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/**
* @file
* @brief Main entry point, event loop, and some initialization functions
**/
#include "AppHdr.h"
#include <algorithm>
#include <cerrno>
#include <cstdio>
#include <cstdlib>
#include <cstring>
#include <ctime>
#include <iostream>
#include <list>
#include <sstream>
#include <string>
#include <utility> // pair
#include <vector>
#include <fcntl.h>
#if defined(UNIX) || defined(TARGET_COMPILER_MINGW)
# include <unistd.h>
#endif
#ifndef TARGET_OS_WINDOWS
# include <langinfo.h>
#endif
#ifdef USE_UNIX_SIGNALS
#include <csignal>
#endif
#include "ability.h"
#include "abyss.h"
#include "act-iter.h"
#include "adjust.h"
#include "areas.h"
#include "arena.h"
#include "artefact.h"
#include "beam.h"
#include "branch.h"
#include "chardump.h"
#include "cio.h"
#include "cloud.h"
#include "clua.h"
#include "colour.h"
#include "command.h"
#include "coord.h"
#include "corpse.h"
#include "crash.h"
#include "database.h"
#include "dbg-scan.h"
#include "dbg-util.h"
#include "delay.h"
#include "describe-god.h"
#include "describe.h"
#ifdef DGL_SIMPLE_MESSAGING
#include "dgl-message.h"
#endif
#include "dgn-overview.h"
#include "directn.h"
#include "dlua.h"
#include "dungeon.h"
#include "end.h"
#include "env.h"
#include "tile-env.h"
#include "errors.h"
#include "evoke.h"
#include "fight.h"
#include "files.h"
#include "fineff.h"
#include "god-abil.h"
#include "god-companions.h"
#include "god-conduct.h"
#include "god-passive.h"
#include "god-prayer.h"
#include "hints.h"
#include "hiscores.h"
#include "initfile.h"
#include "invent.h"
#include "item-name.h"
#include "item-prop.h"
#include "items.h"
#include "item-use.h"
#include "jobs.h"
#include "known-items.h"
#include "level-state-type.h"
#include "libutil.h"
#include "lookup-help.h"
#include "luaterp.h"
#include "macro.h"
#include "makeitem.h"
#include "map-knowledge.h"
#include "mapmark.h"
#include "maps.h"
#include "message.h"
#include "misc.h"
#include "mon-abil.h"
#include "mon-act.h"
#include "mon-cast.h"
#include "mon-place.h"
#include "mon-transit.h"
#include "mon-util.h"
#include "mutation.h"
#include "movement.h"
#include "nearby-danger.h"
#include "notes.h"
#include "options.h"
#include "output.h"
#include "player.h"
#include "player-reacts.h"
#include "prompt.h"
#include "quiver.h"
#include "random.h"
#include "religion.h"
#include "shopping.h"
#include "shout.h"
#include "skills.h"
#include "species.h"
#include "spl-book.h"
#include "spl-cast.h"
#include "spl-clouds.h"
#include "spl-damage.h"
#include "spl-monench.h"
#include "spl-summoning.h"
#include "spl-transloc.h"
#include "spl-util.h"
#include "stairs.h"
#include "startup.h"
#include "stash.h"
#include "state.h"
#include "stringutil.h"
#include "tags.h"
#include "target.h"
#include "terrain.h"
#include "throw.h"
#ifdef USE_TILE
#include "rltiles/tiledef-dngn.h"
#endif
#include "tilepick.h"
#include "timed-effects.h"
#include "transform.h"
#include "traps.h"
#include "travel.h"
#include "uncancel.h"
#include "version.h"
#include "viewchar.h"
#include "viewgeom.h"
#include "view.h"
#include "viewmap.h"
#ifdef __ANDROID__
#include "syscalls.h"
#endif
#include "wiz-you.h" // FREEZE_TIME_KEY
#include "wizard.h" // handle_wizard_command() and enter_explore_mode()
#include "xom.h" // XOM_CLOUD_TRAIL_TYPE_KEY
#include "zot.h"
// ----------------------------------------------------------------------
// Globals whose construction/destruction order needs to be managed
// ----------------------------------------------------------------------
#ifdef DEBUG_GLOBALS
CLua clua;
CLua dlua;
#else
CLua clua(true);
CLua dlua(false); // Lua interpreter for the dungeon builder.
#endif
crawl_environment env; // Requires dlua.
crawl_tile_environment tile_env;
player you;
game_state crawl_state;
void world_reacts();
static key_recorder repeat_again_rec;
// Clockwise, around the compass from north (same order as run_dir_type)
const struct coord_def Compass[9] =
{
// kuln
{0, -1}, {1, -1}, {1, 0}, {1, 1},
// jbhy
{0, 1}, {-1, 1}, {-1, 0}, {-1, -1},
// .
{0, 0}
};
// Functions in main module
static void _launch_game_loop();
NORETURN static void _launch_game();
static void _do_berserk_no_combat_penalty();
static void _input();
static void _safe_move_player(coord_def move);
static void _swing_at_target(coord_def move);
static void _start_running(int dir, int mode);
static void _prep_input();
static command_type _get_next_cmd();
static keycode_type _get_next_keycode();
static command_type _keycode_to_command(keycode_type key);
static void _do_cmd_repeat();
static void _do_prev_cmd_again();
static void _update_replay_state();
static void _show_commandline_options_help();
static void _announce_goal_message();
static void _god_greeting_message(bool game_start);
static void _take_starting_note();
static void _startup_hints_mode();
static void _set_removed_types_as_identified();
static void _startup_asserts()
{
for (int i = 0; i < NUM_BRANCHES; ++i)
ASSERT(branches[i].id == i || branches[i].id == NUM_BRANCHES);
}
//
// It all starts here. Some initialisations are run first, then straight
// to new_game and then input.
//
#ifdef USE_SDL
# include <SDL_main.h>
# if defined(__GNUC__) && !defined(__clang__)
// SDL plays nasty tricks with main() (actually, _SDL_main()), which for
// Windows builds somehow fail with -fwhole-program. Thus, exempt SDL_main()
// from this treatment.
__attribute__((externally_visible))
# endif
#endif
int main(int argc, char *argv[])
{
#ifdef DGAMELAUNCH
// avoid commas instead of dots, etc, on CDO
setlocale(LC_CTYPE, "");
#else
setlocale(LC_ALL, "");
#endif
#ifdef USE_TILE_WEB
if (strcasecmp(nl_langinfo(CODESET), "UTF-8"))
{
fprintf(stderr, "Webtiles require an UTF-8 locale.\n");
exit(1);
}
#endif
#ifdef DEBUG_GLOBALS
real_Options = new game_options();
real_you = new player();
real_clua = new CLua(true);
real_dlua = new CLua(false);
real_crawl_state = new game_state();
real_env = new crawl_environment();
#endif
// do this explicitly so that static initialization order woes can be
// ignored.
msg::force_stderr echo(maybe_bool::maybe);
init_crash_handler();
_startup_asserts();
// Hardcoded initial keybindings.
init_keybindings();
init_element_colours();
// Load in the system environment variables
get_system_environment();
init_signals();
// Parse command line args -- look only for initfile & crawl_dir entries.
if (!parse_args(argc, argv, true))
{
_show_commandline_options_help();
return 1;
}
// Init monsters up front - needed to handle the mon_glyph option right.
init_char_table(CSET_ASCII);
init_monsters();
// Init name cache. Currently unused, but item_glyph will need these
// once implemented.
init_properties();
init_item_name_cache();
// make sure all the expected data directories exist
validate_basedirs();
{
// Read the init file -- first pass. This pass ignores lua. It'll get
// reread with lua on starting a game.
#ifdef USE_TILE_WEB
// on webtiles, prevent echoing a player's rc errors to the webtiles
// log. At this point, io is not initialized so for other builds we
// do want to echo, in case things go extremely wrong. For dgl builds,
// players will see the error in their log anyways. (Regular webtiles
// actually gets a popup, but this is rarely used except for dev work)
// TODO: would be simpler to just never echo? Do other builds really
// need this outside of debugging contexts?
msg::force_stderr suppress_log_stderr(false);
#endif
read_init_file();
}
// Now parse the args again, looking for everything else.
parse_args(argc, argv, false);
if (Options.sc_entries != 0 || !SysEnv.scorefile.empty())
{
crawl_state.type = Options.game.type;
crawl_state.map = crawl_state.sprint_map;
hiscores_print_all(Options.sc_entries, Options.sc_format);
return 0;
}
else
{
// Don't allow scorefile override for actual gameplay, only for
// score listings.
SysEnv.scorefile.clear();
}
#ifdef USE_TILE
if (!tiles.initialise())
return -1;
#endif
#ifdef USE_TILE_LOCAL
// Hook up text colour redefinitions
for (auto col : Options.custom_text_colours)
term_colours[col.colour_index] = col.colour_def;
#endif
_launch_game_loop();
if (crawl_state.last_game_exit.message.size())
end(0, false, "%s\n", crawl_state.last_game_exit.message.c_str());
else
end(0);
return 0;
}
static void _reset_game()
{
clrscr();
// Unset by death, but not by saving with restart_after_save.
crawl_state.reset_game();
clear_message_store();
macro_clear_buffers();
crawl_state.show_more_prompt = true;
the_lost_ones.clear();
shopping_list = ShoppingList();
you = player();
reset_hud();
StashTrack = StashTracker();
travel_cache = TravelCache();
// TODO: hint state needs seem work
Hints.hints_events.init(false);
clear_level_target();
overview_clear();
clear_message_window();
note_list.clear();
msg::deinitialise_mpr_streams();
quiver::reset_state();
#ifdef USE_TILE_LOCAL
// [ds] Don't show the title screen again, just go back to
// the menu.
crawl_state.title_screen = false;
#endif
#ifdef USE_TILE
tiles.clear_text_tags(TAG_NAMED_MONSTER);
#endif
}
static void _launch_game_loop()
{
bool game_ended = false;
do
{
try
{
game_ended = false;
_launch_game();
}
catch (const game_ended_condition &ge)
{
game_ended = true;
crawl_state.last_game_exit = ge;
_reset_game();
// Don't re-enter the Sprint menu with restart_after_save, as
// that would reload the just-saved game immediately.
if (ge.exit_reason == game_exit::save)
crawl_state.last_type = GAME_TYPE_UNSPECIFIED;
}
catch (const ext_fail_exception &fe)
{
end(1, false, "%s", fe.what());
}
catch (const short_read_exception&)
{
end(1, false, "Error: truncation inside the save file.\n");
}
} while (crawl_should_restart(crawl_state.last_game_exit.exit_reason)
&& game_ended
&& !crawl_state.seen_hups);
}
NORETURN static void _launch_game()
{
const bool game_start = startup_step();
// Attach the macro key recorder
remove_key_recorder(&repeat_again_rec);
add_key_recorder(&repeat_again_rec);
// Override some options when playing in hints mode.
init_hints_options();
_set_removed_types_as_identified();
Version::record(you.prev_save_version);
if (!crawl_state.game_is_tutorial())
{
msg::stream << "<yellow>Welcome" << (game_start? "" : " back") << ", "
<< you.your_name << " the "
<< species::name(you.species)
<< " " << get_job_name(you.char_class) << ".</yellow>";
// TODO: seeded sprint?
