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/*
* File: main.cc
* Summary: Main entry point, event loop, and some initialization functions
* Written by: Linley Henzell
*/
#include "AppHdr.h"
#include <string>
#include <algorithm>
// I don't seem to need values.h for VACPP..
#if !defined(__IBMCPP__)
#include <limits.h>
#endif
#include <errno.h>
#include <time.h>
#include <stdlib.h>
#include <string.h>
#include <fcntl.h>
#include <stdio.h>
#include <sstream>
#include <iostream>
#ifdef USE_UNIX_SIGNALS
#include <signal.h>
#endif
#include "externs.h"
#include "abl-show.h"
#include "abyss.h"
#include "areas.h"
#include "artefact.h"
#include "arena.h"
#include "beam.h"
#include "branch.h"
#include "chardump.h"
#include "cio.h"
#include "cloud.h"
#include "clua.h"
#include "command.h"
#include "coord.h"
#include "coordit.h"
#include "ctest.h"
#include "crash.h"
#include "database.h"
#include "dbg-maps.h"
#include "dbg-scan.h"
#include "debug.h"
#include "delay.h"
#include "describe.h"
#include "dgn-overview.h"
#include "dgn-shoals.h"
#include "dlua.h"
#include "directn.h"
#include "dungeon.h"
#include "effects.h"
#include "env.h"
#include "map_knowledge.h"
#include "fprop.h"
#include "fight.h"
#include "files.h"
#include "food.h"
#include "godabil.h"
#include "godpassive.h"
#include "godprayer.h"
#include "hiscores.h"
#include "initfile.h"
#include "invent.h"
#include "item_use.h"
#include "it_use3.h"
#include "itemname.h"
#include "itemprop.h"
#include "items.h"
#include "lev-pand.h"
#include "los.h"
#include "luaterp.h"
#include "macro.h"
#include "makeitem.h"
#include "mapmark.h"
#include "maps.h"
#include "message.h"
#include "misc.h"
#include "mon-act.h"
#include "mon-cast.h"
#include "mon-iter.h"
#include "mon-stuff.h"
#include "mon-transit.h"
#include "mon-util.h"
#include "mutation.h"
#include "newgame.h"
#include "ng-init.h"
#include "notes.h"
#include "options.h"
#include "ouch.h"
#include "output.h"
#include "player.h"
#include "player-stats.h"
#include "quiver.h"
#include "random.h"
#include "religion.h"
#include "godconduct.h"
#include "shopping.h"
#include "skills.h"
#include "skills2.h"
#include "species.h"
#include "spells1.h"
#include "spells2.h"
#include "spells3.h"
#include "spells4.h"
#include "spl-book.h"
#include "spl-cast.h"
#include "spl-util.h"
#include "stairs.h"
#include "stash.h"
#include "state.h"
#include "stuff.h"
#include "startup.h"
#include "tags.h"
#include "terrain.h"
#include "transform.h"
#include "traps.h"
#include "travel.h"
#include "hints.h"
#include "shout.h"
#include "stash.h"
#include "view.h"
#include "viewgeom.h"
#include "viewmap.h"
#include "wiz-dgn.h"
#include "wiz-fsim.h"
#include "wiz-item.h"
#include "wiz-mon.h"
#include "wiz-you.h"
#include "xom.h"
#ifdef USE_TILE
#include "tiledef-dngn.h"
#include "tilepick.h"
#include "tilereg.h"
#endif
#ifdef DGL_SIMPLE_MESSAGING
#include "dgl-message.h"
#endif
// ----------------------------------------------------------------------
// Globals whose construction/destruction order needs to be managed
// ----------------------------------------------------------------------
CLua clua(true);
CLua dlua(false); // Lua interpreter for the dungeon builder.
crawl_environment env; // Requires dlua.
player you;
// A clean player struct to use to reset the game. This wouldn't be
// necessary if player had a real constructor.
const player you_ref;
game_state crawl_state;
std::string init_file_error; // externed in newgame.cc
char info[ INFO_SIZE ]; // messaging queue extern'd everywhere {dlb}
int stealth; // externed in view.cc
void world_reacts();
static key_recorder repeat_again_rec;
// Clockwise, around the compass from north (same order as enum RUN_DIR)
const struct coord_def Compass[8] =
{
coord_def(0, -1), coord_def(1, -1), coord_def(1, 0), coord_def(1, 1),
coord_def(0, 1), coord_def(-1, 1), coord_def(-1, 0), coord_def(-1, -1),
};
// Functions in main module
static void _launch_game_loop();
static void _launch_game();
static void _do_berserk_no_combat_penalty(void);
static void _input(void);
static void _move_player(int move_x, int move_y);
static void _move_player(coord_def move);
static int _check_adjacent(dungeon_feature_type feat, coord_def& delta);
static void _open_door(coord_def move, bool check_confused = true);
static void _open_door(int x, int y, bool check_confused = true)
{
_open_door(coord_def(x, y), check_confused);
}
static void _close_door(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 _wanderer_startup_message();
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 _compile_time_asserts();
//
// It all starts here. Some initialisations are run first, then straight
// to new_game and then input.
//
#ifdef USE_SDL
#include <SDL_main.h>
#endif
int main(int argc, char *argv[])
{
_compile_time_asserts(); // Just to quiet "unused static function" warning.
init_crash_handler();
// Hardcoded initial keybindings.
init_keybindings();
// Load in the system environment variables
get_system_environment();
// 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_monsters();
// Init name cache so that we can parse stash_filter by item name.
init_properties();
init_item_name_cache();
// Read the init file.
init_file_error = 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())
{
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
_launch_game_loop();
end(0);
return 0;
}
static void _reset_game()
{
clrscr();
crawl_state.type = GAME_TYPE_UNSPECIFIED;
clear_message_store();
macro_clear_buffers();
transit_lists_clear();
you.copy_from(you_ref);
StashTrack = StashTracker();
travel_cache = TravelCache();
overview_clear();
msg::deinitialise_mpr_streams();
#ifdef USE_TILE
// [ds] Don't show the title screen again, just go back to
// the menu.
Options.tile_title_screen = false;
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 (game_ended_condition &ge)
{
game_ended = true;
_reset_game();
}
} while (Options.restart_after_game
&& game_ended
&& !crawl_state.seen_hups);
}
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();
if (!crawl_state.game_is_tutorial())
{
msg::stream << "<yellow>Welcome" << (game_start? "" : " back") << ", "
<< you.your_name << " the "
<< species_name(you.species)
<< " " << you.class_name << ".</yellow>"
<< std::endl;
}
#ifdef USE_TILE
viewwindow();
#endif
if (game_start && you.char_class == JOB_WANDERER)
_wanderer_startup_message();
if (!crawl_state.game_is_tutorial()
&& !crawl_state.game_is_sprint() && game_start)
{
_announce_goal_message();
}
_god_greeting_message(game_start);
// Warn player about their weapon, if unsuitable.
wield_warning(false);
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 (Hints.hints_left)
_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();
cursor_control ccon(!Options.use_fake_player_cursor);
while (true)
_input();
clear_globals_on_exit();
}
static void _show_commandline_options_help()
{
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(" -plain don't use IBM extended characters");
puts(" -seed <num> init the rng to a given sequence (a hex number > 0)");
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("");
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(" -test run test cases in ./test");
puts(" -script <name> run script matching <name> in ./scripts");
#endif
}
static void _wanderer_startup_message()
{
int skill_levels = 0;
for (int i = 0; i < NUM_SKILLS; ++i)
skill_levels += you.skills[ i ];
if (skill_levels <= 2)
{
// Some wanderers stand to not be able to see any of their
// skills at the start of the game (one or two skills should be
// easily guessed from starting equipment). Anyway, we'll give
// the player a message to warn them (and a reason why). - bwr
mpr("You wake up in a daze, and can't recall much.");
}
}
// A one-liner upon game start to mention the orb.
// TODO: source out the list of messages into a file, ideally with weights.
static void _announce_goal_message()
{
std::string msg;
switch (random2(5))
{
case 0:
msg = "Will you prevail where others failed? "
"Will you get the Orb of Zot?";
break;
case 1:
msg = "The bosom of this dungeon contains the most "
"powerful artefact, the Orb of Zot.";
break;
case 2:
msg = "Will you be the one to retrieve the fabulous "
"Orb of Zot from the depths?";
break;
case 3:
msg = "The destiny of this world depends on the Orb "
"of Zot. Go down and get it!";
break;
case 4:
msg = "They say that the Orb of Zot exists deep, deep "
"down but nobody ever got it.";
break;
}
mprf(MSGCH_PLAIN,"<yellow>%s</yellow>",msg.c_str());
}
static void _god_greeting_message(bool game_start)
{
switch (you.religion)
{
case GOD_ZIN:
simple_god_message(" says: Spread the light, my child.");
break;
case GOD_SHINING_ONE:
simple_god_message(" says: Lead the forces of light to victory!");
break;
case GOD_KIKUBAAQUDGHA:
simple_god_message(" says: Welcome...");
break;
case GOD_YREDELEMNUL:
simple_god_message(" says: Carry the black torch! Rouse the idle dead!");
break;
case GOD_NEMELEX_XOBEH:
simple_god_message(" says: It's all in the cards!");
break;
case GOD_XOM:
if (game_start)
simple_god_message(" says: A new plaything!");
break;
case GOD_VEHUMET:
simple_god_message(" says: Let it end in hellfire!");
break;
case GOD_OKAWARU:
simple_god_message(" says: Welcome, disciple.");
break;
case GOD_MAKHLEB:
god_speaks(you.religion, "Blood and souls for Makhleb!");
break;
case GOD_SIF_MUNA:
simple_god_message(" whispers: I know many secrets...");
break;
case GOD_TROG:
simple_god_message(" says: Kill them all!");
break;
case GOD_ELYVILON:
simple_god_message(" says: Go forth and aid the weak!");
break;
case GOD_LUGONU:
simple_god_message(" says: Spread carnage and corruption!");
break;
case GOD_BEOGH:
simple_god_message(" says: Drown the unbelievers in a sea of blood!");
break;
case GOD_JIYVA:
god_speaks(you.religion, "Slime for the Slime God!");
break;
case GOD_FEDHAS:
simple_god_message(" says: Spread life and death.");
break;
case GOD_CHEIBRIADOS:
simple_god_message(" says: Take it easy.");
break;
case GOD_NO_GOD:
case NUM_GODS:
case GOD_RANDOM:
case GOD_NAMELESS:
case GOD_VIABLE:
break;
}
}
static void _take_starting_note()
{
std::ostringstream notestr;
notestr << you.your_name << ", the "
<< species_name(you.species) << " "
<< you.class_name
<< ", began the quest for the Orb.";
take_note(Note(NOTE_MESSAGE, 0, 0, notestr.str().c_str()));
notestr.str("");
notestr.clear();
#ifdef WIZARD
if (you.wizard)
{
notestr << "You started the game in wizard mode.";
take_note(Note(NOTE_MESSAGE, 0, 0, notestr.str().c_str()));
notestr.str("");
notestr.clear();
}
#endif
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;
msg::streams(MSGCH_TUTORIAL)
<< "Press any key to start the hints mode intro, or Escape to skip it."
