current());
}
// If player has seen an altar; record it.
static void _seen_altar(god_type god, const coord_def& pos)
{
// Can't record in Abyss or Pan.
if (!player_in_connected_branch())
return;
level_pos where(level_id::current(), pos);
altars_present[where] = god;
}
static void _seen_shop(const coord_def& pos)
{
shops_present[level_pos(level_id::current(), pos)] = shop_at(pos)->type;
}
static void _seen_portal(dungeon_feature_type which_thing, const coord_def& pos)
{
if (feat_is_portal_entrance(which_thing)
|| which_thing == DNGN_ENTER_ABYSS
|| which_thing == DNGN_ENTER_PANDEMONIUM
|| which_thing == DNGN_ENTER_HELL)
{
level_pos where(level_id::current(), pos);
portals_present[where] = stair_destination(pos).branch;
portal_notes[where] =
env.markers.property_at(pos, MAT_ANY, "overview_note");
}
}
#define SEEN_RUNED_DOOR_KEY "num_runed_doors"
#define SEEN_TRANSPORTER_KEY "num_transporters"
// Get the env prop key we use to track discoveries of this feature.
static const char *_get_tracked_feature_key(dungeon_feature_type feat)
{
switch (feat)
{
case DNGN_RUNED_DOOR:
case DNGN_RUNED_CLEAR_DOOR:
return SEEN_RUNED_DOOR_KEY;
break;
case DNGN_TRANSPORTER:
return SEEN_TRANSPORTER_KEY;
break;
default:
die("Unknown tracked feature: %s", get_feature_def(feat).name);
return nullptr;
}
}
/**
* Update the level annotations for a feature we track in travel cache.
*
* @param feat The type of feature we're updating.
* @param old_num The previous count of the feature, so we can determine
* whether we need to remove the annotation entirely.
**/
static void _update_tracked_feature_annot(dungeon_feature_type feat,
int old_num)
{
const level_id li = level_id::current();
const char *feat_key = _get_tracked_feature_key(feat);
const int new_num = env.properties[feat_key];
const char *feat_desc = get_feature_def(feat).name;
const string new_string = make_stringf("%d %s%s", new_num, feat_desc,
new_num == 1 ? "" : "s");
const string old_string = make_stringf("%d %s%s", old_num, feat_desc,
old_num == 1 ? "" : "s");
//TODO: regexes
if (old_num > 0 && new_num > 0)
{
level_annotations[li] = replace_all(level_annotations[li],
old_string, new_string);
}
else if (old_num == 0)
{
if (!level_annotations[li].empty())
level_annotations[li] += ", ";
level_annotations[li] += new_string;
}
else if (new_num == 0)
{
level_annotations[li] = replace_all(level_annotations[li],
old_string + ", ", "");
level_annotations[li] = replace_all(level_annotations[li],
old_string, "");
trim_string(level_annotations[li]);
strip_suffix(level_annotations[li], ",");
}
}
/**
* Update the count for a newly discovered feature whose discovery/exploration
* we track for travel cache purposes.
*
* @param feat The type of feature we've just seen.
**/
void seen_tracked_feature(dungeon_feature_type feat)
{
const char *feat_key = _get_tracked_feature_key(feat);
if (!env.properties.exists(feat_key))
env.properties[feat_key] = 0;
_update_tracked_feature_annot(feat, env.properties[feat_key].get_int()++);
}
/**
* Update the count for an explored feature whose discovery/exploration we track
* for travel cache purposes.
*
* @param feat The type of feature we've just explored.
**/
void explored_tracked_feature(dungeon_feature_type feat)
{
const char *feat_key = _get_tracked_feature_key(feat);
#if TAG_MAJOR_VERSION > 34
ASSERT(env.properties.exists(feat_key));
#endif
// Opening a runed door we haven't seen (because of door_vault, probably).
if (env.properties[feat_key].get_int() == 0)
return;
_update_tracked_feature_annot(feat, env.properties[feat_key].get_int()--);
}
void enter_branch(branch_type branch, level_id from)
{
// this will ensure that branch is in stair_level either way
// TODO: track stair levels for portal branches somehow?