if (crawl_state.type == GAME_TYPE_CUSTOM_SEED)
msg::stream << endl << "<white>" << seed_description() << "</white>";
else
{
const string type_name = crawl_state.game_type_name();
if (!type_name.empty())
msg::stream << "<white> [" << type_name << "]</white>";
}
msg::stream << endl;
}
#ifdef USE_TILE
viewwindow();
update_screen();
#endif
if (game_start)
_announce_goal_message();
_god_greeting_message(game_start);
if (!crawl_state.game_is_tutorial())
mpr("Press <w>?</w> for a list of commands and other information.");
_prep_input();
if (game_start)
{
// TODO: convert this to the hints mode
if (crawl_state.game_is_hints())
_startup_hints_mode();
_take_starting_note();
}
else
hints_load_game();
// Catch up on any experience levels we did not assign last time. This
// can happen if Crawl sees SIGHUP while it is waiting for the player
// to dismiss a level-up prompt.
level_change();
// Initialise save game so we can recover from crashes on D:1.
save_game_state();
#ifdef USE_TILE_WEB
// Send initial game state before we do any UI updates
tiles.redraw();
#endif
run_uncancels();
cursor_control ccon(!Options.use_fake_player_cursor);
while (true)
_input();
}
static void _show_commandline_options_help()
{
#if defined(TARGET_OS_WINDOWS) && defined(USE_TILE_LOCAL)
string help;
# define puts(x) (help += x, help += '\n')
#endif
if (in_headless_mode())
{
// TODO: derive exact list from initfile.cc
#ifdef USE_TILE_LOCAL
puts("Headless crawl tiles build: requires -objstat or -mapstat.");
#else
puts("Headless crawl: requires -test, -script, -objstat, -builddb, or other similar parameter.");
puts("A single argument will be interpreted as a script name.");
#endif
puts("");
}
puts("Command line options:");
puts(" -help prints this list of options");
puts(" -name <string> character name");
puts(" -species <arg> preselect character species (by letter, abbreviation, or name)");
puts(" -background <arg> preselect character background (by letter, abbreviation, or name)");
puts(" -dir <path> crawl directory");
puts(" -rc <file> init file name");
puts(" -rcdir <dir> directory that contains (included) rc files");
puts(" -morgue <dir> directory to save character dumps");
puts(" -macro <dir> directory to save/find macro.txt");
puts(" -version Crawl version (and compilation info)");
puts(" -save-version <name> Save file version for the given player");
puts(" -sprint select Sprint");
puts(" -sprint-map <name> preselect a Sprint map");
puts(" -tutorial select the Tutorial");
#ifdef WIZARD
puts(" -wizard allow access to wizard mode");
puts(" -explore allow access to explore mode");
#endif
#ifdef DGAMELAUNCH
puts(" -no-throttle disable throttling of user Lua scripts");
#else
puts(" -throttle enable throttling of user Lua scripts");
puts(" -lua-max-memory max memory in MB allowed for user Lua scripts");
puts(" -seed <number> specify a game seed to use when creating a new game");
#endif
puts("");
puts("Command line options override init file options, which override");
puts("environment options (CRAWL_NAME, CRAWL_DIR, CRAWL_RC).");
puts("");
puts(" -extra-opt-first optname=optval");
puts(" -extra-opt-last optname=optval");
puts("");
puts("Acts as if 'optname=optval' was at the top or bottom of the init");
puts("file. Can be used multiple times.");
puts("");
puts("Highscore list options: (Can be redirected to more, etc.)");
puts(" -scores [N] highscore list");
puts(" -tscores [N] terse highscore list");
puts(" -vscores [N] verbose highscore list");
puts(" -scorefile <filename> scorefile to report on");
puts("");
puts("Arena options: (Stage a tournament between various monsters.)");
puts(" -arena \"<monster list> v <monster list> arena:<arena map>\"");
#ifdef DEBUG_DIAGNOSTICS
puts("");
puts("Diagnostic options:");
puts(" -test run all test cases in test/ except test/big/");
puts(" -test foo,bar run only tests \"foo\" and \"bar\"");
puts(" -test list list available tests");
#endif
// XX should this really be advertised outside of debug builds?
puts(" -headless force headless mode (no pty)");
puts(" -script <name> run script matching <name> in ./scripts");
#ifdef DEBUG_STATISTICS
#ifndef DEBUG_DIAGNOSTICS
puts("");
puts("Diagnostic options:");
#endif
puts(" -mapstat [<levels>] run map stats on the given range of levels");
puts(" Defaults to entire dungeon; level ranges follow des DEPTH "
"syntax.");
puts(" Examples: '-mapstat D,Depths' and '-mapstat Snake:1-4,Spider:1-4,Orc'");
puts(" -dump-disconnect In mapstat when a disconnected level is "
"generated, dump");
puts(" map to map.dump and exit");
puts(" -objstat [<levels>] run monster and item stats on the given range "
"of levels");
puts(" Defaults to entire dungeon; same level syntax as -mapstat.");
puts(" -iters <num> For -mapstat and -objstat, set the number of "
"iterations");
puts(" -force-map <map> For -mapstat and -objstat, always choose the "
" given map on every level.");
#endif
puts("");
puts("Miscellaneous options:");
puts(" -builddb don't start the game; rebuild the .des cache and exit");
puts(" -reset-cache force a full rebuild of the .des cache");
puts(" -dump-maps write map Lua to stderr when parsing .des files");
#ifndef TARGET_OS_WINDOWS
puts(" -gdb/-no-gdb produce gdb backtrace when a crash happens (default:on)");
#endif
puts(" -playable-json list playable species, jobs, and character combos.");
puts(" -branches-json list branch data.");
puts(" -no-player-bones do not write player's info to bones files.");
#if defined(TARGET_OS_WINDOWS) && defined(USE_TILE_LOCAL)
text_popup(help, L"Dungeon Crawl command line help");
#endif
}
static string _wanderer_equip_str()
{
return "the following items: "
+ comma_separated_fn(begin(you.inv), end(you.inv),
[] (const item_def &item) -> string
{
return item.name(DESC_A, false, true);
}, ", ", ", ", mem_fn(&item_def::defined));
}
static string _wanderer_spell_str()
{
return comma_separated_fn(begin(you.spells), end(you.spells),
[] (const spell_type spell) -> string
{
return spell_title(spell);
},
", ", ", ",
// Don't include empty spell slots
[] (const spell_type spell) -> bool
{
return spell != SPELL_NO_SPELL;
});
}
static string _get_equip_str()
{
if (inv_count() == 0)
return "";
if (you.char_class == JOB_WANDERER)
return _wanderer_equip_str();
return "";
}
static void _djinn_announce_spells()
{
const string equip_str =_get_equip_str();
const string spell_str = you.spell_no ?
"the following spells memorised: " + _wanderer_spell_str() :
"";
if (spell_str.empty() && equip_str.empty())
return;
const string spacer = spell_str.empty() || equip_str.empty() ? "" : "; and ";
mprf("You begin with %s%s%s.", equip_str.c_str(), spacer.c_str(), spell_str.c_str());
take_note(Note(NOTE_MESSAGE, 0, 0, you.your_name + " set off with " +
equip_str + spell_str + "."));
}
// Announce to the message log and make a note of the player's starting items,
// spells and spell library
static void _wanderer_note_equipment()
{
const string equip_str = inv_count() > 0 ? _wanderer_equip_str() : "";
const string eq_spacer = equip_str.empty() ? "" : "; and ";
// Wanderers start with at most 1 spell memorised.
const string spell_str =
!you.spell_no ? "" :
eq_spacer + "the following spell memorised: "
+ _wanderer_spell_str();
const string spell_spacer = spell_str.empty() && equip_str.empty() ? "" : "; and ";
auto const library = get_sorted_spell_list(true, true);
const string library_str =
!library.size() ? "" :
spell_spacer + "the following spells available to memorise: "
+ comma_separated_fn(library.begin(), library.end(),
[] (const spell_type spell) -> string
{
return spell_title(spell);
}, ", ", ", ");
// Announce the starting equipment and spells, because it is otherwise
// not obvious if the player has any spells.
mprf("You begin with %s%s%s.", equip_str.c_str(),
spell_str.c_str(), library_str.c_str());
const string combined_str = you.your_name + " set off with "
+ equip_str + spell_str + library_str + ".";
take_note(Note(NOTE_MESSAGE, 0, 0, combined_str));
}
/**
* The suffix to apply to welcome_spam when looking up an entry name from the
* database.
*/
static string _welcome_spam_suffix()
{
if (crawl_state.game_is_hints())
return " Hints";
const string type = crawl_state.game_type_name();
if (!type.empty())
return " " + type;
if (today_is_halloween())
return " Halloween";
return "";
}
// A one-liner upon game start to mention the orb.
static void _announce_goal_message()
{
const string type = _welcome_spam_suffix();
mprf(MSGCH_PLAIN, "<yellow>%s</yellow>",
getMiscString("welcome_spam" + type).c_str());
}
static void _god_greeting_message(bool game_start)
{
if (you_worship(GOD_NO_GOD))
return;
string msg, result;
if (brdepth[BRANCH_ABYSS] == -1 && you_worship(GOD_LUGONU))
;
else if (game_start)
msg = " newgame";
else if (you_worship(GOD_XOM) && you.gift_timeout <= 1)
msg = " bored";
else if (player_under_penance())
msg = " penance";
if (!msg.empty() && !(result = getSpeakString(god_name(you.religion) + msg)).empty())
god_speaks(you.religion, result.c_str());
else if (!(result = getSpeakString(god_name(you.religion) + " welcome")).empty())
god_speaks(you.religion, result.c_str());
}
static void _take_starting_note()
{
ostringstream notestr;
notestr << you.your_name << " the "
<< species::name(you.species) << " "
<< get_job_name(you.char_class)
<< " began the quest for the Orb.";
take_note(Note(NOTE_MESSAGE, 0, 0, notestr.str()));
mark_milestone("begin", "began the quest for the Orb.");
notestr.str("");
notestr.clear();
#ifdef WIZARD
if (you.wizard || you.suppress_wizard)
{
notestr << "You started the game in wizard mode.";
take_note(Note(NOTE_MESSAGE, 0, 0, notestr.str()));
notestr.str("");
notestr.clear();
}
#endif
if (you.has_mutation(MUT_INNATE_CASTER))
_djinn_announce_spells();
else if (you.char_class == JOB_WANDERER)
_wanderer_note_equipment();
notestr << "HP: " << you.hp << "/" << you.hp_max
<< " MP: " << you.magic_points << "/" << you.max_magic_points;
take_note(Note(NOTE_XP_LEVEL_CHANGE, you.experience_level, 0,
notestr.str().c_str()));
}
static void _startup_hints_mode()
{
// Don't allow triggering at game start.