<< std::endl;
flush_prev_message();
const int ch = getch_ck();
if (!key_is_escape(ch))
hints_starting_screen();
}
#ifdef WIZARD
static void _do_wizard_command(int wiz_command, bool silent_fail)
{
ASSERT(you.wizard);
switch (wiz_command)
{
case '?':
{
const int key = list_wizard_commands(true);
_do_wizard_command(key, true);
return;
}
case CONTROL('B'): you.teleport(true, false, true); break;
case CONTROL('D'): wizard_edit_durations(); break;
case CONTROL('F'): debug_fight_statistics(false, true); break;
case CONTROL('G'): debug_ghosts(); break;
case CONTROL('H'): wizard_set_hunger_state(); break;
case CONTROL('I'): debug_item_statistics(); break;
case CONTROL('L'): wizard_set_xl(); break;
case CONTROL('T'): debug_terp_dlua(); break;
case CONTROL('X'): debug_xom_effects(); break;
case 'O': debug_test_explore(); break;
case 'S': wizard_set_skill_level(); break;
case 'A': wizard_set_all_skills(); break;
case 'a': acquirement(OBJ_RANDOM, AQ_WIZMODE); break;
case 'v': wizard_value_artefact(); break;
case '+': wizard_make_object_randart(); break;
case '|': wizard_create_all_artefacts(); break;
case 'C': wizard_uncurse_item(); break;
case 'g': wizard_exercise_skill(); break;
case 'G': wizard_dismiss_all_monsters(); break;
case 'c': wizard_draw_card(); break;
case 'H': wizard_heal(true); break;
case 'h': wizard_heal(false); break;
case 'b': blink(1000, true, true); break;
case '~': wizard_interlevel_travel(); break;
case '"': debug_list_monsters(); break;
case 't': wizard_tweak_object(); break;
case 'T': debug_make_trap(); break;
case '\\': debug_make_shop(); break;
case 'f': debug_fight_statistics(false); break;
case 'F': debug_fight_statistics(true); break;
case 'm': wizard_create_spec_monster(); break;
case 'M': wizard_create_spec_monster_name(); break;
case 'R': wizard_spawn_control(); break;
case 'r': wizard_change_species(); break;
case '>': wizard_place_stairs(true); break;
case '<': wizard_place_stairs(false); break;
case 'P': wizard_create_portal(); break;
case 'L': debug_place_map(); break;
case 'i': wizard_identify_pack(); break;
case 'I': wizard_unidentify_pack(); break;
case 'Z':
case 'z': wizard_cast_spec_spell(); break;
case '(': wizard_create_feature(); break;
case ')': wizard_mod_tide(); break;
case ':': wizard_list_branches(); break;
case ';': wizard_list_levels(); break;
case '{': wizard_map_level(); break;
case '}': wizard_reveal_traps(); break;
case '@': wizard_set_stats(); break;
case '^': wizard_set_piety(); break;
case '_': wizard_get_religion(); break;
case '-': wizard_get_god_gift(); break;
case '\'': wizard_list_items(); break;
case 'd': wizard_level_travel(true); break;
case 'D': wizard_detect_creatures(); break;
case 'u': case 'U': wizard_level_travel(false); break;
case 'o': wizard_create_spec_object(); break;
case '%': wizard_create_spec_object_by_name(); break;
case 'J': jiyva_eat_offlevel_items(); break;
case 'x':
you.experience = 1 + exp_needed(2 + you.experience_level);
level_change();
break;
case 's':
you.exp_available = FULL_EXP_POOL;
you.redraw_experience = true;
break;
case '$':
you.add_gold(1000);
if (!Options.show_gold_turns)
{
mprf("You now have %d gold piece%s.",
you.gold, you.gold != 1 ? "s" : "");
}
break;
case 'B':
if (you.level_type != LEVEL_ABYSS)
banished(DNGN_ENTER_ABYSS, "wizard command");
else
down_stairs(DNGN_EXIT_ABYSS);
break;
case CONTROL('A'):
if (you.level_type == LEVEL_ABYSS)
abyss_teleport(true);
else
mpr("You can only abyss_teleport() inside the Abyss.");
break;
case ']':
if (!wizard_add_mutation())
mpr("Failure to give mutation.");
break;
case '=':
mprf("Cost level: %d Skill points: %d Next cost level: %d",
you.skill_cost_level, you.total_skill_points,
skill_cost_needed(you.skill_cost_level + 1));
break;
case 'X':
{
int result = 0;
do
{
if (you.religion == GOD_XOM)
result = xom_acts(abs(you.piety - HALF_MAX_PIETY));
else
result = xom_acts(coinflip(), random_range(0, HALF_MAX_PIETY));
}
while (result == 0);
break;
}
case 'p':
dungeon_terrain_changed(you.pos(), DNGN_ENTER_PANDEMONIUM, false);
break;
case 'l':
dungeon_terrain_changed(you.pos(), DNGN_ENTER_LABYRINTH, false);
break;
case 'k':
if (you.level_type == LEVEL_LABYRINTH)
change_labyrinth(true);
else
mpr("This only makes sense in a labyrinth!");
break;
default:
if (!silent_fail)
{
formatted_mpr(formatted_string::parse_string(
"Not a <magenta>Wizard</magenta> Command."));
}
break;
}
// Force the placement of any delayed monster gifts.
you.turn_is_over = true;
religion_turn_end();
you.turn_is_over = false;
}
static void _handle_wizard_command(void)
{
int wiz_command;
// WIZ_NEVER gives protection for those who have wiz compiles,
// and don't want to risk their characters.
if (Options.wiz_mode == WIZ_NEVER)
return;
if (!you.wizard)
{
mpr("WARNING: ABOUT TO ENTER WIZARD MODE!", MSGCH_WARN);
#ifndef SCORE_WIZARD_MODE
mpr("If you continue, your game will not be scored!", MSGCH_WARN);
#endif
if (!yesno("Do you really want to enter wizard mode?", false, 'n'))
return;
take_note(Note(NOTE_MESSAGE, 0, 0, "Entered wizard mode."));
you.wizard = true;
redraw_screen();
if (crawl_state.cmd_repeat_start)
{
crawl_state.cancel_cmd_repeat("Can't repeat entering wizard "
"mode.");
return;
}
}
{
mpr("Enter Wizard Command (? - help): ", MSGCH_PROMPT);
cursor_control con(true);
wiz_command = getchm();
}
if (crawl_state.cmd_repeat_start)
{
// Easiest to list which wizard commands *can* be repeated.
switch (wiz_command)
{
case 'x':
case '$':
case 'a':
case 'c':
case 'h':
case 'H':
case 'm':
case 'M':
case 'X':
case '!':
case '[':
case ']':
case '^':
case '%':
case 'o':
case 'z':
case 'Z':
break;
default:
crawl_state.cant_cmd_repeat("You cannot repeat that "
"wizard command.");
return;
}
}
_do_wizard_command(wiz_command, false);
}
#endif
// 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))
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_EXAMINE_OBJECT:
case CMD_LIST_WEAPONS:
case CMD_LIST_ARMOUR:
case CMD_LIST_JEWELLERY:
case CMD_LIST_EQUIPMENT:
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_CHARACTER_STATUS:
case CMD_DISPLAY_SPELLS:
case CMD_EXPERIENCE_CHECK:
case CMD_RESISTS_SCREEN:
case CMD_READ_MESSAGES:
case CMD_SEARCH_STASHES:
mpr("You can't repeat informational commands.");
return (false);
// Multi-turn commands
case CMD_PICKUP:
case CMD_DROP:
case CMD_BUTCHER:
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:
mpr("You can't repeat multi-turn commands.");
return (false);
// Miscellaneous non-repeatable commands.
case CMD_TOGGLE_AUTOPICKUP:
case CMD_TOGGLE_FRIENDLY_PICKUP:
case CMD_ADJUST_INVENTORY:
case CMD_QUIVER_ITEM:
case CMD_REPLAY_MESSAGES:
case CMD_REDRAW_SCREEN:
case CMD_MACRO_ADD:
case CMD_SAVE_GAME:
case CMD_SAVE_GAME_NOW:
case CMD_SUSPEND_GAME:
case CMD_QUIT:
case CMD_DESTROY_ITEM:
case CMD_FORGET_STASH:
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
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_MOVE_NOWHERE:
case CMD_REST:
case CMD_SEARCH:
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 monsters "
"are 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);
}
// Used to determine whether to apply the berserk penalty at end of round.
bool apply_berserk_penalty = false;
static void _center_cursor()
{
#ifndef USE_TILE
const coord_def cwhere = grid2view(you.pos());
cgotoxy(cwhere.x, cwhere.y);
#endif
}
// We have to refresh the SH display if the player's incapacitated state
// changes (getting confused/paralyzed/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_info()
{
if (you.num_turns == -1)
return;
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.delay_queue.empty()
&& you.delay_queue.front().type == DELAY_REST)
{
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.delay_queue.empty()
|| you.delay_queue.front().type != DELAY_REST)
{
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 defined(USE_UNIX_SIGNALS) && defined(SIGHUP_SAVE) && defined(USE_CURSES)
if (crawl_state.seen_hups)
sighup_save_and_exit();
#endif
crawl_state.clear_mon_acting();
disable_check player_disabled(you.incapacitated());
religion_turn_start();
god_conduct_turn_start();
you.update_beholders();
you.walking = 0;
// Currently only set if Xom accidentally kills the player.
you.reset_escaped_death();
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();
getchm();
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.cannot_act())
{
if (crawl_state.repeat_cmd != CMD_WIZARD)
{
crawl_state.cancel_cmd_repeat("Cannot move, 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() && current_delay_action() != DELAY_MACRO_PROCESS_KEY)
{
handle_delay();
// Some delays reset you.time_taken.
if (you.time_taken || you.turn_is_over)
world_reacts();
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();
{
// Flush messages and display message window.
msgwin_new_cmd();
clear_macro_process_key_delay();
crawl_state.waiting_for_command = true;
c_input_reset(true);
#ifdef USE_TILE
cursor_control con(false);
#endif
const command_type cmd = _get_next_cmd();
#if defined(USE_UNIX_SIGNALS) && defined(SIGHUP_SAVE) && defined(USE_CURSES)
if (crawl_state.seen_hups)
sighup_save_and_exit();
#endif
crawl_state.waiting_for_command = false;
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);
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();
if (you.turn_is_over)
{
if (apply_berserk_penalty)
_do_berserk_no_combat_penalty();
world_reacts();
}
_update_replay_state();
_update_place_info();
crawl_state.clear_god_acting();
}
static bool _stairs_check_mesmerised()
{
if (you.beheld() && !you.confused())
{
const monsters* beholder = you.get_any_beholder();
mprf("You cannot move away from %s!",
beholder->name(DESC_NOCAP_THE, true).c_str());
return (true);
}
return (false);
}
static bool _marker_vetoes_stair()
{
return marker_vetoes_operation("veto_stair");
}
// Maybe prompt to enter a portal, return true if we should enter the
// portal, false if the user said no at the prompt.