if (stair_level[branch].size() > 1)
{
stair_level[branch].clear();
stair_level[branch].insert(from);
}
}
// Add an annotation on a level if we corrupt with Lugonu's ability
void mark_corrupted_level(level_id li)
{
if (!level_annotations[li].empty())
level_annotations[li] += ", ";
level_annotations[li] += "corrupted";
}
////////////////////////////////////////////////////////////////////////
static void _update_unique_annotation(level_id level)
{
string note = "";
string sep = ", ";
for (const auto &annot : auto_unique_annotations)
if (annot.first.find(',') != string::npos)
sep = "; ";
for (const auto &annot : auto_unique_annotations)
{
if (annot.second == level)
{
if (note.length() > 0)
note += sep;
note += annot.first;
}
}
if (note.empty())
level_uniques.erase(level);
else
level_uniques[level] = note;
}
static string unique_name(monster* mons)
{
string name = mons->name(DESC_PLAIN, true);
if (mons->type == MONS_PLAYER_GHOST)
name += ", " + short_ghost_description(mons, true);
else
{
if (strstr(name.c_str(), "Royal Jelly"))
name = "Royal Jelly";
if (strstr(name.c_str(), "Lernaean hydra"))
name = "Lernaean hydra";
if (strstr(name.c_str(), "Serpent of Hell"))
name = "Serpent of Hell";
if (strstr(name.c_str(), "Enchantress"))
name = "Enchantress";
if (strstr(name.c_str(), "Blorkula"))
name = "Blorkula the orcula";
}
return name;
}
void set_unique_annotation(monster* mons, const level_id level)
{
if (!mons_is_or_was_unique(*mons)
&& mons->type != MONS_PLAYER_GHOST
|| testbits(mons->flags, MF_SPECTRALISED)
|| mons->is_illusion()
|| mons->props.exists(NO_ANNOTATE_KEY)
&& mons->props[NO_ANNOTATE_KEY].get_bool())
{
return;
}
remove_unique_annotation(mons);
auto_unique_annotations.insert(make_pair(unique_name(mons), level));
_update_unique_annotation(level);
}
void remove_unique_annotation(monster* mons)
{
if (mons->is_illusion()) // Fake monsters don't clear real annotations
return;
set<level_id> affected_levels;
string name = unique_name(mons);
for (auto i = auto_unique_annotations.begin();
i != auto_unique_annotations.end();)
{
// Only remove player ghosts from the current level or that you can see
// (e.g. following you on stairs): there may be a different ghost with
// the same unique_name elsewhere.
if ((mons->type != MONS_PLAYER_GHOST
|| i->second == level_id::current()
|| you.can_see(*mons) && testbits(mons->flags, MF_TAKING_STAIRS))
&& i->first == name)
{
affected_levels.insert(i->second);
auto_unique_annotations.erase(i++);
}
else
++i;
}
for (auto lvl : affected_levels)
_update_unique_annotation(lvl);
}
void set_level_exclusion_annotation(string str, level_id li)
{
if (str.empty())
{
clear_level_exclusion_annotation(li);
return;
}
level_exclusions[li] = str;
}
void clear_level_exclusion_annotation(level_id li)
{
level_exclusions.erase(li);
}
string get_level_annotation(level_id li, bool skip_excl, bool skip_uniq,
bool use_colour, int colour)
{
string note = "";
if (string *ann = map_find(level_annotations, li))
note += use_colour ? colour_string(*ann, colour) : *ann;
if (!skip_excl)
if (string *excl = map_find(level_exclusions, li))
{
if (note.length() > 0)
note += ", ";
note += *excl;
}
if (!skip_uniq)
if (string *uniq = map_find(level_uniques, li))
{
if (note.length() > 0)
note += ", ";
note += *uniq;
}
return note;
}
static const string _get_coloured_level_annotation(level_id li)
{
string place = "<yellow>" + li.describe() + "</yellow>";
int col = level_annotation_has("!", li) ? LIGHTRED : WHITE;
return place + " " + get_level_annotation(li, false, false, true, col);
}
bool level_annotation_has(string find, level_id li)
{
string str = get_level_annotation(li);
return str.find(find) != string::npos;
}
void clear_level_annotations(level_id li)
{
level_annotations.erase(li);
// Abyss persists its denizens.
if (li == BRANCH_ABYSS)
return;
for (auto i = auto_unique_annotations.begin(), next = i;
i != auto_unique_annotations.end(); i = next)
{
next = i;
++next;
if (i->second == li)
auto_unique_annotations.erase(i);
}
level_uniques.erase(li);
}
void marshallUniqueAnnotations(writer& outf)
{
marshallShort(outf, auto_unique_annotations.size());
for (const auto &annot : auto_unique_annotations)
{
marshallString(outf, annot.first);
annot.second.save(outf);
}
}
void unmarshallUniqueAnnotations(reader& inf)
{
auto_unique_annotations.clear();
int num_notes = unmarshallShort(inf);
for (int i = 0; i < num_notes; ++i)
{
string name = unmarshallString(inf);
level_id level;
level.load(inf);
auto_unique_annotations.insert(make_pair(name, level));
}
}
/**
* Can the player encounter the given connected branch, given their
* knowledge of which have been seen so far?