Hints.hints_just_triggered = true;
hints_starting_screen();
}
// required so that maybe_identify_base_type works correctly
static void _set_removed_types_as_identified()
{
for (auto entry : removed_items)
if (item_type_has_ids(entry.first))
you.type_ids(entry) = true;
}
// Set up the running variables for the current run.
static void _start_running(int dir, int mode)
{
if (Hints.hints_events[HINT_SHIFT_RUN] && mode == RMODE_START)
Hints.hints_events[HINT_SHIFT_RUN] = false;
if (!i_feel_safe(true)
|| !can_rest_here(true)
&& (mode == RMODE_REST_DURATION || mode == RMODE_WAIT_DURATION))
{
return;
}
you.running.initialise(dir, mode);
}
static bool _cmd_is_repeatable(command_type cmd, bool is_again = false)
{
switch (cmd)
{
// Informational commands
case CMD_LOOK_AROUND:
case CMD_INSPECT_FLOOR:
case CMD_SHOW_TERRAIN:
case CMD_LIST_ARMOUR:
case CMD_LIST_JEWELLERY:
case CMD_LIST_GOLD:
case CMD_CHARACTER_DUMP:
case CMD_DISPLAY_COMMANDS:
case CMD_DISPLAY_INVENTORY:
case CMD_DISPLAY_KNOWN_OBJECTS:
case CMD_DISPLAY_MUTATIONS:
case CMD_DISPLAY_SKILLS:
case CMD_DISPLAY_OVERMAP:
case CMD_DISPLAY_RELIGION:
case CMD_DISPLAY_RUNES:
case CMD_DISPLAY_CHARACTER_STATUS:
case CMD_DISPLAY_SPELLS:
case CMD_EXPERIENCE_CHECK:
case CMD_RESISTS_SCREEN:
case CMD_READ_MESSAGES:
case CMD_SEARCH_STASHES:
case CMD_LOOKUP_HELP:
mpr("You can't repeat informational commands.");
return false;
// Multi-turn commands
case CMD_REST:
case CMD_PICKUP:
case CMD_DROP:
case CMD_DROP_LAST:
case CMD_GO_UPSTAIRS:
case CMD_GO_DOWNSTAIRS:
case CMD_WIELD_WEAPON:
case CMD_WEAPON_SWAP:
case CMD_WEAR_JEWELLERY:
case CMD_REMOVE_JEWELLERY:
case CMD_MEMORISE_SPELL:
case CMD_EXPLORE:
case CMD_INTERLEVEL_TRAVEL:
case CMD_UNEQUIP:
case CMD_REMOVE_ARMOUR:
case CMD_EQUIP:
case CMD_WEAR_ARMOUR:
mpr("You can't repeat multi-turn commands.");
return false;
// Miscellaneous non-repeatable commands.
case CMD_TOGGLE_AUTOPICKUP:
case CMD_TOGGLE_SOUND:
case CMD_ADJUST_INVENTORY:
case CMD_QUIVER_ITEM:
case CMD_REPLAY_MESSAGES:
case CMD_REDRAW_SCREEN:
case CMD_MACRO_ADD:
case CMD_MACRO_MENU:
case CMD_SAVE_GAME:
case CMD_SAVE_GAME_NOW:
case CMD_SUSPEND_GAME:
case CMD_QUIT:
case CMD_FIX_WAYPOINT:
case CMD_CLEAR_MAP:
case CMD_INSCRIBE_ITEM:
case CMD_MAKE_NOTE:
case CMD_CYCLE_QUIVER_FORWARD:
#ifdef USE_TILE
case CMD_EDIT_PLAYER_TILE:
#endif
case CMD_LUA_CONSOLE:
mpr("You can't repeat that command.");
return false;
case CMD_DISPLAY_MAP:
mpr("You can't repeat map commands.");
return false;
case CMD_MOUSE_MOVE:
case CMD_MOUSE_CLICK:
mpr("You can't repeat mouse clicks or movements.");
return false;
case CMD_REPEAT_CMD:
mpr("You can't repeat the repeat command!");
return false;
case CMD_RUN_LEFT:
case CMD_RUN_DOWN:
case CMD_RUN_UP:
case CMD_RUN_RIGHT:
case CMD_RUN_UP_LEFT:
case CMD_RUN_DOWN_LEFT:
case CMD_RUN_UP_RIGHT:
case CMD_RUN_DOWN_RIGHT:
mpr("Why would you want to repeat a run command?");
return false;
case CMD_PREV_CMD_AGAIN:
ASSERT(!is_again);
if (crawl_state.prev_cmd == CMD_NO_CMD)
{
mpr("No previous command to repeat.");
return false;
}
return _cmd_is_repeatable(crawl_state.prev_cmd, true);
case CMD_WAIT:
case CMD_SAFE_WAIT:
case CMD_SAFE_MOVE_LEFT:
case CMD_SAFE_MOVE_DOWN:
case CMD_SAFE_MOVE_UP:
case CMD_SAFE_MOVE_RIGHT:
case CMD_SAFE_MOVE_UP_LEFT:
case CMD_SAFE_MOVE_DOWN_LEFT:
case CMD_SAFE_MOVE_UP_RIGHT:
case CMD_SAFE_MOVE_DOWN_RIGHT:
return i_feel_safe(true);
case CMD_MOVE_LEFT:
case CMD_MOVE_DOWN:
case CMD_MOVE_UP:
case CMD_MOVE_RIGHT:
case CMD_MOVE_UP_LEFT:
case CMD_MOVE_DOWN_LEFT:
case CMD_MOVE_UP_RIGHT:
case CMD_MOVE_DOWN_RIGHT:
if (!i_feel_safe())
{
return yesno("Really repeat movement command while danger "
"is nearby?", false, 'n');
}
return true;
case CMD_NO_CMD:
case CMD_NO_CMD_DEFAULT:
mpr("Unknown command, not repeating.");
return false;
default:
return true;
}
return false;
}
static void _center_cursor()
{
#ifndef USE_TILE_LOCAL
const coord_def cwhere = crawl_view.grid2view(you.pos());
cgotoxy(cwhere.x, cwhere.y, GOTO_DNGN);
#endif
}
// We have to refresh the SH display if the player's incapacitated state
// changes (getting confused/paralysed/etc. sets SH to 0, recovering
// from the condition sets SH back to normal).
struct disable_check
{
disable_check(bool current)
{
was_disabled = current;
}
~disable_check()
{
if (you.incapacitated() != was_disabled)
you.redraw_armour_class = true;
}
bool was_disabled;
};
static void _update_place_stats()
{
if (you.num_turns == -1)
return;
// not strictly stored as part of PlaceInfo, but this is a natural place
// to do this update.
CrawlHashTable &time_tracking = you.props[TIME_PER_LEVEL_KEY].get_table();
int &cur_value = time_tracking[level_id::current().describe()].get_int();
cur_value += you.time_taken;
PlaceInfo delta;
delta.turns_total++;
delta.elapsed_total += you.time_taken;
switch (you.running)
{
case RMODE_INTERLEVEL:
delta.turns_interlevel++;
delta.elapsed_interlevel += you.time_taken;
break;
case RMODE_EXPLORE_GREEDY:
case RMODE_EXPLORE:
delta.turns_explore++;
delta.elapsed_explore += you.time_taken;
break;
case RMODE_TRAVEL:
delta.turns_travel++;
delta.elapsed_travel += you.time_taken;
break;
default:
// prev_was_rest is needed so that the turn in which
// a player is interrupted from resting is counted
// as a resting turn, rather than "other".
static bool prev_was_rest = false;
if (you_are_delayed()
&& current_delay()->is_resting())
{
prev_was_rest = true;
}
if (prev_was_rest)
{
delta.turns_resting++;
delta.elapsed_resting += you.time_taken;
}
else
{
delta.turns_other++;
delta.elapsed_other += you.time_taken;
}
if (!you_are_delayed()
|| !current_delay()->is_resting())
{
prev_was_rest = false;
}
break;
}
you.global_info += delta;
you.global_info.assert_validity();
PlaceInfo& curr_PlaceInfo = you.get_place_info();
curr_PlaceInfo += delta;
curr_PlaceInfo.assert_validity();
}
//
// This function handles the player's input. It's called from main(),
// from inside an endless loop.
//
static void _input()
{
if (crawl_state.seen_hups)
save_game(true, "Game saved, see you later!");
crawl_state.clear_mon_acting();
disable_check player_disabled(you.incapacitated());
religion_turn_start();
god_conduct_turn_start();
// Currently only set if Xom accidentally kills the player.
you.reset_escaped_death();
reset_damage_counters();
if (you.pending_revival)
{
revive();
bring_to_safety();
redraw_screen();
update_screen();
}
if (you.props.exists(DREAMSHARD_KEY))
you.props.erase(DREAMSHARD_KEY);
crawl_state.potential_pursuers.clear();
apply_exp();
// Unhandled things that should have caused death.
ASSERT(you.hp > 0);
if (crawl_state.is_replaying_keys() && crawl_state.is_repeating_cmd()
&& kbhit())
{
// User pressed a key, so stop repeating commands and discard
// the keypress.
crawl_state.cancel_cmd_repeat("Key pressed, interrupting command "
"repetition.");
crawl_state.prev_cmd = CMD_NO_CMD;
flush_prev_message();
return;
}
_prep_input();
update_monsters_in_view();
// Monster update can cause a weapon swap.
if (you.turn_is_over)
{
world_reacts();
return;
}
hints_new_turn();
if (you.duration[DUR_VEXED])
do_vexed_attack(you);
if (you.cannot_act() || you.duration[DUR_VEXED])
{
if (crawl_state.repeat_cmd != CMD_WIZARD)
{
crawl_state.cancel_cmd_repeat("Cannot control self, cancelling command "
"repetition.");
}
world_reacts();
return;
}
// Stop autoclearing more now that we have control back.
if (!you_are_delayed())
set_more_autoclear(false);
if (need_to_autopickup())
{
autopickup();
if (you.turn_is_over)
{
world_reacts();
return;
}
}
if (need_to_autoinscribe())
autoinscribe();
if (you_are_delayed()
&& !dynamic_cast<MacroProcessKeyDelay*>(current_delay().get()))
{
stop_channelling_spells();
handle_delay();
// Some delays set you.turn_is_over.
bool time_is_frozen = false;
#ifdef WIZARD
if (you.props.exists(FREEZE_TIME_KEY))
time_is_frozen = true;
#endif
// Some delays reset you.time_taken.
if (!time_is_frozen && (you.time_taken || you.turn_is_over))
{
if (you.berserk())
_do_berserk_no_combat_penalty();
world_reacts();
}
if (!you_are_delayed())
update_can_currently_train();
#ifdef USE_TILE_WEB
tiles.flush_messages();
#endif
return;
}
ASSERT(!you.turn_is_over);
crawl_state.check_term_size();
if (crawl_state.terminal_resized)
handle_terminal_resize();
repeat_again_rec.paused = crawl_state.is_replaying_keys();
{
clear_macro_process_key_delay();
// At this point we are guaranteed to not be in any recursion, so the
// Lua stack must be empty. Unless there's a leak.