static bool _prompt_dangerous_portal(dungeon_feature_type ftype)
{
switch(ftype)
{
case DNGN_ENTER_PANDEMONIUM:
case DNGN_ENTER_ABYSS:
return yesno("If you enter this portal you will not be able to return "
"immediately. Continue?", false, 'n');
default:
return (true);
}
}
static void _go_downstairs();
static void _go_upstairs()
{
ASSERT(!crawl_state.game_is_arena() && !crawl_state.arena_suspended);
const dungeon_feature_type ygrd = grd(you.pos());
if (_stairs_check_mesmerised())
return;
if (you.attribute[ATTR_HELD])
{
mpr("You're held in a net!");
return;
}
if (ygrd == DNGN_ENTER_SHOP)
{
if (you.berserk())
canned_msg(MSG_TOO_BERSERK);
else
shop();
return;
}
else if (ygrd == DNGN_ENTER_HELL && you.level_type != LEVEL_DUNGEON)
{
mpr("You can't enter Hell from outside the dungeon!",
MSGCH_ERROR);
return;
}
// Up and down both work for portals.
else if (feat_is_bidirectional_portal(ygrd))
{
;
}
else if (feat_stair_direction(ygrd) != CMD_GO_UPSTAIRS)
{
if (ygrd == DNGN_STONE_ARCH)
mpr("There is nothing on the other side of the stone arch.");
else if (ygrd == DNGN_ABANDONED_SHOP)
mpr("This shop appears to be closed.");
else
mpr("You can't go up here!");
return;
}
if (!_prompt_dangerous_portal(ygrd))
return;
// Does the next level have a warning annotation?
if (!check_annotation_exclusion_warning())
return;
if (_marker_vetoes_stair())
return;
if (you.duration[DUR_MISLED])
{
mpr("Away from their source, illusions no longer mislead you.", MSGCH_DURATION);
you.duration[DUR_MISLED] = 0;
}
tag_followers(); // Only those beside us right now can follow.
start_delay(DELAY_ASCENDING_STAIRS,
1 + (you.burden_state > BS_UNENCUMBERED));
}
static void _go_downstairs()
{
ASSERT(!crawl_state.game_is_arena() && !crawl_state.arena_suspended);
const dungeon_feature_type ygrd = grd(you.pos());
const bool shaft = (get_trap_type(you.pos()) == TRAP_SHAFT
&& ygrd != DNGN_UNDISCOVERED_TRAP);
if (_stairs_check_mesmerised())
return;
if (shaft && you.flight_mode() == FL_LEVITATE)
{
mpr("You can't fall through a shaft while levitating.");
return;
}
// Up and down both work for shops.
if (ygrd == DNGN_ENTER_SHOP)
{
if (you.berserk())
canned_msg(MSG_TOO_BERSERK);
else
shop();
return;
}
else if (ygrd == DNGN_ENTER_HELL && you.level_type != LEVEL_DUNGEON)
{
mpr("You can't enter Hell from outside the dungeon!",
MSGCH_ERROR);
return;
}
// Up and down both work for portals.
else if (feat_is_bidirectional_portal(ygrd))
{
;
}
else if (feat_stair_direction(ygrd) != CMD_GO_DOWNSTAIRS
&& !shaft)
{
if (ygrd == DNGN_STONE_ARCH)
mpr("There is nothing on the other side of the stone arch.");
else if (ygrd == DNGN_ABANDONED_SHOP)
mpr("This shop appears to be closed.");
else
mpr("You can't go down here!");
return;
}
if (you.attribute[ATTR_HELD])
{
mpr("You're held in a net!");
return;
}
if (!_prompt_dangerous_portal(ygrd))
return;
// Does the next level have a warning annotation?
// Also checks for entering a labyrinth with teleportitis.
if (!check_annotation_exclusion_warning())
return;
if (you.duration[DUR_MISLED])
{
mpr("Away from their source, illusions no longer mislead you.", MSGCH_DURATION);
you.duration[DUR_MISLED] = 0;
}
if (shaft)
{
start_delay(DELAY_DESCENDING_STAIRS, 0);
}
else
{
if (_marker_vetoes_stair())
return;
tag_followers(); // Only those beside us right now can follow.
start_delay(DELAY_DESCENDING_STAIRS,
1 + (you.burden_state > BS_UNENCUMBERED));
}
}
static void _experience_check()
{
mprf("You are a level %d %s %s.",
you.experience_level,
species_name(you.species).c_str(),
you.class_name);
if (you.experience_level < 27)
{
int xp_needed = (exp_needed(you.experience_level+2)-you.experience)+1;
mprf("Level %d requires %d experience (%d point%s to go!)",
you.experience_level + 1,
exp_needed(you.experience_level + 2) + 1,
xp_needed,
(xp_needed > 1) ? "s" : "");
}
else
{
mpr("I'm sorry, level 27 is as high as you can go.");
mpr("With the way you've been playing, I'm surprised you got this far.");
}
if (you.real_time != -1)
{
const time_t curr = you.real_time + (time(NULL) - you.start_time);
msg::stream << "Play time: " << make_time_string(curr)
<< " (" << you.num_turns << " turns)"
<< std::endl;
}
#ifdef DEBUG_DIAGNOSTICS
if (wearing_amulet(AMU_THE_GOURMAND))
mprf(MSGCH_DIAGNOSTICS, "Gourmand charge: %d",
you.duration[DUR_GOURMAND]);
mprf(MSGCH_DIAGNOSTICS, "Turns spent on this level: %d",
env.turns_on_level);
#endif
}
static void _print_friendly_pickup_setting(bool was_changed)
{
std::string now = (was_changed? "now " : "");
if (you.friendly_pickup == FRIENDLY_PICKUP_NONE)
{
mprf("Your intelligent allies are %sforbidden to pick up anything at all.",
now.c_str());
}
else if (you.friendly_pickup == FRIENDLY_PICKUP_FRIEND)
{
mprf("Your intelligent allies may %sonly pick up items dropped by allies.",
now.c_str());
}
else if (you.friendly_pickup == FRIENDLY_PICKUP_PLAYER)
{
mprf("Your intelligent allies may %sonly pick up items dropped by you "
"and your allies.", now.c_str());
}
else if (you.friendly_pickup == FRIENDLY_PICKUP_ALL)
{
mprf("Your intelligent allies may %spick up anything they need.",
now.c_str());
}
else
mprf(MSGCH_ERROR, "Your allies%s are collecting bugs!", now.c_str());
}
static void _do_look_around()
{
dist lmove; // Will be initialised by direction().
direction_chooser_args args;
args.restricts = DIR_TARGET;
args.just_looking = true;
args.needs_path = false;
args.target_prefix = "Here";
args.may_target_monster = "Move the cursor around to observe a square.";
direction(lmove, args);
if (lmove.isValid && lmove.isTarget && !lmove.isCancel
&& !crawl_state.arena_suspended)
{
start_travel(lmove.target);
}
}
static void _do_remove_armour()
{
if (!player_can_handle_equipment())
{
mpr("You can't wear or remove anything in your present form.");
return;
}
int index = 0;
if (armour_prompt("Take off which item?", &index, OPER_TAKEOFF))
takeoff_armour(index);
}
static void _toggle_friendly_pickup()
{
// Toggle pickup mode for friendlies.
_print_friendly_pickup_setting(false);
mpr("Change to (d)efault, (n)othing, (f)riend-dropped, (p)layer, "
"or (a)ll? ", MSGCH_PROMPT);
int type;
{
cursor_control con(true);
type = tolower(getchm(KMC_DEFAULT));
}
switch (type)
{
case 'd': you.friendly_pickup = Options.default_friendly_pickup; break;
case 'n': you.friendly_pickup = FRIENDLY_PICKUP_NONE; break;
case 'f': you.friendly_pickup = FRIENDLY_PICKUP_FRIEND; break;
case 'p': you.friendly_pickup = FRIENDLY_PICKUP_PLAYER; break;
case 'a': you.friendly_pickup = FRIENDLY_PICKUP_ALL; break;
default: canned_msg(MSG_OK); return;
}
_print_friendly_pickup_setting(true);
}
static void _do_rest()
{
if (you.hunger_state == HS_STARVING && !you_min_hunger())
{
mpr("You are too hungry to rest.");
return;
}
if (i_feel_safe())
{
if ((you.hp == you.hp_max
|| player_mutation_level(MUT_SLOW_HEALING) == 3
|| (you.species == SP_VAMPIRE
&& you.hunger_state == HS_STARVING))
&& you.magic_points == you.max_magic_points)
{
mpr("You start searching.");
}
else
mpr("You start resting.");
}
_start_running(RDIR_REST, RMODE_REST_DURATION);
}
static void _do_clear_map()
{
if (player_in_mappable_area())
{
mpr("Clearing level map.");
clear_map();
crawl_view.set_player_at(you.pos());
}
}
static void _do_display_map()
{
if (Hints.hints_events[HINT_MAP_VIEW])
Hints.hints_events[HINT_MAP_VIEW] = false;
#ifndef DEBUG_DIAGNOSTICS
if (!player_in_mappable_area())
{
mpr("It would help if you knew where you were, first.");
return;
}
#endif
#ifdef USE_TILE
// 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, true);
#ifdef USE_TILE
mpr("Returning to the game...");
#endif
if (travel)
start_translevel_travel(pos);
}
static void _do_cycle_quiver(int dir)
{
const int cur = you.m_quiver->get_fire_item();
const int next = get_next_fire_item(cur, dir);
#ifdef DEBUG_QUIVER
mprf(MSGCH_DIAGNOSTICS, "next slot: %d, item: %s", next,
next == -1 ? "none" : you.inv[next].name(DESC_PLAIN).c_str());
#endif
if (next != -1)
{
// Kind of a hacky way to get quiver to change.
you.m_quiver->on_item_fired(you.inv[next], true);
if (next == cur)
mpr("No other missiles available. Use F to throw any item.");
}
else if (cur == -1)
{
mpr("No missiles available. Use F to throw any item.");
}
}
static void _do_list_gold()
{
if (shopping_list.size() == 0)
mprf("You have %d gold piece%s.", you.gold, you.gold != 1 ? "s" : "");
else
shopping_list.display();
}
// Note that in some actions, you don't want to clear afterwards.