* @param br A connected branch.
* @returns True if the branch can exist, false otherwise.
*/
bool connected_branch_can_exist(branch_type br)
{
if (br == BRANCH_SPIDER && stair_level.count(BRANCH_SNAKE)
|| br == BRANCH_SNAKE && stair_level.count(BRANCH_SPIDER)
|| br == BRANCH_SWAMP && stair_level.count(BRANCH_SHOALS)
|| br == BRANCH_SHOALS && stair_level.count(BRANCH_SWAMP))
{
return false;
}
return true;
}
/**
* Make the little overview
* (D) Dungeon (T) Temple (L) Lair etc.
* at most 4 branches on 1 line
*/
static void _show_dungeon_overview(vector<branch_type> brs)
{
clear_messages();
int linec = 0;
string line;
for (branch_type br : brs)
{
if (linec == 4)
{
linec = 0;
mpr(line);
line = "";
}
line += make_stringf("(%c) %-14s ",
branches[br].travel_shortcut,
branches[br].shortname);
++linec;
}
if (!line.empty())
mpr(line);
flush_prev_message();
return;
}
static int _prompt_annotate_branch(level_id lid)
{
// these 3 lines make a vector containing all shown branches.
vector<branch_type> brs;
for (branch_iterator it; it; ++it)
if (is_known_branch_id(it->id))
brs.push_back(it->id);
mprf(MSGCH_PROMPT, "Annotate which branch? (. - %s, ? - help, ! - show branch list)",
lid.describe(false, true).c_str());
while (true)
{
int keyin = get_ch();
if (ui::key_exits_popup(keyin, false))
return ID_CANCEL;
switch (keyin)
{
case '?':
show_annotate_help();
break;
case '!':
_show_dungeon_overview(brs);
break;
case '\n': case '\r': case '.':
return ID_HERE;
case '<':
return ID_UP;
case '>':
return ID_DOWN;
case CONTROL('P'):
{
const branch_type parent = parent_branch(lid.branch);
if (parent < NUM_BRANCHES)
return parent;
}
break;
default:
// Is this a branch hotkey?
for (branch_type br : brs)
{
if (toupper_safe(keyin) == branches[br].travel_shortcut)
return br;
}
// Otherwise cancel
return ID_CANCEL;
}
}
}
void do_annotate()
{
const level_id lid = level_id::current();
const int branch = _prompt_annotate_branch(lid);
if (branch < 0)
{
ASSERT(ID_CANCEL <= branch && branch <= ID_UP);
annotation_menu_commands a = static_cast<annotation_menu_commands>(branch);
switch (a)
{
case ID_CANCEL:
canned_msg(MSG_OK);
return;
case ID_HERE:
annotate_level(lid);
return;
case ID_UP:
// level_id() is the error value of find_up_level(lid)
if (find_up_level(lid) == level_id())
mpr("There is no level above you.");
else
annotate_level(find_up_level(lid));
return;
case ID_DOWN:
if (find_down_level(lid) == lid)
mpr("There is no level below you in this branch.");
else
annotate_level(find_down_level(lid));
return;
}
}
else
{
int depth;
const int max_depth = branches[branch].numlevels;
// Handle one-level branches by not prompting.
if (max_depth == 1)
depth = 1;
else
{
clear_messages();
const string prompt = make_stringf ("What level of %s? ",
branches[branch].longname);
depth = prompt_for_int(prompt.c_str(), true);
}
if (depth > 0 && depth <= max_depth)
{
const branch_type br = branch_type(branch);
annotate_level(level_id(br, depth));
}
else
mpr("That's not a valid depth.");
}
}
void annotate_level(level_id li)
{
const string old = get_level_annotation(li, true, true);
if (!old.empty())
{
mprf(MSGCH_PROMPT, "Current level annotation: <lightgrey>%s</lightgrey>",
old.c_str());
}
const string prompt = "New annotation for " + li.describe()
+ " (include '!' for warning): ";
char buf[77];
if (msgwin_get_line_autohist(prompt, buf, sizeof(buf), old))
canned_msg(MSG_OK);
else if (old == buf)
canned_msg(MSG_OK);
else if (*buf)
level_annotations[li] = string(buf);
else
{
mpr("Cleared annotation.");
level_annotations.erase(li);
}
}
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