ASSERT(lua_gettop(clua.state()) == 0);
if (!has_pending_input() && !kbhit())
{
if (++crawl_state.lua_calls_no_turn > 1000)
mprf(MSGCH_ERROR, "Infinite lua loop detected, aborting.");
else if (!crawl_state.lua_ready_throttled)
{
if (!clua.callfn("ready", 0, 0) && !clua.error.empty())
{
// if ready() has been killed once, it is considered
// buggy and should not run again. Note: the sequencing is
// important here, because mprs trigger the c_message hook,
// so this state variable needs to be checked immediately.
if (crawl_state.lua_script_killed)
crawl_state.lua_ready_throttled = true;
mprf(MSGCH_ERROR, "Lua error: %s", clua.error.c_str());
if (crawl_state.lua_ready_throttled)
{
mprf(MSGCH_ERROR, "Banning ready() after %d throttles",
CLua::MAX_THROTTLE_SLEEPS);
}
}
}
}
#ifdef WATCHDOG
// We're not in an infinite loop, reset the timer.
watchdog();
#endif
// Flush messages and display message window.
msgwin_new_cmd();
crawl_state.waiting_for_command = true;
c_input_reset(true);
#ifdef USE_TILE_LOCAL
cursor_control con(false);
#endif
const command_type cmd = you.turn_is_over ? CMD_NO_CMD : _get_next_cmd();
if (crawl_state.seen_hups)
save_game(true, "Game saved, see you later!");
crawl_state.waiting_for_command = false;
if (!crawl_state.is_replaying_keys())
you.elapsed_time_at_last_input = you.elapsed_time;
// We need to capture this value, since crawl_state.prev_cmd is updated
// to be equal to the current command before process_command runs.
// This means that certain values CMD_PREV_CMD_AGAIN will be kept
// verbatim; the alternative would require keeping some more state. But
// it's not too important for the current use.
const command_type real_prev_cmd = crawl_state.prev_cmd;
if (cmd != CMD_PREV_CMD_AGAIN && cmd != CMD_NO_CMD
&& !crawl_state.is_replaying_keys())
{
crawl_state.prev_cmd = cmd;
}
if (cmd != CMD_MOUSE_MOVE)
c_input_reset(false);
// [dshaligram] If get_next_cmd encountered a Lua macro
// binding, your turn may be ended by the first invoke of the
// macro.
if (!you.turn_is_over && cmd != CMD_NEXT_CMD)
::process_command(cmd, real_prev_cmd);
repeat_again_rec.paused = true;
if (cmd != CMD_MOUSE_MOVE)
c_input_reset(false, true);
// If the command was CMD_REPEAT_CMD, then the key for the
// command to repeat has been placed into the macro buffer,
// so return now to let input() be called again while
// the keys to repeat are recorded.
if (cmd == CMD_REPEAT_CMD)
return;
// If the command was CMD_PREV_CMD_AGAIN then _input() has been
// recursively called by _do_prev_cmd_again() via process_command()
// to re-do the command, so there's nothing more to do.
if (cmd == CMD_PREV_CMD_AGAIN)
return;
}
if (need_to_autoinscribe())
autoinscribe();
#ifdef WIZARD
if (you.props.exists(FREEZE_TIME_KEY))
you.turn_is_over = false;
#endif
if (you.turn_is_over)
{
if (you.apply_berserk_penalty)
_do_berserk_no_combat_penalty();
handle_channelled_spell();
world_reacts();
}
else
{
// Make sure to do a full view update even when the turn isn't over.
// This else will be triggered by instantaneous actions, such as
// Chei's temporal distortion.
viewwindow();
update_screen();
}
update_can_currently_train();
_update_replay_state();
crawl_state.clear_god_acting();
}
static bool _can_take_stairs(dungeon_feature_type ftype, bool down,
bool known_shaft)
{
// Up and down both work for shops, portals, and altars.
if (ftype == DNGN_ENTER_SHOP || feat_is_altar(ftype))
{
if (crawl_state.doing_prev_cmd_again)
{
mprf("You can't repeat %s actions.",
ftype == DNGN_ENTER_SHOP ? "shop" : "altar");
crawl_state.cancel_cmd_all();
}
else if (you.berserk())
canned_msg(MSG_TOO_BERSERK);
else if (ftype == DNGN_ENTER_SHOP) // don't convert to capitalism
shop();
else
try_god_conversion(feat_altar_god(ftype));
// Even though we may have "succeeded", return false so we don't keep
// trying to go downstairs.
return false;
}
// Immobile
if (!you.is_motile())
{
canned_msg(MSG_CANNOT_MOVE);
return false;
}
// ATTR_HELD is intentionally not tested here, it's handled in _take_stairs()
// Bidirectional, but not actually a portal - allowed while mesmerised, but
// not when otherwise unable to move.
if (ftype == DNGN_PASSAGE_OF_GOLUBRIA || ftype == DNGN_TRANSPORTER)
return true;
else if (you.duration[DUR_VAINGLORY])
{
mpr("It simply wouldn't do to leave so soon after announcing yourself.");
return false;
}
// Mesmerised
if (you.beheld() && !you.confused())
{
const monster* beholder = you.get_any_beholder();
mprf("You cannot move away from %s!",
beholder->name(DESC_THE, true).c_str());
return false;
}
// If it's not bidirectional, check that the player is headed
// in the right direction.
if (!feat_is_bidirectional_portal(ftype))
{
if (feat_stair_direction(ftype) != (down ? CMD_GO_DOWNSTAIRS
: CMD_GO_UPSTAIRS)
// probably shouldn't be passed known_shaft=true
// if going up, but just in case...
&& (!down || !known_shaft))
{
if (ftype == DNGN_STONE_ARCH)
mpr("There is nothing on the other side of the stone arch.");
else if (ftype == DNGN_ABANDONED_SHOP)
mpr("This shop appears to be closed.");
else if (ftype == DNGN_SEALED_STAIRS_UP
|| ftype == DNGN_SEALED_STAIRS_DOWN )
{
mpr("A magical barricade bars your way!");
}
else if (down)
mpr("You can't go down here!");
else
mpr("You can't go up here!");
return false;
}
}
// Rune locks
switch (ftype)
{
case DNGN_EXIT_VAULTS:
if (runes_in_pack() < 1)
{
mpr("You need a rune to leave the Vaults.");
return false;
}
break;
case DNGN_ENTER_ZOT:
if (runes_in_pack() < 3 && !crawl_state.game_is_descent())
{
mpr("You need at least three runes to enter the Realm of Zot.");
return false;
}
break;
default:
break;
}
return true;
}
static bool _marker_vetoes_stair()
{
return marker_vetoes_operation("veto_stair");
}
static bool _prompt_unique_pan_rune(dungeon_feature_type ygrd)
{
if (ygrd != DNGN_TRANSIT_PANDEMONIUM
&& ygrd != DNGN_EXIT_PANDEMONIUM
&& ygrd != DNGN_EXIT_THROUGH_ABYSS)
{
return true;
}
item_def* rune = find_floor_item(OBJ_RUNES);
if (rune && item_is_unique_rune(*rune))
{
return confirm_prompt("yes", "A rune of Zot still resides in this realm, "
"and once you leave you can never return. "
"Are you sure you want to leave?");
}
return true;
}
static bool _prompt_stairs(dungeon_feature_type ygrd, bool down, bool shaft)
{
// Certain portal types always carry warnings.
if (!prompt_dangerous_portal(ygrd))
{
canned_msg(MSG_OK);
return false;
}
// Descent mode prompts for "atypical" branch order that skips content
if (crawl_state.game_is_descent() && !prompt_descent_shortcut(ygrd))
{
canned_msg(MSG_OK);
return false;
}
// Does the next level have a warning annotation, or would you be bezotted
// there?
if (!check_next_floor_warning())
return false;
// Prompt for entering excluded transporters.
if (ygrd == DNGN_TRANSPORTER && is_exclude_root(you.pos()))
{
mprf(MSGCH_WARN, "This transporter is marked as excluded!");
if (!yesno("Enter transporter anyway?", true, 'n', true, false))
{
canned_msg(MSG_OK);
return false;
}
}
// Toll portals, eg. troves, ziggurats. (Using vetoes like this is hacky.)
if (_marker_vetoes_stair())
return false;
// Exiting Ziggurats early.
if (ygrd == DNGN_EXIT_ZIGGURAT
&& you.depth < brdepth[BRANCH_ZIGGURAT])
{
// "unsafe", as often you bail at single-digit hp and a wasted turn to
// an overeager prompt cancellation might be nasty.
if (!yesno("Are you sure you want to leave this ziggurat?", false, 'n'))
{
canned_msg(MSG_OK);
return false;
}
}
// Leaving ziggurat figurines behind.
if (ygrd == DNGN_EXIT_ZIGGURAT
&& you.depth == brdepth[BRANCH_ZIGGURAT]
&& find_floor_item(OBJ_MISCELLANY, MISC_ZIGGURAT))
{
if (!yesno("Really leave the ziggurat figurine behind?", false, 'n'))
{
canned_msg(MSG_OK);
return false;
}
}
// Leaving Pan runes behind.
if (!_prompt_unique_pan_rune(ygrd))
{
canned_msg(MSG_OK);
return false;
}
if (!down && player_in_branch(BRANCH_ZOT)
&& you.depth == brdepth[BRANCH_ZOT]
&& you.chapter == CHAPTER_ANGERED_PANDEMONIUM)
{
if (!yesno("Really leave the Orb behind?", false, 'n'))
{
canned_msg(MSG_OK);
return false;
}
}
// Escaping.
if (!down && ygrd == DNGN_EXIT_DUNGEON && !player_has_orb())
{
string prompt = make_stringf("Are you sure you want to leave %s?%s",
branches[root_branch].longname,
crawl_state.game_is_tutorial() ? "" :
" This will make you lose the game!");
if (!yesno(prompt.c_str(), false, 'n'))
{
mpr("Alright, then stay!");
return false;
}
}
if (ygrd != DNGN_TRANSPORTER && ygrd != DNGN_PASSAGE_OF_GOLUBRIA
&& beogh_cancel_leaving_floor())
{
return false;
}
if (Options.warn_hatches)
{
if (feat_is_escape_hatch(ygrd))
{
if (!yesno("Really go through this one-way escape hatch?", true, 'n'))
{
canned_msg(MSG_OK);
return false;
}
}
if (down && shaft) // voluntary shaft usage
{
if (!yesno("Really dive through this shaft in the floor?", true, 'n'))
{
canned_msg(MSG_OK);
return false;
}
}
}
if (down && ygrd == DNGN_ENTER_VAULTS && !runes_in_pack())
{
if (!confirm_prompt("yes", "You cannot leave the Vaults without holding a Rune of "
"Zot, and the runes within are jealously guarded."
" Continue?"))