// e.g. list_jewellery, etc.
void process_command(command_type cmd)
{
apply_berserk_penalty = true;
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_OPEN_DOOR_UP_RIGHT: _open_door( 1, -1); break;
case CMD_OPEN_DOOR_UP: _open_door( 0, -1); break;
case CMD_OPEN_DOOR_UP_LEFT: _open_door(-1, -1); break;
case CMD_OPEN_DOOR_RIGHT: _open_door( 1, 0); break;
case CMD_OPEN_DOOR_DOWN_RIGHT: _open_door( 1, 1); break;
case CMD_OPEN_DOOR_DOWN: _open_door( 0, 1); break;
case CMD_OPEN_DOOR_DOWN_LEFT: _open_door(-1, 1); break;
case CMD_OPEN_DOOR_LEFT: _open_door(-1, 0); break;
case CMD_MOVE_DOWN_LEFT: _move_player(-1, 1); break;
case CMD_MOVE_DOWN: _move_player( 0, 1); break;
case CMD_MOVE_UP_RIGHT: _move_player( 1, -1); break;
case CMD_MOVE_UP: _move_player( 0, -1); break;
case CMD_MOVE_UP_LEFT: _move_player(-1, -1); break;
case CMD_MOVE_LEFT: _move_player(-1, 0); break;
case CMD_MOVE_DOWN_RIGHT: _move_player( 1, 1); break;
case CMD_MOVE_RIGHT: _move_player( 1, 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_REST: _do_rest(); break;
case CMD_GO_UPSTAIRS: _go_upstairs(); break;
case CMD_GO_DOWNSTAIRS: _go_downstairs(); break;
case CMD_OPEN_DOOR: _open_door(0, 0); break;
case CMD_CLOSE_DOOR: _close_door(coord_def(0, 0)); 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_add_query(); 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;
case CMD_TOGGLE_FRIENDLY_PICKUP: _toggle_friendly_pickup(); break;
// Map commands.
case CMD_CLEAR_MAP: _do_clear_map(); break;
case CMD_DISPLAY_OVERMAP: display_overview(); break;
case CMD_DISPLAY_MAP: _do_display_map(); break;
// Stash commands.
case CMD_SEARCH_STASHES:
if (Hints.hints_stashes)
Hints.hints_stashes = 0;
StashTrack.search_stashes();
break;
case CMD_FORGET_STASH:
if (Options.stash_tracking >= STM_EXPLICIT)
StashTrack.no_stash();
break;
case CMD_INSPECT_FLOOR: request_autopickup(); break;
case CMD_SHOW_TERRAIN: toggle_show_terrain(); break;
case CMD_ADJUST_INVENTORY: adjust(); break;
case CMD_MOVE_NOWHERE:
case CMD_SEARCH:
search_around();
you.turn_is_over = true;
break;
// Action commands.
case CMD_BUTCHER: butchery(); break;
case CMD_CAST_SPELL: do_cast_spell_cmd(false); break;
case CMD_DISPLAY_SPELLS: inspect_spells(); break;
case CMD_EAT: eat_food(); break;
case CMD_EXAMINE_OBJECT: examine_object(); break;
case CMD_FIRE: fire_thing(); break;
case CMD_FORCE_CAST_SPELL: do_cast_spell_cmd(true); break;
case CMD_LOOK_AROUND: _do_look_around(); break;
case CMD_PICKUP: pickup(); break;
case CMD_PRAY: pray(); break;
case CMD_QUAFF: drink(); break;
case CMD_READ: read_scroll(); break;
case CMD_REMOVE_ARMOUR: _do_remove_armour(); break;
case CMD_REMOVE_JEWELLERY: remove_ring(); break;
case CMD_SHOUT: yell(); break;
case CMD_THROW_ITEM_NO_QUIVER: throw_item_no_quiver(); break;
case CMD_WEAPON_SWAP: wield_weapon(true); break;
case CMD_WEAR_ARMOUR: wear_armour(); break;
case CMD_WEAR_JEWELLERY: puton_ring(-1); break;
case CMD_WIELD_WEAPON: wield_weapon(false); break;
case CMD_ZAP_WAND: zap_wand(); break;
case CMD_DROP:
drop();
if (Options.stash_tracking >= STM_DROPPED)
StashTrack.add_stash();
break;
case CMD_EVOKE:
if (!evoke_item())
flush_input_buffer(FLUSH_ON_FAILURE);
break;
case CMD_EVOKE_WIELDED:
if (!evoke_item(you.equip[EQ_WEAPON]))
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: list_commands(0, true); break;
case CMD_DISPLAY_INVENTORY: get_invent(OSEL_ANY); break;
case CMD_DISPLAY_KNOWN_OBJECTS: check_item_knowledge(); break;
case CMD_DISPLAY_MUTATIONS: display_mutations(); redraw_screen(); break;
case CMD_DISPLAY_SKILLS: show_skills(); redraw_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_EQUIPMENT: get_invent(OSEL_EQUIP); break;
case CMD_LIST_GOLD: _do_list_gold(); break;
case CMD_LIST_JEWELLERY: list_jewellery(); break;
case CMD_LIST_WEAPONS: list_weapons(); break;
case CMD_MAKE_NOTE: make_user_note(); break;
case CMD_REPLAY_MESSAGES: replay_messages(); redraw_screen(); break;
case CMD_RESISTS_SCREEN: print_overview_screen(); break;
case CMD_DISPLAY_RELIGION:
describe_god(you.religion, true);
redraw_screen();
break;
case CMD_READ_MESSAGES:
#ifdef DGL_SIMPLE_MESSAGING
if (SysEnv.have_messages)
read_messages();
#endif
break;
case CMD_CHARACTER_DUMP:
if (dump_char(you.your_name, false))
mpr("Char dumped successfully.");
else
mpr("Char dump unsuccessful! Sorry about that.");
break;
// Travel commands.
case CMD_FIX_WAYPOINT: travel_cache.add_waypoint(); break;
case CMD_INTERLEVEL_TRAVEL: do_interlevel_travel(); break;
case CMD_ANNOTATE_LEVEL: annotate_level(); break;
case CMD_EXPLORE: do_explore_cmd(); break;
// Mouse commands.
case CMD_MOUSE_MOVE:
{
const coord_def dest = view2grid(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_view_viewport(cme.pos))
{
const coord_def dest = view2grid(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
mpr("You can't see that place.");
}
}
break;
}
// Quiver commands.
case CMD_QUIVER_ITEM: choose_item_for_quiver(); break;
case CMD_CYCLE_QUIVER_FORWARD: _do_cycle_quiver(+1); break;
case CMD_CYCLE_QUIVER_BACKWARD: _do_cycle_quiver(-1); break;
#ifdef WIZARD
case CMD_WIZARD: _handle_wizard_command(); break;
#endif
// Game commands.
case CMD_REDRAW_SCREEN: redraw_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();
#ifndef USE_TILE
unixcurses_shutdown();
kill(0, SIGTSTP);
unixcurses_startup();
#endif
redraw_screen();
break;
#endif
case CMD_SAVE_GAME:
if (yesno("Save game and exit?", true, 'n'))
save_game(true);
break;
case CMD_SAVE_GAME_NOW:
mpr("Saving game... please wait.");
save_game(true);
break;
case CMD_QUIT:
if (yes_or_no("Are you sure you want to quit"))
ouch(INSTANT_DEATH, NON_MONSTER, KILLED_BY_QUITTING);
else
canned_msg(MSG_OK);
break;
case CMD_NO_CMD:
default:
if (Hints.hints_left)
{
std::string msg = "Unknown command. (For a list of commands type "
"<w>?\?<lightgrey>.)";
mpr(msg);
}
else // well, not examine, but...
mpr("Unknown command.", MSGCH_EXAMINE_FILTER);
break;
}
}
static void _prep_input()
{
you.turn_is_over = false;
you.time_taken = player_speed();
you.shield_blocks = 0; // no blocks this round
textcolor(LIGHTGREY);
set_redraw_status(REDRAW_LINE_2_MASK | REDRAW_LINE_3_MASK);
print_stats();
viewwindow();
maybe_update_stashes();
}
// Decrement a single duration. Print the message if the duration runs out.
// Returns true if the duration ended.
// At midpoint (defined by get_expiration_threshold() in player.cc)
// print midmsg and decrease duration by midloss (a randomised amount so as
// to make it impossible to know the exact remaining duration for sure).
// NOTE: The maximum possible midloss should be smaller than midpoint,
// otherwise the duration may end in the same turn the warning
// message is printed which would be a bit late.
static bool _decrement_a_duration(duration_type dur, int delay,
const char* endmsg = NULL, int midloss = 0,
const char* midmsg = NULL,
msg_channel_type chan = MSGCH_DURATION)
{
if (you.duration[dur] < 1)
return (false);
const int midpoint = get_expiration_threshold(dur);
int old_dur = you.duration[dur];
you.duration[dur] -= delay;
if (you.duration[dur] < 0)
you.duration[dur] = 0;
// Did we cross the mid point? (No longer likely to hit it exactly) -cao
if (you.duration[dur] <= midpoint && old_dur > midpoint)
{
if (midmsg)
mpr(midmsg, chan);
you.duration[dur] -= midloss * BASELINE_DELAY;
}
// allow fall-through in case midloss ended the duration (it shouldn't)
if (you.duration[dur] == 0)
{
if (endmsg)
mpr(endmsg, chan);
return true;
}
return false;
}
// Perhaps we should write functions like: update_liquid_flames(), etc.
// Even better, we could have a vector of callback functions (or
// objects) which get installed at some point.
static void _decrement_durations()
{
int delay = you.time_taken;
if (wearing_amulet(AMU_THE_GOURMAND))
{
if (you.duration[DUR_GOURMAND] < GOURMAND_MAX && coinflip())
you.duration[DUR_GOURMAND] += delay;
}
else
you.duration[DUR_GOURMAND] = 0;
if (you.duration[DUR_ICEMAIL_DEPLETED] > 0)
{
if (delay > you.duration[DUR_ICEMAIL_DEPLETED])
you.duration[DUR_ICEMAIL_DEPLETED] = 0;
else
you.duration[DUR_ICEMAIL_DEPLETED] -= delay;
if (!you.duration[DUR_ICEMAIL_DEPLETED])
mpr("Your icy envelope is fully restored.", MSGCH_DURATION);
you.redraw_armour_class = true;
}
if (you.duration[DUR_DEMONIC_GUARDIAN] > 0)
{
if (delay > you.duration[DUR_DEMONIC_GUARDIAN])
you.duration[DUR_DEMONIC_GUARDIAN] = 0;
else
you.duration[DUR_DEMONIC_GUARDIAN] -= delay;
}
// Must come before might/haste/berserk.
if (_decrement_a_duration(DUR_BUILDING_RAGE, delay))
go_berserk(false);
if (_decrement_a_duration(DUR_SLEEP, delay))
you.awake();
dec_napalm_player(delay);
if (_decrement_a_duration(DUR_ICY_ARMOUR, delay,
"Your icy armour evaporates.", coinflip(),
"Your icy armour starts to melt."))
{
you.redraw_armour_class = true;
}
// Possible reduction of silence radius.
if (you.duration[DUR_SILENCE])
invalidate_agrid();
if (_decrement_a_duration(DUR_SILENCE, delay, "Your hearing returns."))
you.attribute[ATTR_WAS_SILENCED] = 0;
_decrement_a_duration(DUR_REPEL_MISSILES, delay,
"You feel less protected from missiles.",
coinflip(),
"Your repel missiles spell is about to expire...");
_decrement_a_duration(DUR_DEFLECT_MISSILES, delay,
"You feel less protected from missiles.",
coinflip(),
"Your deflect missiles spell is about to expire...");
if (_decrement_a_duration(DUR_REGENERATION, delay,
NULL, coinflip(),
"Your skin is crawling a little less now."))
{
remove_regen(you.attribute[ATTR_DIVINE_REGENERATION]);
}
if (you.duration[DUR_PRAYER] > 1)
you.duration[DUR_PRAYER]--;
else if (you.duration[DUR_PRAYER] == 1)
end_prayer();
if (you.duration[DUR_DIVINE_SHIELD] > 0)
{
if (you.duration[DUR_DIVINE_SHIELD] > 1)
{
you.duration[DUR_DIVINE_SHIELD] -= delay;
if(you.duration[DUR_DIVINE_SHIELD] <= 1)
{
you.duration[DUR_DIVINE_SHIELD] = 1;
mpr("Your divine shield starts to fade.", MSGCH_DURATION);
}
}
if (you.duration[DUR_DIVINE_SHIELD] == 1 && !one_chance_in(3))
{
you.redraw_armour_class = true;
if (--you.attribute[ATTR_DIVINE_SHIELD] == 0)
{
you.duration[DUR_DIVINE_SHIELD] = 0;
mpr("Your divine shield fades away.", MSGCH_DURATION);
}
}
}
//jmf: More flexible weapon branding code.
int last_value = you.duration[DUR_WEAPON_BRAND];
if (last_value > 0)
{
you.duration[DUR_WEAPON_BRAND] -= delay;
if (you.duration[DUR_WEAPON_BRAND] <= 0)
{
you.duration[DUR_WEAPON_BRAND] = 0;
item_def& weapon = *you.weapon();
const int temp_effect = get_weapon_brand(weapon);
set_item_ego_type(weapon, OBJ_WEAPONS, SPWPN_NORMAL);
std::string msg = weapon.name(DESC_CAP_YOUR);
switch (temp_effect)
{
case SPWPN_VORPAL:
if (get_vorpal_type(weapon) == DVORP_SLICING)
msg += " seems blunter.";
else
msg += " feels lighter.";
break;
case SPWPN_FLAME:
case SPWPN_FLAMING:
msg += " goes out.";
break;
case SPWPN_FREEZING:
msg += " stops glowing.";
break;
case SPWPN_FROST:
msg += "'s frost melts away.";
break;
case SPWPN_VENOM:
msg += " stops dripping with poison.";
break;
case SPWPN_DRAINING:
msg += " stops crackling.";
break;
case SPWPN_DISTORTION:
msg += " seems straighter.";
break;
case SPWPN_PAIN:
msg += " seems less pained.";
break;
default:
msg += " seems inexplicably less special.";
break;
}
mpr(msg.c_str(), MSGCH_DURATION);
you.wield_change = true;
}
}
// FIXME: [ds] Remove this once we've ensured durations can never go < 0?
if (you.duration[DUR_TRANSFORMATION] <= 0
&& you.attribute[ATTR_TRANSFORMATION] != TRAN_NONE)
{
you.duration[DUR_TRANSFORMATION] = 1;
}
// Vampire bat transformations are permanent (until ended).
if (you.species != SP_VAMPIRE || !player_in_bat_form()
|| you.duration[DUR_TRANSFORMATION] <= 5 * BASELINE_DELAY)
{
if (_decrement_a_duration(DUR_TRANSFORMATION, delay, NULL, random2(3),
"Your transformation is almost over."))
{
untransform();
you.duration[DUR_BREATH_WEAPON] = 0;
}
}
// Must come after transformation duration.
_decrement_a_duration(DUR_BREATH_WEAPON, delay,
"You have got your breath back.", 0, NULL,
MSGCH_RECOVERY);
_decrement_a_duration(DUR_SWIFTNESS, delay,
"You feel sluggish.", coinflip(),
"You start to feel a little slower.");
_decrement_a_duration(DUR_INSULATION, delay,
"You feel conductive.", coinflip(),
"You start to feel a little less insulated.");
if (_decrement_a_duration(DUR_STONEMAIL, delay,
"Your scaly stone armour disappears.",
coinflip(),
"Your scaly stone armour is starting "
"to flake away."))
{
you.redraw_armour_class = true;
burden_change();
}
if (_decrement_a_duration(DUR_PHASE_SHIFT, delay,
"You are firmly grounded in the material plane once more.",
coinflip(),
"You feel closer to the material plane."))
{
you.redraw_evasion = true;
}
_decrement_a_duration(DUR_POWERED_BY_DEATH, delay,
"You feel less regenerative.");
if (you.duration[DUR_POWERED_BY_DEATH] > 0)
handle_pbd_corpses(true);
if (_decrement_a_duration(DUR_SEE_INVISIBLE, delay)
&& !you.can_see_invisible())
{
mpr("Your eyesight blurs momentarily.", MSGCH_DURATION);
}
_decrement_a_duration(DUR_TELEPATHY, delay, "You feel less empathic.");
if (_decrement_a_duration(DUR_CONDENSATION_SHIELD, delay))
remove_condensation_shield();
if (you.duration[DUR_CONDENSATION_SHIELD] && player_res_cold() < 0)
{
mpr("You feel very cold.");
ouch(2 + random2avg(13, 2), NON_MONSTER, KILLED_BY_FREEZING);
}
if (_decrement_a_duration(DUR_MAGIC_SHIELD, delay,
"Your magical shield disappears."))
{
you.redraw_armour_class = true;
}
if (_decrement_a_duration(DUR_STONESKIN, delay, "Your skin feels tender."))
you.redraw_armour_class = true;
if (_decrement_a_duration(DUR_TELEPORT, delay))
{
// Only to a new area of the abyss sometimes (for abyss teleports).
you_teleport_now(true, one_chance_in(5));
untag_followers();
}
_decrement_a_duration(DUR_CONTROL_TELEPORT, delay,
"You feel uncertain.", coinflip(),
"You start to feel a little uncertain.");
if (_decrement_a_duration(DUR_DEATH_CHANNEL, delay,
"Your unholy channel expires.", coinflip(),
"Your unholy channel is weakening."))
{
you.attribute[ATTR_DIVINE_DEATH_CHANNEL] = 0;
}
_decrement_a_duration(DUR_SAGE, delay, "You feel less studious.");
_decrement_a_duration(DUR_STEALTH, delay, "You feel less stealthy.");
_decrement_a_duration(DUR_RESIST_FIRE, delay, "Your fire resistance expires.");
_decrement_a_duration(DUR_RESIST_COLD, delay, "Your cold resistance expires.");
_decrement_a_duration(DUR_RESIST_POISON, delay, "Your poison resistance expires.");
_decrement_a_duration(DUR_SLAYING, delay, "You feel less lethal.");
_decrement_a_duration(DUR_INVIS, delay, "You flicker back into view.",
coinflip(), "You flicker for a moment.");
_decrement_a_duration(DUR_BARGAIN, delay, "You feel less charismatic.");
_decrement_a_duration(DUR_CONF, delay, "You feel less confused.");
_decrement_a_duration(DUR_LOWERED_MR, delay, "You feel more resistant to magic.");
_decrement_a_duration(DUR_SLIMIFY, delay, "You feel less slimy.",
coinflip(), "Your slime is starting to congeal.");
_decrement_a_duration(DUR_MISLED, delay, "Your thoughts are your own once more.");
_decrement_a_duration(DUR_QUAD_DAMAGE, delay, NULL, 0,
"Quad Damage is wearing off.");
if (you.duration[DUR_PARALYSIS] || you.petrified())
{
_decrement_a_duration(DUR_PARALYSIS, delay);
_decrement_a_duration(DUR_PETRIFIED, delay);
if (!you.duration[DUR_PARALYSIS] && !you.petrified())
{
mpr("You can move again.", MSGCH_DURATION);
you.redraw_evasion = true;
}
}
_decrement_a_duration(DUR_CONFUSING_TOUCH, delay,
((std::string("Your ") + your_hand(true)) +
" stop glowing.").c_str());
_decrement_a_duration(DUR_SURE_BLADE, delay,
"The bond with your blade fades away.");
if (_decrement_a_duration(DUR_MESMERISED, delay,
"You break out of your daze.",
0, NULL, MSGCH_RECOVERY))
{
you.clear_beholders();
}
dec_slow_player(delay);
dec_exhaust_player(delay);
dec_haste_player(delay);
if (_decrement_a_duration(DUR_MIGHT, delay,
"You feel a little less mighty now."))
{
notify_stat_change(STAT_STR, -5, true, "might running out");
}
if (_decrement_a_duration(DUR_AGILITY, delay,
"You feel a little less agile now."))
{
notify_stat_change(STAT_DEX, -5, true, "agility running out");
}
if (_decrement_a_duration(DUR_BRILLIANCE, delay,
"You feel a little less clever now."))
{
notify_stat_change(STAT_INT, -5, true, "brilliance running out");
}
if (_decrement_a_duration(DUR_BERSERKER, delay,
"You are no longer berserk."))
{
//jmf: Guilty for berserking /after/ berserk.
did_god_conduct(DID_STIMULANTS, 6 + random2(6));
// Sometimes berserk leaves us physically drained.
//
// Chance of passing out:
// - mutation gives a large plus in order to try and
// avoid the mutation being a "death sentence" to
// certain characters.
// - knowing the spell gives an advantage just
// so that people who have invested 3 spell levels
// are better off than the casual potion drinker...
// this should make it a bit more interesting for
// Crusaders again.
// - similarly for the amulet
if (you.berserk_penalty != NO_BERSERK_PENALTY)
{
const int chance =
10 + player_mutation_level(MUT_BERSERK) * 25
+ (wearing_amulet(AMU_RAGE) ? 10 : 0)
+ (you.has_spell(SPELL_BERSERKER_RAGE) ? 5 : 0);
// Note the beauty of Trog! They get an extra save that's at
// the very least 20% and goes up to 100%.
if (you.religion == GOD_TROG && x_chance_in_y(you.piety, 150)
&& !player_under_penance())
{
mpr("Trog's vigour flows through your veins.");
}
else if (one_chance_in(chance))
{
mpr("You pass out from exhaustion.", MSGCH_WARN);
you.increase_duration(DUR_PARALYSIS, roll_dice(1,4));
}
}
if (!you.duration[DUR_PARALYSIS] && !you.petrified())
mpr("You are exhausted.", MSGCH_WARN);
// This resets from an actual penalty or from NO_BERSERK_PENALTY.
you.berserk_penalty = 0;
int dur = 12 + roll_dice(2, 12);
// For consistency with slow give exhaustion 2 times the nominal
// duration.
you.increase_duration(DUR_EXHAUSTED, dur * 2);
// Don't trigger too many hints mode messages.
const bool hints_slow = Hints.hints_events[HINT_YOU_ENCHANTED];
Hints.hints_events[HINT_YOU_ENCHANTED] = false;
{
// Don't give duplicate 'You feel yourself slow down' messages.
no_messages nm;
// Even if you had built up haste before going berserk,
// exhaustion still ends it.
if (you.duration[DUR_HASTE] > 0)
{
// Silently cancel haste, then slow player.
you.duration[DUR_HASTE] = 0;
}
slow_player(dur);
}
make_hungry(700, true);
you.hunger = std::max(50, you.hunger);
// 1KB: No berserk healing.
you.hp = (you.hp + 1) * 2 / 3;
calc_hp();
learned_something_new(HINT_POSTBERSERK);
Hints.hints_events[HINT_YOU_ENCHANTED] = hints_slow;
}
if (_decrement_a_duration(DUR_CORONA, delay))
if (!you.backlit())
mpr("You are no longer glowing.", MSGCH_DURATION);
// Leak piety from the piety pool into actual piety.