{
canned_msg(MSG_OK);
return false;
}
}
return true;
}
static void _take_transporter()
{
const coord_def old_pos = you.pos();
coord_def dest = get_transporter_dest(you.pos());
ASSERT(dest != old_pos);
if (dest == INVALID_COORD || !you.is_habitable(dest))
{
mpr("The transporter is blocked on the other side!");
return;
}
monster *mon = monster_at(dest);
if (mon)
{
// Generally the monster won't fail to relocate unless the destination
// is in a very poor location. If this somehow becomes both common and
// important to prevent, this can be changed to swap the player and the
// monsters. -gammafunk
if (!mon->find_home_near_place(dest))
{
mpr("The transporter is blocked by a creature on the other side!");
return;
}
}
if (you.move_to_pos(dest, true))
you.turn_is_over = true;
if (you.turn_is_over)
{
place_cloud(CLOUD_TLOC_ENERGY, old_pos, 1 + random2(3), &you);
transport_followers_from(old_pos);
if (is_unknown_transporter(old_pos))
{
LevelInfo *li = travel_cache.find_level_info(level_id::current());
ASSERT(li);
li->update_transporter(old_pos, you.pos());
explored_tracked_feature(DNGN_TRANSPORTER);
}
cancel_polar_vortex();
mpr("You enter the transporter and appear at another place.");
id_floor_items();
}
}
static void _take_stairs(bool down)
{
ASSERT(!crawl_state.game_is_arena());
ASSERT(!crawl_state.arena_suspended);
const dungeon_feature_type ygrd = env.grid(you.pos());
const bool shaft = (down && get_trap_type(you.pos()) == TRAP_SHAFT);
if (!_can_take_stairs(ygrd, down, shaft))
return;
if (you.attribute[ATTR_HELD])
{
free_self_from_net();
you.turn_is_over = true;
return;
}
if (!(!cancel_harmful_move()
&& _prompt_stairs(ygrd, down, shaft)
&& you.attempt_escape())) // false means constricted and don't escape
{
return;
}
you.stop_constricting_all(true);
you.stop_being_constricted();
if (shaft)
start_delay<DescendingStairsDelay>(0);
else if (ygrd == DNGN_TRANSPORTER)
_take_transporter();
else if (get_trap_type(you.pos()) == TRAP_GOLUBRIA)
{
coord_def old_pos = you.pos();
bool trap_triggered = you.handle_trap();
// only returns false if no trap was found, which shouldn't happen
ASSERT(trap_triggered);
you.turn_is_over = (you.pos() != old_pos);
if (you.turn_is_over)
id_floor_items();
}
else
{
tag_followers(); // Only those beside us right now can follow.
if (down)
start_delay<DescendingStairsDelay>(1);
else if (crawl_state.game_is_descent())
up_stairs();
else
start_delay<AscendingStairsDelay>(1);
id_floor_items();
}
}
static void _experience_check()
{
mprf("You are a level %d %s %s.",
you.experience_level,
species::name(you.species).c_str(),
get_job_name(you.char_class));
int perc = get_exp_progress();
if (you.experience_level < you.get_max_xl())
{
mprf("You are %d%% of the way to level %d.", perc,
you.experience_level + 1);
}
else
{
mprf("I'm sorry, level %d is as high as you can go.", you.get_max_xl());
mpr("With the way you've been playing, I'm surprised you got this far.");
}
if (you.has_mutation(MUT_MULTILIVED))
{
int xl = you.experience_level;
// calculate the "real" level
while (you.experience >= exp_needed(xl + 1))
xl++;
int nl = you.max_level;
// and the next level you'll get a life
do nl++; while (!will_gain_life(nl));
// old value was capped at XL27
perc = (you.experience - exp_needed(xl)) * 100
/ (exp_needed(xl + 1) - exp_needed(xl));
perc = (nl - xl) * 100 - perc;
you.lives < 2 ?
mprf("You'll get an extra life in %d.%02d levels' worth of XP.", perc / 100, perc % 100) :
mprf("If you died right now, you'd get an extra life in %d.%02d levels' worth of XP.",
perc / 100 , perc % 100);
}
handle_real_time();
msg::stream << "Play time: " << make_time_string(you.real_time())
<< " (" << you.num_turns << " turns)."
<< endl;
if (!crawl_state.game_is_sprint())
{
if (zot_immune())
msg::stream << "You are forever immune to Zot's power.";
else if (player_in_branch(BRANCH_ABYSS))
msg::stream << "You have unlimited time to explore this branch.";
else
{
msg::stream << "Zot will find you in " << turns_until_zot()
<< " turns if you stay in this branch and explore no"
<< " new floors.";
}
msg::stream << endl << gem_status();
}
#ifdef DEBUG_DIAGNOSTICS
mprf(MSGCH_DIAGNOSTICS, "Turns spent on this level: %d",
env.turns_on_level);
#endif
}
static void _do_rest()
{
#ifdef WIZARD
if (you.props.exists(FREEZE_TIME_KEY))
{
mprf(MSGCH_WARN, "Cannot rest while time is frozen.");
return;
}
#endif
if (should_fear_zot() && !yesno("Really rest while Zot is near?", false, 'n'))
{
canned_msg(MSG_OK);
return;
}
if (i_feel_safe() && can_rest_here())
{
if (you.is_sufficiently_rested(true) && ancestor_full_hp())
{
mpr("You start waiting.");
_start_running(RDIR_REST, RMODE_WAIT_DURATION);
return;
}
else
mpr("You start resting.");
}
// intentional fallthrough for else case! Messaging is handled in
// _start_running, update the corresponding conditional there if you
// change this one.
_start_running(RDIR_REST, RMODE_REST_DURATION);
}
static void _do_display_map()
{
if (Hints.hints_events[HINT_MAP_VIEW])
Hints.hints_events[HINT_MAP_VIEW] = false;
#ifdef USE_TILE_LOCAL
// Since there's no actual overview map, but the functionality
// exists, give a message to explain what's going on.
mpr("Move the cursor to view the level map, or type <w>?</w> for "
"a list of commands.");
flush_prev_message();
#endif
level_pos pos;
const bool travel = show_map(pos, true, true);
#ifdef USE_TILE_LOCAL
mpr("Returning to the game...");
#endif
if (travel)
start_translevel_travel(pos);
}
static void _do_cycle_quiver(int dir)
{
const bool changed = you.quiver_action.cycle(dir);
quiver::set_needs_redraw();
const bool valid = you.quiver_action.get()->is_valid();
if (!changed || !valid)
{
// `others`: there are quiverable but uncyclable actions.
// Things could be excluded from cycling via inscriptions, custom
// fire_order, or setting fire_items_start, and still available from
// the menu. This messaging still excludes stuff that requires
// force-quivering, e.g. zigfigs
const bool others = !valid && quiver::anything_to_quiver();
mprf("No %squiver actions available for cycling.%s",
valid ? "other " : "",
others ? " Use [<white>Q</white>] to select from all actions."
: "");
}
}
static void _do_list_gold()
{
if (shopping_list.empty())
{
mprf("You have %d gold piece%s.", you.gold, you.gold != 1 ? "s" : "");
int vouchers = you.attribute[ATTR_VOUCHER];
if (vouchers > 0)
mprf("You also have %d voucher%s.", vouchers, vouchers > 1 ? "s" : "");
}
else
shopping_list.display();
}
static bool _check_recklessness(command_type prev_cmd)
{
if (Options.autofight_warning > 0
&& !is_processing_macro()
&& you.real_time_delta
<= chrono::milliseconds(Options.autofight_warning)
&& (prev_cmd == CMD_AUTOFIGHT
|| prev_cmd == CMD_AUTOFIGHT_NOMOVE
|| prev_cmd == CMD_AUTOFIRE))
{
mprf(MSGCH_DANGER, "You should not fight recklessly!");
return true;
}
return false;
}
static const string _autofight_lua_fn(command_type cmd)
{
switch (cmd)
{
case CMD_AUTOFIRE:
return "fire_closest";
case CMD_AUTOFIGHT_NOMOVE:
return "hit_closest_nomove";
case CMD_AUTOFIGHT:
return "hit_closest";
default:
die("Unknown autofight command");
}
}
static void _handle_autofight(command_type cmd, command_type prev_cmd)
{
// This will lead to recklessness messages taking priority over disabled
// quiver messages -- is this good?
if (_check_recklessness(prev_cmd))
return;
if (cmd == CMD_AUTOFIRE)
{
auto a = quiver::get_secondary_action();
if (!a || !a->is_valid())
{
mpr("Nothing quivered!"); // Can this happen?
return;
}
const bool secondary_enabled = a->is_enabled();
// Some quiver actions need to be triggered directly. Disabled quiver
// actions are also triggered here for messaging purposes -- the errors
// are more informative than what you'd get through autofight.
// TODO: this probably breaks autofight_wait for these cases?
if (!a->use_autofight_targeting() || !secondary_enabled)
{
dist target;
// TODO is there a better way to handle this division of labor??
if (!clua.callfn("get_af_fire_stop", ">b", &target.isEndpoint))
{
if (!clua.error.empty())
mprf(MSGCH_ERROR, "Lua error: %s", clua.error.c_str());
// just continue with the default value in this case
}
// set this so that it prints appropriate error messages for
// autofiring
if (!secondary_enabled)
target.find_target = true;
a->trigger(target);
return;
}
// quiver actions that aren't called directly above are triggered via
// autofight code below
}
const string fnname = _autofight_lua_fn(cmd);
if (!clua.callfn(fnname.c_str(), 0, 0))
mprf(MSGCH_ERROR, "Lua error: %s", clua.error.c_str());
}
class GameMenu : public Menu
{
// this could be easily generalized for other menus that select among commands
// if it's ever needed
public:
class CmdMenuEntry : public MenuEntry
{
public:
CmdMenuEntry(string label, MenuEntryLevel _level, int hotk=0,
command_type _cmd=CMD_NO_CMD,
bool _uses_popup=true)
: MenuEntry(label, _level, 1, hotk), cmd(_cmd),
uses_popup(_uses_popup)
{
if (tileidx_command(cmd) != TILEG_TODO)
add_tile(tileidx_command(cmd));
}
command_type cmd;
bool uses_popup;
};
command_type cmd;
GameMenu()
: Menu(MF_SINGLESELECT | MF_ALLOW_FORMATTING
| MF_ARROWS_SELECT | MF_WRAP | MF_INIT_HOVER
#ifdef USE_TILE_LOCAL
| MF_SPECIAL_MINUS // doll editor (why?)
#endif
),
cmd(CMD_NO_CMD)
{
set_tag("game_menu");
action_cycle = Menu::CYCLE_NONE;
menu_action = Menu::ACT_EXECUTE;
set_title(new MenuEntry(
string("<w>" CRAWL " ") + Version::Long + "</w>",
MEL_TITLE));
on_single_selection = [this](const MenuEntry& item)
{
const CmdMenuEntry *c = dynamic_cast<const CmdMenuEntry *>(&item);
if (c)
{
if (c->uses_popup)
{
// recurse
if (c->cmd != CMD_NO_CMD)
::process_command(c->cmd, CMD_GAME_MENU);
return true;
}
// otherwise, exit menu and process in the main process_command call
cmd = c->cmd;
return false;
}
return true;
};
}
bool skip_process_command(int keyin) override
{
if (keyin == '?')
return true; // hotkeyed
return Menu::skip_process_command(keyin);
}
void fill_entries()
{
clear();
add_entry(new CmdMenuEntry("", MEL_SUBTITLE));
add_entry(new CmdMenuEntry("Return to game", MEL_ITEM, CK_ESCAPE,
CMD_NO_CMD, false));
items[1]->add_tile(tileidx_command(CMD_GAME_MENU));
// n.b. CMD_SAVE_GAME_NOW crashes on returning to the main menu if we
// don't exit out of this popup now, not sure why
add_entry(new CmdMenuEntry(
(crawl_should_restart(game_exit::save)
? "Save and return to main menu"
: "Save and exit"),
MEL_ITEM, 'S', CMD_SAVE_GAME_NOW, false));
add_entry(new CmdMenuEntry("Generate and view character dump",
MEL_ITEM, '#', CMD_SHOW_CHARACTER_DUMP));
#ifdef USE_TILE_LOCAL
add_entry(new CmdMenuEntry("Edit player tile",
MEL_ITEM, '-', CMD_EDIT_PLAYER_TILE));
#endif
add_entry(new CmdMenuEntry("Edit macros",
MEL_ITEM, '~', CMD_MACRO_MENU));
add_entry(new CmdMenuEntry("Help and manual",
MEL_ITEM, '?', CMD_DISPLAY_COMMANDS));
add_entry(new CmdMenuEntry("Lookup info",
MEL_ITEM, '/', CMD_LOOKUP_HELP));
#ifdef TARGET_OS_MACOSX
add_entry(new CmdMenuEntry("Show options file in finder",
MEL_ITEM, 'O', CMD_REVEAL_OPTIONS));
#endif
#ifdef __ANDROID__
add_entry(new CmdMenuEntry("Toggle on-screen keyboard",
MEL_ITEM, CK_F12, CMD_TOGGLE_KEYBOARD));
#endif
add_entry(new CmdMenuEntry("", MEL_SUBTITLE));
add_entry(new CmdMenuEntry(
"Quit and <lightred>abandon character</lightred>",
MEL_ITEM, 'Q', CMD_QUIT, false));
}
vector<MenuEntry *> show(bool reuse_selections = false) override
{
fill_entries();
return Menu::show(reuse_selections);
}
};
// Note that in some actions, you don't want to clear afterwards.