// Note that changes of religious status without corresponding actions
// (killing monsters, offering items, ...) might be confusing for characters
// of other religions.
// For now, though, keep information about what happened hidden.
if (you.piety < MAX_PIETY && you.duration[DUR_PIETY_POOL] > 0
&& one_chance_in(5))
{
you.duration[DUR_PIETY_POOL]--;
gain_piety(1, 1, true);
#if defined(DEBUG_DIAGNOSTICS) || defined(DEBUG_SACRIFICE) || defined(DEBUG_PIETY)
mpr("Piety increases by 1 due to piety pool.", MSGCH_DIAGNOSTICS);
if (you.duration[DUR_PIETY_POOL] == 0)
mpr("Piety pool is now empty.", MSGCH_DIAGNOSTICS);
#endif
}
if (!you.permanent_levitation() && !you.permanent_flight())
{
if (_decrement_a_duration(DUR_LEVITATION, delay,
"You float gracefully downwards.",
random2(6),
"You are starting to lose your buoyancy!"))
{
burden_change();
// Landing kills controlled flight.
you.duration[DUR_CONTROLLED_FLIGHT] = 0;
// Re-enter the terrain.
move_player_to_grid(you.pos(), false, true);
}
}
if (!you.permanent_flight()
&& _decrement_a_duration(DUR_CONTROLLED_FLIGHT, delay)
&& you.airborne())
{
mpr("You lose control over your flight.", MSGCH_DURATION);
}
if (you.rotting > 0)
{
// XXX: Mummies have an ability (albeit an expensive one) that
// can fix rotted HPs now... it's probably impossible for them
// to even start rotting right now, but that could be changed. - bwr
// It's not normal biology, so Cheibriados won't help.
if (you.species == SP_MUMMY)
you.rotting = 0;
else if (x_chance_in_y(you.rotting, 20))
{
mpr("You feel your flesh rotting away.", MSGCH_WARN);
ouch(1, NON_MONSTER, KILLED_BY_ROTTING);
rot_hp(1);
you.rotting--;
}
}
// ghoul rotting is special, but will deduct from you.rotting
// if it happens to be positive - because this is placed after
// the "normal" rotting check, rotting attacks can be somewhat
// more painful on ghouls - reversing order would make rotting
// attacks somewhat less painful, but that seems wrong-headed {dlb}:
if (you.species == SP_GHOUL)
{
int resilience = 400;
if (you.religion == GOD_CHEIBRIADOS && you.piety >= piety_breakpoint(0))
resilience = resilience * 3 / 2;
// Faster rotting when hungry.
if (you.hunger_state < HS_SATIATED)
resilience >>= HS_SATIATED - you.hunger_state;
if (one_chance_in(resilience))
{
dprf("rot rate: 1/%d", resilience);
mpr("You feel your flesh rotting away.", MSGCH_WARN);
ouch(1, NON_MONSTER, KILLED_BY_ROTTING);
rot_hp(1);
if (you.rotting > 0)
you.rotting--;
}
}
dec_disease_player(delay);
dec_poison_player();
if (you.duration[DUR_DEATHS_DOOR])
{
if (you.hp > allowed_deaths_door_hp())
{
you.hp = allowed_deaths_door_hp();
you.redraw_hit_points = true;
}
_decrement_a_duration(DUR_DEATHS_DOOR, delay,
"Your life is in your own hands again!",
random2(6),
"Your time is quickly running out!");
}
if (_decrement_a_duration(DUR_DIVINE_STAMINA, delay))
zin_remove_divine_stamina();
if (_decrement_a_duration(DUR_DIVINE_VIGOUR, delay))
elyvilon_remove_divine_vigour();
_decrement_a_duration(DUR_REPEL_STAIRS_MOVE, 1);
_decrement_a_duration(DUR_REPEL_STAIRS_CLIMB, 1);
}
static void _check_banished()
{
if (you.banished)
{
you.banished = false;
if (you.level_type != LEVEL_ABYSS)
{
mpr("You are cast into the Abyss!", MSGCH_BANISHMENT);
more();
banished(DNGN_ENTER_ABYSS, you.banished_by);
}
you.banished_by.clear();
}
}
static void _check_shafts()
{
for (int i = 0; i < MAX_TRAPS; ++i)
{
trap_def &trap = env.trap[i];
if (trap.type != TRAP_SHAFT)
continue;
ASSERT(in_bounds(trap.pos));
handle_items_on_shaft(trap.pos, true);
}
}
static void _check_sanctuary()
{
if (env.sanctuary_time <= 0)
return;
decrease_sanctuary_radius();
}
static void _regenerate_hp_and_mp(int delay)
{
// XXX: using an int tmp to fix the fact that hit_points_regeneration
// is only an unsigned char and is thus likely to overflow. -- bwr
int tmp = you.hit_points_regeneration;
if (you.hp < you.hp_max && !you.disease && !you.duration[DUR_DEATHS_DOOR])
{
int base_val = player_regen();
tmp += div_rand_round(base_val * delay, BASELINE_DELAY);
}
while (tmp >= 100)
{
inc_hp(1, false);
tmp -= 100;
}
// XXX: Don't let DD use guardian spirit for free HP. (due, dpeg)
if (player_spirit_shield() && you.species == SP_DEEP_DWARF)
return;
ASSERT(tmp >= 0 && tmp < 100);
you.hit_points_regeneration = static_cast<unsigned char>(tmp);
// XXX: Doing the same as the above, although overflow isn't an
// issue with magic point regeneration, yet. -- bwr
tmp = you.magic_points_regeneration;
if (you.magic_points < you.max_magic_points)
{
int base_val = 7 + you.max_magic_points / 2;
tmp += div_rand_round(base_val * delay, BASELINE_DELAY);
}
while (tmp >= 100)
{
inc_mp(1, false);
tmp -= 100;
}
ASSERT(tmp >= 0 && tmp < 100);
you.magic_points_regeneration = static_cast<unsigned char>(tmp);
}
static void _update_mold_state(const coord_def & pos)
{
if (glowing_mold(pos))
{
// Doing a weird little state thing with the two mold
// fprops. 'glowing' mold should turn back to normal after
// a couple display update (i.e. after the player makes their
// next move), since we happen to have two bits dedicated to
// mold now we may as well use them? -cao
if (env.pgrid(pos) & FPROP_MOLD)
env.pgrid(pos) &= ~FPROP_MOLD;
else
{
env.pgrid(pos) |= FPROP_MOLD;
env.pgrid(pos) &= ~FPROP_GLOW_MOLD;
}
}
}
static void _update_mold()
{
for (rectangle_iterator ri(0); ri; ++ri)
{
_update_mold_state(*ri);
}
for (monster_iterator mon_it; mon_it; ++mon_it)
{
if (mon_it->type == MONS_HYPERACTIVE_BALLISTOMYCETE)
{
for (radius_iterator rad_it(mon_it->pos(),
2, true, false); rad_it; ++rad_it)
{
// A threshold greater than 5, less than 8 on distance
// matches the blast of a radius 2 explosion.
int range = distance(mon_it->pos(), *rad_it);
if (range < 6 && is_moldy(*rad_it) )
{
env.pgrid(*rad_it) |= FPROP_MOLD;
env.pgrid(*rad_it) |= FPROP_GLOW_MOLD;
}
}
}
}
}
void world_reacts()
{
reset_show_terrain();
crawl_state.clear_mon_acting();
if (!crawl_state.game_is_arena())
{
you.turn_is_over = true;
religion_turn_end();
crawl_state.clear_god_acting();
}
#ifdef USE_TILE
if (Hints.hints_left)
{
tiles.clear_text_tags(TAG_TUTORIAL);
tiles.place_cursor(CURSOR_TUTORIAL, Region::NO_CURSOR);
}
#endif
_check_banished();
_check_shafts();
_check_sanctuary();
run_environment_effects();
if (!you.cannot_act() && !player_mutation_level(MUT_BLURRY_VISION)
&& x_chance_in_y(you.skills[SK_TRAPS_DOORS], 50))
{
search_around(false); // Check nonadjacent squares too.
}
if (!crawl_state.game_is_arena())
stealth = check_stealth();
#ifdef DEBUG_STEALTH
// Too annoying for regular diagnostics.
mprf(MSGCH_DIAGNOSTICS, "stealth: %d", stealth);
#endif
if (you.attribute[ATTR_NOISES])
noisy_equipment();
if (you.attribute[ATTR_SHADOWS])
shadow_lantern_effect();
if (player_mutation_level(MUT_DEMONIC_GUARDIAN))
check_demonic_guardian();
if (you.unrand_reacts != 0)
unrand_reacts();
if (!crawl_state.game_is_arena() && one_chance_in(10))
{
const int teleportitis_level = player_teleport();
// this is instantaneous
if (teleportitis_level > 0 && one_chance_in(100 / teleportitis_level))
you_teleport_now(true);
else if (you.level_type == LEVEL_ABYSS && one_chance_in(30))
you_teleport_now(false, true); // to new area of the Abyss
}
if (!crawl_state.game_is_arena() && env.cgrid(you.pos()) != EMPTY_CLOUD)
in_a_cloud();
if (!crawl_state.game_is_arena())
slime_wall_damage(&you, you.time_taken);
if (you.level_type == LEVEL_DUNGEON && you.duration[DUR_TELEPATHY])
detect_creatures(1 + you.duration[DUR_TELEPATHY] /
(2 * BASELINE_DELAY), true);
_decrement_durations();
int capped_time = you.time_taken;
if (you.walking && capped_time > BASELINE_DELAY)
capped_time = BASELINE_DELAY;
int food_use = player_hunger_rate();
food_use = div_rand_round(food_use * capped_time, BASELINE_DELAY);
if (food_use > 0 && you.hunger >= 40)
make_hungry(food_use, true);
_regenerate_hp_and_mp(capped_time);
// If you're wielding a rod, it'll gradually recharge.
recharge_rods(you.time_taken, false);
// Player stealth check.
seen_monsters_react();
handle_monsters();
_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...");
ouch(INSTANT_DEATH, NON_MONSTER, KILLED_BY_QUITTING);
}
handle_time();
update_stat_zero();
manage_clouds();
_update_mold();
if (you.duration[DUR_FIRE_SHIELD] > 0)
manage_fire_shield(you.time_taken);
if (player_mutation_level(MUT_ANTENNAE))
check_antennae_detect();
handle_starvation();
viewwindow();
if (you.cannot_act() && any_messages()
&& crawl_state.repeat_cmd != CMD_WIZARD)
{
more();
}
#if defined(DEBUG_TENSION) || defined(DEBUG_RELIGION)
if (you.religion != 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++;
if (env.turns_on_level < INT_MAX)
env.turns_on_level++;
record_turn_timestamp();
update_turn_count();
msgwin_new_turn();
}
}
static command_type _get_next_cmd()
{
#ifdef DGL_SIMPLE_MESSAGING
check_messages();
#endif
#ifdef DEBUG_DIAGNOSTICS
// Save hunger at start of round for use with hunger "delta-meter"
// in output.cc.
you.old_hunger = you.hunger;
#endif
#ifdef DEBUG_ITEM_SCAN
debug_item_scan();
#endif
#ifdef DEBUG_MONS_SCAN
debug_mons_scan();
#endif
_center_cursor();
const time_t before = time(NULL);
keycode_type keyin = _get_next_keycode();
const time_t after = time(NULL);
// Clamp idle time so that play time is more meaningful.
if (after - before > IDLE_TIME_CLAMP)
{
you.real_time += int(before - you.start_time) + IDLE_TIME_CLAMP;
you.start_time = after;
}
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)
{
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;
flush_input_buffer(FLUSH_BEFORE_COMMAND);
mouse_control mc(MOUSE_MODE_COMMAND);
keyin = unmangle_direction_keys(getch_with_command_macros());
// This is the main mesclr() with Option.clear_messages.
if (!is_synthetic_key(keyin))
mesclr();
return (keyin);
}
// Check squares adjacent to player for given feature and return how
// many there are. If there's only one, return the dx and dy.
static int _check_adjacent(dungeon_feature_type feat, coord_def& delta)
{
int num = 0;
for (adjacent_iterator ai(you.pos(), false); ai; ++ai)
{
if (grd(*ai) == feat)
{
num++;
delta = *ai - you.pos();
}
}
return num;
}
// Handles some aspects of untrapping. Returns false if the target is a
// closed door that will need to be opened.
static bool _untrap_target(const coord_def move, bool check_confused)
{
const coord_def target = you.pos() + move;
monsters* mon = monster_at(target);
if (mon && player_can_hit_monster(mon))
{
if (mon->caught() && mon->friendly()
&& player_can_open_doors() && !you.confused())
{
const std::string prompt =
make_stringf("Do you want to try to take the net off %s?",
mon->name(DESC_NOCAP_THE).c_str());
if (yesno(prompt.c_str(), true, 'n'))
{
remove_net_from(mon);
return (true);
}
}
you.turn_is_over = true;
you_attack(mon->mindex(), true);
if (you.berserk_penalty != NO_BERSERK_PENALTY)
you.berserk_penalty = 0;
return (true);
}
if (find_trap(target) && grd(target) != DNGN_UNDISCOVERED_TRAP)
{
if (!you.confused())
{
if (!player_can_open_doors())
{
mpr("You can't disarm traps in your present form.");
return (true);
}
const int cloud = env.cgrid(target);
if (cloud != EMPTY_CLOUD
&& is_damaging_cloud(env.cloud[ cloud ].type, true))
{
mpr("You can't get to that trap right now.");
return (true);
}
}
// If you're confused, you may attempt it and stumble into the trap.
disarm_trap(target);
return (true);
}
const dungeon_feature_type feat = grd(target);
if (!feat_is_closed_door(feat) || you.confused())
{
switch (feat)
{
case DNGN_OPEN_DOOR:
_close_door(move); // for convenience
return (true);
default:
{
bool do_msg = true;
// Press trigger/switch/button in wall.
if (feat_is_solid(feat))
{
dgn_event event(DET_WALL_HIT, target);
event.arg1 = NON_MONSTER;
// Listener can veto the event to prevent the "You swing at
// nothing" message.
do_msg =
dungeon_events.fire_vetoable_position_event(event,
target);
}
if (do_msg)
mpr("You swing at nothing.");
make_hungry(3, true);
you.turn_is_over = true;
return (true);
}
}
}
// Else it's a closed door and needs further handling.
return (false);
}
// Opens doors and may also handle untrapping/attacking, etc.
// If either move_x or move_y are non-zero, the pair carries a specific
// direction for the door to be opened (eg if you type ctrl + dir).
static void _open_door(coord_def move, bool check_confused)
{
ASSERT(!crawl_state.game_is_arena() && !crawl_state.arena_suspended);
if (you.attribute[ATTR_HELD])
{
free_self_from_net();
you.turn_is_over = true;
return;
}
// The player used Ctrl + dir or a variant thereof.
if (!move.origin())
{
if (check_confused && you.confused() && !one_chance_in(3))
{
do
move = coord_def(random2(3) - 1, random2(3) - 1);
while (move.origin());
}
if (_untrap_target(move, check_confused))
return;
}
// If we get here, the player either hasn't picked a direction yet,
// or the chosen direction actually contains a closed door.
if (!player_can_open_doors())
{
mpr("You can't open doors in your present form.");
return;
}
dist door_move;
// The player hasn't picked a direction yet.
if (move.origin())
{
const int num = _check_adjacent(DNGN_CLOSED_DOOR, move)
+ _check_adjacent(DNGN_DETECTED_SECRET_DOOR, move);
if (num == 0)
{
mpr("There's nothing to open nearby.");
return;
}
// If there's only one door to open, don't ask.
if (num == 1)
door_move.delta = move;
else
{
mpr("Which direction? ", MSGCH_PROMPT);
direction_chooser_args args;
args.restricts = DIR_DIR;
direction(door_move, args);
if (!door_move.isValid)
return;
}
}
else
door_move.delta = move;
if (check_confused && you.confused() && !one_chance_in(3))
{
do
door_move.delta = coord_def(random2(3) - 1, random2(3) - 1);
while (door_move.delta.origin());
}
// We got a valid direction.
const coord_def doorpos = you.pos() + door_move.delta;
const dungeon_feature_type feat = (in_bounds(doorpos) ? grd(doorpos)
: DNGN_UNSEEN);
std::string door_already_open = "";
if (in_bounds(doorpos))
{
door_already_open = env.markers.property_at(doorpos, MAT_ANY,
"door_verb_already_open");
}
if (!feat_is_closed_door(feat))
{
if (you.confused())
{
mpr("You swing at nothing.");
make_hungry(3, true);
you.turn_is_over = true;
return;
}
switch (feat)
{
// This doesn't ever seem to be triggered.
case DNGN_OPEN_DOOR:
if (!door_already_open.empty())
mpr(door_already_open.c_str());
else
mpr("It's already open!");
break;
default:
mpr("There isn't anything that you can open there!");
break;
}
// Don't lose a turn.
return;
}
// Allow doors to be locked.
bool door_vetoed = env.markers.property_at(doorpos, MAT_ANY, "veto_open") == "veto";
const std::string door_veto_message = env.markers.property_at(doorpos, MAT_ANY,
"veto_reason");
if (door_vetoed)
{
if (door_veto_message.empty())
mpr("The door is shut tight!");
else
mpr(door_veto_message.c_str());
return;
}
// Finally, open the closed door!
std::set<coord_def> all_door = connected_doors(doorpos);
const char *adj, *noun;
get_door_description(all_door.size(), &adj, &noun);
const std::string door_desc_adj =
env.markers.property_at(doorpos, MAT_ANY,
"door_description_adjective");
const std::string door_desc_noun =
env.markers.property_at(doorpos, MAT_ANY,
"door_description_noun");
if (!door_desc_adj.empty())
adj = door_desc_adj.c_str();
if (!door_desc_noun.empty())
noun = door_desc_noun.c_str();
if (!(check_confused && you.confused()))
{
std::string door_open_prompt =
env.markers.property_at(doorpos, MAT_ANY, "door_open_prompt");
bool ignore_exclude = false;
if (!door_open_prompt.empty())
{
door_open_prompt += " (y/N)";
if (!yesno(door_open_prompt.c_str(), true, 'n', true, false))
{
if (is_exclude_root(doorpos))
canned_msg(MSG_OK);
else
{
if (yesno("Put travel exclusion on door? (Y/n)",
true, 'y'))
{
// Zero radius exclusion right on top of door.
set_exclude(doorpos, 0);
}
}
interrupt_activity(AI_FORCE_INTERRUPT);
return;
}
ignore_exclude = true;
}
if (!ignore_exclude && is_exclude_root(doorpos))
{
std::string prompt =
make_stringf("This %s%s is marked as excluded! Open it "
"anyway?", adj, noun);
if (!yesno(prompt.c_str(), true, 'n', true, false))
{
canned_msg(MSG_OK);
interrupt_activity(AI_FORCE_INTERRUPT);
return;
}
}
}
int skill = you.dex()
+ (you.skills[SK_TRAPS_DOORS] + you.skills[SK_STEALTH]) / 2;
std::string berserk_open = env.markers.property_at(doorpos, MAT_ANY,
"door_berserk_verb_open");
std::string berserk_adjective = env.markers.property_at(doorpos, MAT_ANY,
"door_berserk_adjective");
std::string door_open_creak = env.markers.property_at(doorpos, MAT_ANY,
"door_noisy_verb_open");
std::string door_airborne = env.markers.property_at(doorpos, MAT_ANY,
"door_airborne_verb_open");
std::string door_open_verb = env.markers.property_at(doorpos, MAT_ANY,
"door_verb_open");
if (you.berserk())
{
// XXX: Better flavour for larger doors?
if (silenced(you.pos()))
{
if (!berserk_open.empty())
{
berserk_open += ".";
mprf(berserk_open.c_str(), adj, noun);
}
else
mprf("The %s%s flies open!", adj, noun);
}
else
{
if (!berserk_open.empty())
{
if (!berserk_adjective.empty())
berserk_open += " " + berserk_adjective;
else
berserk_open += ".";
mprf(MSGCH_SOUND, berserk_open.c_str(), adj, noun);
}
else
mprf(MSGCH_SOUND, "The %s%s flies open with a bang!", adj, noun);
noisy(15, you.pos());
}
}
else if (one_chance_in(skill) && !silenced(you.pos()))
{
if (!door_open_creak.empty())
mprf(MSGCH_SOUND, door_open_creak.c_str(), adj, noun);
else
{
mprf(MSGCH_SOUND, "As you open the %s%s, it creaks loudly!",
adj, noun);
}
noisy(10, you.pos());
}
else
{
const char* verb;
if (you.airborne())
{
if (!door_airborne.empty())
verb = door_airborne.c_str();
else
verb = "You reach down and open the %s%s.";
}
else
{
if (!door_open_verb.empty())
verb = door_open_verb.c_str();
else
verb = "You open the %s%s.";
}
mprf(verb, adj, noun);
}
bool seen_secret = false;
std::vector<coord_def> excludes;
for (std::set<coord_def>::iterator i = all_door.begin();
i != all_door.end(); ++i)
{
const coord_def& dc = *i;
// Even if some of the door is out of LOS, we want the entire
// door to be updated. Hitting this case requires a really big
// door!