// e.g. list_jewellery, etc.
// calling this directly will not record the command for later replay; if you
// want to ensure that it's recorded, see macro.cc:process_command_on_record.
void process_command(command_type cmd, command_type prev_cmd)
{
you.apply_berserk_penalty = true;
if (cmd == CMD_GAME_MENU)
{
GameMenu m;
m.show();
if (m.cmd == CMD_NO_CMD)
return;
cmd = m.cmd;
}
switch (cmd)
{
#ifdef USE_TILE
// Tiles-specific commands.
case CMD_EDIT_PLAYER_TILE: tiles.draw_doll_edit(); break;
#endif
// Movement and running commands.
case CMD_ATTACK_DOWN_LEFT: _swing_at_target({-1, 1}); break;
case CMD_ATTACK_DOWN: _swing_at_target({ 0, 1}); break;
case CMD_ATTACK_UP_RIGHT: _swing_at_target({ 1, -1}); break;
case CMD_ATTACK_UP: _swing_at_target({ 0, -1}); break;
case CMD_ATTACK_UP_LEFT: _swing_at_target({-1, -1}); break;
case CMD_ATTACK_LEFT: _swing_at_target({-1, 0}); break;
case CMD_ATTACK_DOWN_RIGHT: _swing_at_target({ 1, 1}); break;
case CMD_ATTACK_RIGHT: _swing_at_target({ 1, 0}); break;
case CMD_MOVE_DOWN_LEFT: move_player_action({-1, 1}); break;
case CMD_MOVE_DOWN: move_player_action({ 0, 1}); break;
case CMD_MOVE_UP_RIGHT: move_player_action({ 1, -1}); break;
case CMD_MOVE_UP: move_player_action({ 0, -1}); break;
case CMD_MOVE_UP_LEFT: move_player_action({-1, -1}); break;
case CMD_MOVE_LEFT: move_player_action({-1, 0}); break;
case CMD_MOVE_DOWN_RIGHT: move_player_action({ 1, 1}); break;
case CMD_MOVE_RIGHT: move_player_action({ 1, 0}); break;
case CMD_SAFE_MOVE_DOWN_LEFT: _safe_move_player({-1, 1}); break;
case CMD_SAFE_MOVE_DOWN: _safe_move_player({ 0, 1}); break;
case CMD_SAFE_MOVE_UP_RIGHT: _safe_move_player({ 1, -1}); break;
case CMD_SAFE_MOVE_UP: _safe_move_player({ 0, -1}); break;
case CMD_SAFE_MOVE_UP_LEFT: _safe_move_player({-1, -1}); break;
case CMD_SAFE_MOVE_LEFT: _safe_move_player({-1, 0}); break;
case CMD_SAFE_MOVE_DOWN_RIGHT: _safe_move_player({ 1, 1}); break;
case CMD_SAFE_MOVE_RIGHT: _safe_move_player({ 1, 0}); break;
case CMD_CLOSE_DOOR_DOWN_LEFT: close_door_action({-1, 1}); break;
case CMD_CLOSE_DOOR_DOWN: close_door_action({ 0, 1}); break;
case CMD_CLOSE_DOOR_UP_RIGHT: close_door_action({ 1, -1}); break;
case CMD_CLOSE_DOOR_UP: close_door_action({ 0, -1}); break;
case CMD_CLOSE_DOOR_UP_LEFT: close_door_action({-1, -1}); break;
case CMD_CLOSE_DOOR_LEFT: close_door_action({-1, 0}); break;
case CMD_CLOSE_DOOR_DOWN_RIGHT: close_door_action({ 1, 1}); break;
case CMD_CLOSE_DOOR_RIGHT: close_door_action({ 1, 0}); break;
case CMD_CLOSE_DOOR: close_door_action({ 0, 0}); break;
case CMD_RUN_DOWN_LEFT: _start_running(RDIR_DOWN_LEFT, RMODE_START); break;
case CMD_RUN_DOWN: _start_running(RDIR_DOWN, RMODE_START); break;
case CMD_RUN_UP_RIGHT: _start_running(RDIR_UP_RIGHT, RMODE_START); break;
case CMD_RUN_UP: _start_running(RDIR_UP, RMODE_START); break;
case CMD_RUN_UP_LEFT: _start_running(RDIR_UP_LEFT, RMODE_START); break;
case CMD_RUN_LEFT: _start_running(RDIR_LEFT, RMODE_START); break;
case CMD_RUN_DOWN_RIGHT:_start_running(RDIR_DOWN_RIGHT, RMODE_START); break;
case CMD_RUN_RIGHT: _start_running(RDIR_RIGHT, RMODE_START); break;
case CMD_AUTOFIRE:
case CMD_AUTOFIGHT:
case CMD_AUTOFIGHT_NOMOVE:
_handle_autofight(cmd, prev_cmd);
break;
case CMD_REST: _do_rest(); break;
case CMD_GO_UPSTAIRS:
case CMD_GO_DOWNSTAIRS:
_take_stairs(cmd == CMD_GO_DOWNSTAIRS);
break;
case CMD_OPEN_DOOR: open_door_action(); break;
// Repeat commands.
case CMD_REPEAT_CMD: _do_cmd_repeat(); break;
case CMD_PREV_CMD_AGAIN: _do_prev_cmd_again(); break;
case CMD_MACRO_ADD: macro_quick_add(); break;
case CMD_MACRO_MENU: macro_menu(); break;
// Toggle commands.
case CMD_DISABLE_MORE: crawl_state.show_more_prompt = false; break;
case CMD_ENABLE_MORE: crawl_state.show_more_prompt = true; break;
case CMD_TOGGLE_AUTOPICKUP:
if (Options.autopickup_on < 1)
Options.autopickup_on = 1;
else
Options.autopickup_on = 0;
mprf("Autopickup is now %s.", Options.autopickup_on > 0 ? "on" : "off");
break;
#ifdef USE_SOUND
case CMD_TOGGLE_SOUND:
Options.sounds_on = !Options.sounds_on;
mprf("Sound effects are now %s.", Options.sounds_on ? "on" : "off");
break;
#endif
// Map commands.
case CMD_CLEAR_MAP: clear_map_or_travel_trail(); break;
case CMD_DISPLAY_OVERMAP: display_overview(); break;
case CMD_DISPLAY_MAP: _do_display_map(); break;
#ifdef USE_TILE
case CMD_ZOOM_IN: tiles.zoom_dungeon(true); break;
case CMD_ZOOM_OUT: tiles.zoom_dungeon(false); break;
#endif
// Stash commands.
case CMD_SEARCH_STASHES:
if (Hints.hints_stashes)
Hints.hints_stashes = 0;
StashTrack.search_stashes();
break;
case CMD_INSPECT_FLOOR:
if (player_on_single_stack() && !you.running)
pickup(true);
else
// Forced autopickup if CMD_INSPECT_FLOOR is used twice in a row
autopickup(prev_cmd == CMD_INSPECT_FLOOR);
break;
case CMD_SHOW_TERRAIN: toggle_show_terrain(); break;
case CMD_ADJUST_INVENTORY: adjust(); break;
case CMD_SAFE_WAIT:
if (!i_feel_safe(true) && can_rest_here(true))
break;
// else fall-through
case CMD_WAIT:
update_acrobat_status();
you.turn_is_over = true;
break;
case CMD_PICKUP:
case CMD_PICKUP_QUANTITY:
pickup(cmd != CMD_PICKUP);
break;
// Action commands.
case CMD_CAST_SPELL: do_cast_spell_cmd(false); break;
case CMD_DISPLAY_SPELLS: inspect_spells(); break;
case CMD_FIRE: you.quiver_action.target(); break;
case CMD_FORCE_CAST_SPELL: do_cast_spell_cmd(true); break;
case CMD_LOOK_AROUND: do_look_around(); break;
case CMD_QUAFF: use_an_item(OPER_QUAFF); break;
case CMD_READ: use_an_item(OPER_READ); break;
case CMD_UNEQUIP: use_an_item(OPER_UNEQUIP); break;
case CMD_REMOVE_ARMOUR: use_an_item(OPER_TAKEOFF); break;
case CMD_REMOVE_JEWELLERY: use_an_item(OPER_REMOVE); break;
case CMD_SHOUT: issue_orders(); break;
case CMD_FIRE_ITEM_NO_QUIVER: fire_item_no_quiver(); break;
case CMD_WEAPON_SWAP: auto_wield(); break;
case CMD_EQUIP: use_an_item(OPER_EQUIP); break;
case CMD_WEAR_ARMOUR: use_an_item(OPER_WEAR); break;
case CMD_WEAR_JEWELLERY: use_an_item(OPER_PUTON); break;
case CMD_WIELD_WEAPON: use_an_item(OPER_WIELD); break;
case CMD_EVOKE: use_an_item(OPER_EVOKE); break;
case CMD_ZAP_WAND: zap_wand(); break;
case CMD_DROP:
drop();
break;
case CMD_DROP_LAST:
drop_last();
break;
case CMD_PRIMARY_ATTACK:
quiver::get_primary_action()->trigger();
if (!you.turn_is_over)
flush_input_buffer(FLUSH_ON_FAILURE);
break;
case CMD_MEMORISE_SPELL:
if (!learn_spell())
flush_input_buffer(FLUSH_ON_FAILURE);
break;
case CMD_USE_ABILITY:
if (!activate_ability())
flush_input_buffer(FLUSH_ON_FAILURE);
break;
// Informational commands.
case CMD_DISPLAY_CHARACTER_STATUS: display_char_status(); break;
case CMD_DISPLAY_COMMANDS:
show_help();
redraw_screen();
update_screen();
break;
case CMD_DISPLAY_INVENTORY: display_inventory(); break;
case CMD_DISPLAY_KNOWN_OBJECTS:
check_item_knowledge();
redraw_screen();
update_screen();
break;
case CMD_DISPLAY_MUTATIONS:
display_mutations();
redraw_screen();
update_screen();
break;
case CMD_DISPLAY_RUNES:
display_runes();
redraw_screen();
update_screen();
break;
case CMD_DISPLAY_SKILLS:
skill_menu();
redraw_screen();
update_screen();
break;
case CMD_EXPERIENCE_CHECK: _experience_check(); break;
case CMD_FULL_VIEW: full_describe_view(); break;
case CMD_INSCRIBE_ITEM: prompt_inscribe_item(); break;
case CMD_LIST_ARMOUR: list_armour(); break;
case CMD_LIST_GOLD: _do_list_gold(); break;
case CMD_LIST_JEWELLERY: list_jewellery(); break;
case CMD_MAKE_NOTE: make_user_note(); break;
case CMD_REPLAY_MESSAGES:
replay_messages();
redraw_screen();
update_screen();
break;
case CMD_RESISTS_SCREEN: print_overview_screen(); break;
case CMD_LOOKUP_HELP:
keyhelp_query_descriptions(prev_cmd == CMD_GAME_MENU
? prev_cmd : CMD_NO_CMD);
break;
case CMD_DISPLAY_RELIGION:
{
describe_god(you.religion);
redraw_screen();
update_screen();
break;
}
case CMD_READ_MESSAGES:
#ifdef DGL_SIMPLE_MESSAGING
if (SysEnv.have_messages)
read_messages();
#endif
break;
#ifdef TARGET_OS_MACOSX
case CMD_REVEAL_OPTIONS:
// TODO: implement for other OSs
// TODO: add a way of triggering this from the main menu
system(make_stringf("/usr/bin/open -R '%s'",
Options.filename.c_str()).c_str());
break;
#endif
case CMD_SHOW_CHARACTER_DUMP:
case CMD_CHARACTER_DUMP:
if (!dump_char(you.your_name))
mpr("Char dump unsuccessful! Sorry about that.");
#ifdef USE_TILE_WEB
else
tiles.send_dump_info("command", you.your_name);
#endif
if (cmd == CMD_SHOW_CHARACTER_DUMP)
display_char_dump();
break;
// Travel commands.
case CMD_FIX_WAYPOINT: travel_cache.add_waypoint(); break;
case CMD_INTERLEVEL_TRAVEL: do_interlevel_travel(); break;
case CMD_ANNOTATE_LEVEL: do_annotate(); break;
case CMD_EXPLORE: do_explore_cmd(); break;
// Mouse commands.
case CMD_MOUSE_MOVE:
{
const coord_def dest = crawl_view.screen2grid(crawl_view.mousep);
if (in_bounds(dest))
terse_describe_square(dest);
break;
}
case CMD_MOUSE_CLICK:
{
// XXX: We should probably use specific commands such as
// CMD_MOUSE_TRAVEL and get rid of CMD_MOUSE_CLICK and
// CMD_MOUSE_MOVE.
c_mouse_event cme = get_mouse_event();
if (cme && crawl_view.in_viewport_s(cme.pos))
{
const coord_def dest = crawl_view.screen2grid(cme.pos);
if (cme.left_clicked())
{
if (in_bounds(dest))
start_travel(dest);
}
else if (cme.right_clicked())
{
if (you.see_cell(dest))
full_describe_square(dest);
else
canned_msg(MSG_CANNOT_SEE);
}
}
break;
}
// Quiver commands.
case CMD_QUIVER_ITEM: quiver::choose(you.quiver_action); break;
case CMD_CYCLE_QUIVER_FORWARD: _do_cycle_quiver(+1); break;
case CMD_CYCLE_QUIVER_BACKWARD: _do_cycle_quiver(-1); break;
case CMD_SWAP_QUIVER_RECENT:
{
auto a = you.quiver_action.find_last_valid();
if (a)
you.quiver_action.set(a);
quiver::set_needs_redraw();
break;
}
#ifdef WIZARD
case CMD_WIZARD: handle_wizard_command(); break;
case CMD_EXPLORE_MODE: enter_explore_mode(); break;
#endif
// Game commands.
case CMD_REDRAW_SCREEN:
redraw_screen();
update_screen();
break;
#ifdef USE_UNIX_SIGNALS
case CMD_SUSPEND_GAME:
// CTRL-Z suspend behaviour is implemented here,
// because we want to have CTRL-Y available...
// and unfortunately they tend to be stuck together.
clrscr();
#if !defined(USE_TILE_LOCAL) && !defined(TARGET_OS_WINDOWS)
console_shutdown();
kill(0, SIGTSTP);
console_startup();
#endif
redraw_screen();
update_screen();
break;
#endif
case CMD_SAVE_GAME:
{
const char * const prompt
= (crawl_should_restart(game_exit::save))
? "Save game and return to main menu?"
: "Save game and exit?";
explicit_keymap map;
map['S'] = 'y';
if (yesno(prompt, true, 'n', true, true, false, &map))
save_game(true);
else
canned_msg(MSG_OK);
break;
}
case CMD_SAVE_GAME_NOW:
mpr("Saving game... please wait.");
save_game(true);
break;
case CMD_QUIT:
{
// TODO: msg whether this will start a new game? not very important
if (crawl_state.disables[DIS_CONFIRMATIONS]
|| confirm_prompt("quit", "Are you sure you want to abandon this character%s?",
Options.newgame_after_quit ? "" : // hard to predict this case
(crawl_should_restart(game_exit::quit)
? " and return to the main menu"
: " and quit the game")))
{
ouch(INSTANT_DEATH, KILLED_BY_QUITTING);
}
else
canned_msg(MSG_OK);
break;
}
case CMD_LUA_CONSOLE:
debug_terp_dlua(clua);
break;
#ifdef __ANDROID__
case CMD_TOGGLE_TAB_ICONS:
tiles.toggle_tab_icons();
break;
case CMD_TOGGLE_KEYBOARD:
jni_keyboard_control(true);
break;
#endif
case CMD_NO_CMD:
default:
// The backslash in ?\? is there so it doesn't start a trigraph.
if (crawl_state.game_is_hints())
mpr("Unknown command. (For a list of commands type <w>?\?</w>.)");
else // well, not examine, but...
mprf(MSGCH_EXAMINE_FILTER, "Unknown command.");
if (feat_is_altar(env.grid(you.pos())))
{
string msg = "Press <w>%</w> or <w>%</w> to pray at altars.";
insert_commands(msg, { CMD_GO_UPSTAIRS, CMD_GO_DOWNSTAIRS });
mpr(msg);
}
break;
}
}
static void _prep_input()
{
you.turn_is_over = false;
you.time_taken = player_speed();
you.shield_blocks = 0; // no blocks this round
you.redraw_status_lights = true;
if (you.running == 0)
{
you.quiver_action.set_needs_redraw();
you.refresh_rampage_hints();
}
print_stats();
update_screen();
viewwindow();
update_screen(); // ???
maybe_update_stashes();
if (check_for_interesting_features() && you.running.is_explore())
stop_running();
if (you.seen_portals)
{
ASSERT(have_passive(passive_t::detect_portals));
if (you.seen_portals == 1)
mprf(MSGCH_GOD, "You have a vision of a gate.");
else
mprf(MSGCH_GOD, "You have a vision of multiple gates.");
you.seen_portals = 0;
}
}
static void _check_sanctuary()
{
if (env.sanctuary_time <= 0)
return;
decrease_sanctuary_radius();
}
static void _check_trapped()
{
if (you.trapped)
{
do_trap_effects();
you.trapped = false;
}
}
static void _update_golubria_traps(int dur)
{
vector<coord_def> traps = find_golubria_on_level();
for (auto c : traps)
{
trap_def *trap = trap_at(c);
if (trap && trap->type == TRAP_GOLUBRIA)
{
trap->ammo_qty -= div_rand_round(dur, BASELINE_DELAY);
if (trap->ammo_qty <= 0)
{
if (you.see_cell(c))
mpr("Your passage of Golubria closes with a snap!");
else
mprf(MSGCH_SOUND, "You hear a snapping sound.");
trap->destroy();
noisy(spell_effect_noise(SPELL_GOLUBRIAS_PASSAGE), c);
}
}
}
if (traps.empty())
env.level_state &= ~LSTATE_GOLUBRIA;
}
static void _update_still_winds()
{
for (monster_iterator mon_it; mon_it; ++mon_it)
if (mon_it->has_ench(ENCH_STILL_WINDS))
return;
// still winds somehow ended without the flag being unset. fix it
end_still_winds();
}
void world_reacts()
{
// All markers should be activated at this point.
ASSERT(!env.markers.need_activate());
you.rampage_hints.clear(); // only draw on your turn
fire_final_effects();
if (crawl_state.viewport_monster_hp || crawl_state.viewport_weapons)
{
crawl_state.viewport_monster_hp = false;
crawl_state.viewport_weapons = false;
viewwindow();
update_screen();
}
// prevent monsters wandering into view and picking up an item before
// our next prep_input
maybe_update_stashes();
update_monsters_in_view();
reset_show_terrain();
crawl_state.clear_mon_acting();
if (you.time_taken)
descent_crumble_stairs();
if (!crawl_state.game_is_arena())
{
you.turn_is_over = true;
religion_turn_end();
crawl_state.clear_god_acting();
}
#ifdef USE_TILE
if (crawl_state.game_is_hints())
{
tiles.clear_text_tags(TAG_TUTORIAL);
tiles.place_cursor(CURSOR_TUTORIAL, NO_CURSOR);
}
#endif
check_banished();
_check_sanctuary();
_check_trapped();
check_spectral_weapon(you);
run_environment_effects();
if (!crawl_state.game_is_arena())
player_reacts();
abyss_morph();
apply_noises();
handle_monsters(true);
// Monsters can schedule final effects, too!
// (mostly by exploding)
fire_final_effects();
check_banished();
ASSERT(you.time_taken >= 0);
you.elapsed_time += you.time_taken;
if (you.elapsed_time >= 2*1000*1000*1000)
{
// 2B of 1/10 turns. A 32-bit signed int can hold 2.1B.
// The worst case of mummy scumming had 92M turns, the second worst
// merely 8M. This limit is ~200M turns, with an efficient bot that
// keeps resting on a fast machine, it takes ~24 hours to hit it
// on a level with no monsters, at 100% CPU utilization, producing
// a gigabyte of bzipped ttyrec.
// We could extend the counters to 64 bits, but in the light of the
// above, it's an useless exercise.
mpr("Outside, the world ends.");
mpr("Sorry, but your quest for the Orb is now rather pointless. "
"You quit...");
// Please do not give it a custom ktyp or make it cool in any way
// whatsoever, because players are insane. Usually, not being dragged
// down by sanity is good, but this is not the case here.
ouch(INSTANT_DEATH, KILLED_BY_QUITTING);
}
handle_time();
manage_clouds();
if (env.level_state & LSTATE_GOLUBRIA)
_update_golubria_traps(you.time_taken);
if (env.level_state & LSTATE_STILL_WINDS)
_update_still_winds();
if (!crawl_state.game_is_arena())
player_reacts_to_monsters();
clear_monster_flags();
add_auto_excludes();
viewwindow();
update_screen();
if (you.cannot_act() && any_messages()
&& crawl_state.repeat_cmd != CMD_WIZARD)
{
more();
}
#if defined(DEBUG_TENSION) || defined(DEBUG_RELIGION)
if (!you_worship(GOD_NO_GOD))
mprf(MSGCH_DIAGNOSTICS, "TENSION = %d", get_tension());
#endif
if (you.num_turns != -1)
{
if (you.num_turns < INT_MAX)
you.num_turns++;
_update_place_stats();
if (env.turns_on_level < INT_MAX)
env.turns_on_level++;
record_turn_timestamp();
update_turn_count();
msgwin_new_turn();
crawl_state.lua_calls_no_turn = 0;
if ((crawl_state.game_is_sprint() && !(you.num_turns % 256)
|| crawl_state.save_after_turn)
&& !you_are_delayed()
&& !crawl_state.disables[DIS_SAVE_CHECKPOINTS])
{
// Resting makes the saving quite random, but meh.
crawl_state.save_after_turn = false;
save_level(level_id::current());
save_game(false);
}
}
// End of a turn.
//
// `los_noise_last_turn` is the value for display -- it needs to persist
// for any calls to print_stats during the next turn. Meanwhile, reset
// the loudest noise tracking for the next world_reacts cycle.
you.los_noise_last_turn = you.los_noise_level;
you.los_noise_level = 0;
}
static command_type _get_next_cmd()
{
#ifdef DGL_SIMPLE_MESSAGING
check_messages();
#endif
#ifdef DEBUG_ITEM_SCAN
debug_item_scan();
#endif
#ifdef DEBUG_MONS_SCAN
debug_mons_scan();
#endif
_center_cursor();
keycode_type keyin = _get_next_keycode();
handle_real_time();
if (is_userfunction(keyin))
{
run_macro(get_userfunction(keyin).c_str());
return CMD_NEXT_CMD;
}
return _keycode_to_command(keyin);
}
// We handle the synthetic keys, key_to_command() handles the
// real ones.
static command_type _keycode_to_command(keycode_type key)
{
#ifndef USE_TILE_LOCAL
// ignore all input if the terminal is too small
if (crawl_state.smallterm)
return CMD_NEXT_CMD;
#endif
switch (key)
{
#ifdef USE_TILE
case CK_MOUSE_CMD: return CMD_NEXT_CMD;
#endif
case KEY_MACRO_DISABLE_MORE: return CMD_DISABLE_MORE;
case KEY_MACRO_ENABLE_MORE: return CMD_ENABLE_MORE;
default:
return key_to_command(key, KMC_DEFAULT);
}
}
static keycode_type _get_next_keycode()
{
keycode_type keyin = 0;
flush_input_buffer(FLUSH_BEFORE_COMMAND);
mouse_control mc(MOUSE_MODE_COMMAND);
for (;;)
{
keyin = unmangle_direction_keys(getch_with_command_macros());
if (keyin == CK_REDRAW)
{
redraw_screen();
update_screen();
}
else
break;
}
// This is the main clear_messages() with Option.clear_messages.
if (!is_synthetic_key(keyin))
clear_messages();
return keyin;
}
static void _swing_at_target(coord_def move)
{
dist target;
target.target = you.pos() + move;
if (never_harm_monster(&you, monster_at(target.target), true))
return;
// Don't warn the player "too injured to fight recklessly" when they
// explicitly request an attack.
unwind_bool autofight_ok(crawl_state.skip_autofight_check, true);
// this lets ranged weapons work via this command also -- good or bad?
quiver::get_primary_action()->trigger(target);
}
// An attempt to tone down berserk a little bit. -- bwross
//
// This function does the accounting for not attacking while berserk
// This gives a triangular number function for the additional penalty
// Turn: 1 2 3 4 5 6 7 8
// Penalty: 1 3 6 10 15 21 28 36
//
// Total penalty (including the standard one during upkeep is:
// 2 5 9 14 20 27 35 44
//
static void _do_berserk_no_combat_penalty()
{
if (you.berserk())
{
you.berserk_penalty++;
switch (you.berserk_penalty)
{
case 2:
mprf(MSGCH_DURATION, "You feel a strong urge to attack something.");
break;
case 4:
mprf(MSGCH_DURATION, "You feel your anger nearly subside.");
break;
case 6:
mprf(MSGCH_DURATION, "Your blood rage is quickly leaving you.");
break;
}
const int berserk_base_delay = BASELINE_DELAY;
int berserk_delay_penalty = you.berserk_penalty * berserk_base_delay;
you.duration[DUR_BERSERK] -= berserk_delay_penalty;
// Don't actually expire berserk until the next turn.
if (you.duration[DUR_BERSERK] < 1)
you.duration[DUR_BERSERK] = 1;
}
return;
}
static void _safe_move_player(coord_def move)
{
if (!i_feel_safe(true)) {
// Clear out other queued up commands.
macro_clear_buffers();
return;
}
move_player_action(move);
}
static int _get_num_and_char(const char* prompt, char* buf, int buf_len)
{
if (prompt != nullptr)
msgwin_prompt(prompt);
auto ret = cancellable_get_line(buf, buf_len, nullptr, keyfun_num_and_char, "", "repeat");
msgwin_reply(buf);
return ret;
}
static void _cancel_cmd_repeat()
{
// need to force reset these so that history for again is consistent, even
// if a repeat didn't get started.
crawl_state.cancel_cmd_again("", true);
crawl_state.cancel_cmd_repeat("", true);
flush_input_buffer(FLUSH_REPLAY_SETUP_FAILURE);
}
static command_type _find_command(const keyseq& keys)
{
// Add it back in to find out the command.
macro_buf_add(keys, true);
keycode_type keyin = unmangle_direction_keys(getch_with_command_macros());
command_type cmd = _keycode_to_command(keyin);
if (is_userfunction(keyin))
cmd = CMD_NEXT_CMD;
flush_input_buffer(FLUSH_REPEAT_SETUP_DONE);
return cmd;
}
static void _check_cmd_repeat(int last_turn)
{
if (last_turn == you.num_turns
&& crawl_state.repeat_cmd != CMD_WIZARD
&& (crawl_state.repeat_cmd != CMD_PREV_CMD_AGAIN
|| crawl_state.prev_cmd != CMD_WIZARD))
{
// This is a catch-all that shouldn't really happen.
// If the command always takes zero turns, then it
// should be prevented in cmd_is_repeatable(). If
// a command sometimes takes zero turns (because it
// can't be done, for instance), then
// crawl_state.zero_turns_taken() should be called when
// it does take zero turns, to cancel command repetition
// before we reach here.
#ifdef WIZARD
crawl_state.cant_cmd_repeat("Can't repeat a command which "
"takes no turns (unless it's a "
"wizard command), cancelling ");
#else
crawl_state.cant_cmd_repeat("Can't repeat a command which "
"takes no turns, cancelling "
"repetitions.");
#endif
crawl_state.cancel_cmd_repeat();
return;
}
}
static void _run_input_with_keys(const keyseq& keys)
{
ASSERT(crawl_state.is_replaying_keys());
const int old_buf_size = get_macro_buf_size();
macro_buf_add(keys, true);
while (get_macro_buf_size() > old_buf_size
&& crawl_state.is_replaying_keys())
{
_input();
}
if (get_macro_buf_size() < old_buf_size)
{
mprf(MSGCH_ERROR, "(Key replay stole keys)");
crawl_state.cancel_cmd_all();
}
}
static void _do_cmd_repeat()
{
if (is_processing_macro())
{
flush_input_buffer(FLUSH_ABORT_MACRO);
crawl_state.cancel_cmd_again();
crawl_state.cancel_cmd_repeat();
return;
}
ASSERT(!crawl_state.is_repeating_cmd());
char buf[80];
// Function ensures that the buffer contains only digits.
int ch = _get_num_and_char("Number of times to repeat, then command key: ",
buf, sizeof(buf));
if (strlen(buf) == 0)
{
mpr("You must enter the number of times for the command to repeat.");
_cancel_cmd_repeat();
return;
}
int count = atoi(buf);
if (count <= 0)
{
canned_msg(MSG_OK);
_cancel_cmd_repeat();
return;
}
// User can type space or enter and then the command key, in case
// they want to repeat a command bound to a number key.
c_input_reset(true);
if (ch == ' ' || ch == CK_ENTER)
{
mprf(MSGCH_PROMPT, "Enter command to be repeated: ");
// Enable the cursor to read input.
cursor_control con(true);
ch = getchm();
}
// Read out key sequence.
keyseq keys;
do
{
keys.push_back(ch);
ch = macro_buf_get();
} while (ch != -1);
const command_type cmd = _find_command(keys);
command_type real_cmd = cmd;
if (cmd == CMD_PREV_CMD_AGAIN)
real_cmd = crawl_state.prev_cmd;
if (real_cmd != CMD_MOUSE_MOVE)
c_input_reset(false);
if (!_cmd_is_repeatable(real_cmd))
{
_cancel_cmd_repeat();
return;
}
keyseq repeat_keys;
int i = 0;
if (cmd != CMD_PREV_CMD_AGAIN)
{
repeat_again_rec.keys.clear();
macro_buf_add(keys, true);
while (get_macro_buf_size() > 0)
_input();
repeat_keys = crawl_state.prev_cmd_keys;
i++;
}
else
repeat_keys = crawl_state.prev_cmd_keys;
crawl_state.repeat_cmd = real_cmd;
crawl_state.cmd_repeat_started_unsafe = !i_feel_safe();
int last_repeat_turn;
for (; i < count && crawl_state.is_repeating_cmd(); ++i)
{
last_repeat_turn = you.num_turns;
#ifdef DGAMELAUNCH
if (i >= 100)
usleep(500000);
#endif
_run_input_with_keys(repeat_keys);
_check_cmd_repeat(last_repeat_turn);
}
crawl_state.prev_repeat_cmd = cmd;
crawl_state.prev_cmd_repeat_goal = count;
crawl_state.repeat_cmd = CMD_NO_CMD;
}
static void _do_prev_cmd_again()
{
if (is_processing_macro())
{
mpr("Can't re-do previous command from within a macro.");
flush_input_buffer(FLUSH_ABORT_MACRO);
crawl_state.cancel_cmd_again();
crawl_state.cancel_cmd_repeat();
return;
}
if (crawl_state.prev_cmd == CMD_NO_CMD || crawl_state.prev_cmd_keys.empty())
{
crawl_state.cancel_cmd_again("No previous command to re-do.", true);
crawl_state.cancel_cmd_repeat();
repeat_again_rec.clear();
return;
}
if (crawl_state.doing_prev_cmd_again)
{
mprf(MSGCH_ERROR, "Trying to re-do re-do command, aborting.");
crawl_state.cancel_cmd_all();
return;
}
crawl_state.doing_prev_cmd_again = true;
ASSERT(!crawl_state.prev_cmd_keys.empty());
if (crawl_state.prev_cmd == CMD_REPEAT_CMD)
{
// just call the relevant part of _do_repeat_cmd again
// _do_repeat_cmd_again
crawl_state.doing_prev_cmd_again = false;
return;
}
_run_input_with_keys(crawl_state.prev_cmd_keys);
crawl_state.doing_prev_cmd_again = false;
}
static void _update_replay_state()
{
if (!crawl_state.is_replaying_keys()
&& crawl_state.prev_cmd != CMD_NO_CMD)
{
if (!repeat_again_rec.keys.empty())
crawl_state.prev_cmd_keys = repeat_again_rec.keys;
}
repeat_again_rec.clear();
}
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