if (is_terrain_seen(dc))
{
set_map_knowledge_obj(dc, DNGN_OPEN_DOOR);
#ifdef USE_TILE
env.tile_bk_bg(dc) = TILE_DNGN_OPEN_DOOR;
#endif
if (!seen_secret && grd(dc) == DNGN_SECRET_DOOR)
{
seen_secret = true;
dungeon_feature_type secret
= grid_secret_door_appearance(dc);
mprf("That %s was a secret door!",
feature_description(secret, NUM_TRAPS, "",
DESC_PLAIN, false).c_str());
}
}
grd(dc) = DNGN_OPEN_DOOR;
set_terrain_changed(dc);
dungeon_events.fire_position_event(DET_DOOR_OPENED, dc);
if (is_excluded(dc))
excludes.push_back(dc);
}
update_exclusion_los(excludes);
you.turn_is_over = true;
}
static void _close_door(coord_def move)
{
if (!player_can_open_doors())
{
mpr("You can't close doors in your present form.");
return;
}
if (you.attribute[ATTR_HELD])
{
mpr("You can't close doors while held in a net.");
return;
}
dist door_move;
// The player hasn't yet told us a direction.
if (move.origin())
{
// If there's only one door to close, don't ask.
int num = _check_adjacent(DNGN_OPEN_DOOR, move);
if (num == 0)
{
mpr("There's nothing to close nearby.");
return;
}
else if (num == 1)
door_move.delta = move;
else
{
mpr("Which direction? ", MSGCH_PROMPT);
direction_chooser_args args;
args.restricts = DIR_DIR;
direction(door_move, args);
if (!door_move.isValid)
return;
}
}
else
door_move.delta = move;
if (you.confused() && !one_chance_in(3))
{
do
door_move.delta = coord_def(random2(3) - 1, random2(3) - 1);
while (door_move.delta.origin());
}
if (door_move.delta.origin())
{
mpr("You can't close doors on yourself!");
return;
}
const coord_def doorpos = you.pos() + door_move.delta;
const dungeon_feature_type feat = (in_bounds(doorpos) ? grd(doorpos)
: DNGN_UNSEEN);
std::string berserk_close = env.markers.property_at(doorpos, MAT_ANY,
"door_berserk_verb_close");
std::string berserk_adjective = env.markers.property_at(doorpos, MAT_ANY,
"door_berserk_adjective");
std::string door_close_creak = env.markers.property_at(doorpos, MAT_ANY,
"door_noisy_verb_close");
std::string door_airborne = env.markers.property_at(doorpos, MAT_ANY,
"door_airborne_verb_close");
std::string door_close_verb = env.markers.property_at(doorpos, MAT_ANY,
"door_verb_close");
if (feat == DNGN_OPEN_DOOR)
{
std::set<coord_def> all_door;
find_connected_identical(doorpos, grd(doorpos), all_door);
const char *adj, *noun;
get_door_description(all_door.size(), &adj, &noun);
const std::string waynoun_str = make_stringf("%sway", noun);
const char *waynoun = waynoun_str.c_str();
const std::string door_desc_adj =
env.markers.property_at(doorpos, MAT_ANY,
"door_description_adjective");
const std::string door_desc_noun =
env.markers.property_at(doorpos, MAT_ANY,
"door_description_noun");
if (!door_desc_adj.empty())
adj = door_desc_adj.c_str();
if (!door_desc_noun.empty())
{
noun = door_desc_noun.c_str();
waynoun = noun;
}
for (std::set<coord_def>::const_iterator i = all_door.begin();
i != all_door.end(); ++i)
{
const coord_def& dc = *i;
if (monsters* mon = monster_at(dc))
{
// Need to make sure that turn_is_over is set if
// creature is invisible.
if (!you.can_see(mon))
{
mprf("Something is blocking the %s!", waynoun);
you.turn_is_over = true;
}
else
mprf("There's a creature in the %s!", waynoun);
return;
}
if (igrd(dc) != NON_ITEM)
{
mprf("There's something blocking the %s.", waynoun);
return;
}
if (you.pos() == dc)
{
mprf("There's a thick-headed creature in the %s!", waynoun);
return;
}
}
int skill = you.dex()
+ (you.skills[SK_TRAPS_DOORS] + you.skills[SK_STEALTH]) / 2;
if (you.berserk())
{
if (silenced(you.pos()))
{
if (!berserk_close.empty())
{
berserk_close += ".";
mprf(berserk_close.c_str(), adj, noun);
}
else
mprf("You slam the %s%s shut!", adj, noun);
}
else
{
if (!berserk_close.empty())
{
if (!berserk_adjective.empty())
berserk_close += " " + berserk_adjective;
else
berserk_close += ".";
mprf(MSGCH_SOUND, berserk_close.c_str(), adj, noun);
}
else
mprf(MSGCH_SOUND, "You slam the %s%s shut with a bang!", adj, noun);
noisy(15, you.pos());
}
}
else if (one_chance_in(skill) && !silenced(you.pos()))
{
if (!door_close_creak.empty())
mprf(MSGCH_SOUND, door_close_creak.c_str(), adj, noun);
else
mprf(MSGCH_SOUND, "As you close the %s%s, it creaks loudly!",
adj, noun);
noisy(10, you.pos());
}
else
{
const char* verb;
if (you.airborne())
{
if (!door_airborne.empty())
verb = door_airborne.c_str();
else
verb = "You reach down and close the %s%s.";
}
else
{
if (!door_close_verb.empty())
verb = door_close_verb.c_str();
else
verb = "You close the %s%s.";
}
mprf(verb, adj, noun);
}
std::vector<coord_def> excludes;
for (std::set<coord_def>::const_iterator i = all_door.begin();
i != all_door.end(); ++i)
{
const coord_def& dc = *i;
// Once opened, formerly secret doors become normal doors.
grd(dc) = DNGN_CLOSED_DOOR;
set_terrain_changed(dc);
dungeon_events.fire_position_event(DET_DOOR_CLOSED, dc);
// Even if some of the door is out of LOS once it's closed
// (or even if some of it is out of LOS when it's open), we
// want the entire door to be updated.
if (is_terrain_seen(dc))
{
set_map_knowledge_obj(dc, DNGN_CLOSED_DOOR);
#ifdef USE_TILE
env.tile_bk_bg(dc) = TILE_DNGN_CLOSED_DOOR;
#endif
}
if (is_excluded(dc))
excludes.push_back(dc);
}
update_exclusion_los(excludes);
you.turn_is_over = true;
}
else if (you.confused())
_open_door(door_move.delta);
else
{
switch (feat)
{
case DNGN_CLOSED_DOOR:
case DNGN_DETECTED_SECRET_DOOR:
mpr("It's already closed!");
break;
default:
mpr("There isn't anything that you can close there!");
break;
}
}
}
// 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(void)
{
// Butchering/eating a corpse will maintain a blood rage.
const int delay = current_delay_action();
if (delay == DELAY_BUTCHER || delay == DELAY_EAT)
return;
if (you.berserk_penalty == NO_BERSERK_PENALTY)
return;
if (you.berserk())
{
you.berserk_penalty++;
switch (you.berserk_penalty)
{
case 2:
mpr("You feel a strong urge to attack something.", MSGCH_DURATION);
break;
case 4:
mpr("You feel your anger subside.", MSGCH_DURATION);
break;
case 6:
mpr("Your blood rage is quickly leaving you.", MSGCH_DURATION);
break;
}
// I do these three separately, because the might and
// haste counters can be different.
int berserk_delay_penalty = you.berserk_penalty * BASELINE_DELAY;
you.duration[DUR_BERSERKER] -= berserk_delay_penalty;
if (you.duration[DUR_BERSERKER] < 1)
you.duration[DUR_BERSERKER] = 1;
you.duration[DUR_MIGHT] -= berserk_delay_penalty;
if (you.duration[DUR_MIGHT] < 1)
you.duration[DUR_MIGHT] = 1;
you.duration[DUR_HASTE] -= berserk_delay_penalty;
if (you.duration[DUR_HASTE] < 1)
you.duration[DUR_HASTE] = 1;
}
return;
} // end do_berserk_no_combat_penalty()
// Called when the player moves by walking/running. Also calls attack
// function etc when necessary.
static void _move_player(int move_x, int move_y)
{
_move_player(coord_def(move_x, move_y));
}
static void _move_player(coord_def move)
{
ASSERT(!crawl_state.game_is_arena() && !crawl_state.arena_suspended);
bool attacking = false;
bool moving = true; // used to prevent eventual movement (swap)
bool swap = false;
if (you.attribute[ATTR_HELD])
{
free_self_from_net();
you.turn_is_over = true;
return;
}
// When confused, sometimes make a random move
if (you.confused())
{
dungeon_feature_type dangerous = DNGN_FLOOR;
for (adjacent_iterator ai(you.pos(), false); ai; ++ai)
{
if (is_feat_dangerous(grd(*ai))
&& (dangerous == DNGN_FLOOR || grd(*ai) == DNGN_LAVA))
{
dangerous = grd(*ai);
}
}
if (dangerous != DNGN_FLOOR)
{
std::string prompt = "Are you sure you want to move while confused "
"and next to ";
prompt += (dangerous == DNGN_LAVA ? "lava"
: "deep water");
prompt += "? ";
if (!yesno(prompt.c_str(), false, 'n'))
{
canned_msg(MSG_OK);
return;
}
}
if (!one_chance_in(3))
{
move.x = random2(3) - 1;
move.y = random2(3) - 1;
you.reset_prev_move();
}
const coord_def& new_targ = you.pos() + move;
if (!in_bounds(new_targ) || !you.can_pass_through(new_targ))
{
you.walking = move.abs();
you.turn_is_over = true;
mpr("Ouch!");
apply_berserk_penalty = true;
crawl_state.cancel_cmd_repeat();
return;
}
}
const coord_def& targ = you.pos() + move;
// You can't walk out of bounds!
if (!in_bounds(targ))
return;
const dungeon_feature_type targ_grid = grd(targ);
monsters *targ_monst = monster_at(targ);
if (fedhas_passthrough(targ_monst))
{
// Moving on a plant takes 1.5 x normal move delay. We
// will print a message about it but only when moving
// from open space->plant (hopefully this will cut down
// on the message spam).
you.time_taken = div_rand_round(you.time_taken * 3, 2);
monsters * current = monster_at(you.pos());
if(!current || !fedhas_passthrough(current))
{
// Probably need better messages. -cao
if(mons_genus(targ_monst->type) == MONS_FUNGUS)
{
mprf("You walk carefully through the fungus.");
}
else
mprf("You walk carefully through the plants.");
}
targ_monst = NULL;
}
const bool targ_pass = you.can_pass_through(targ);
// You can swap places with a friendly or good neutral monster if
// you're not confused, or if both of you are inside a sanctuary.
const bool can_swap_places = targ_monst
&& !mons_is_stationary(targ_monst)
&& (targ_monst->wont_attack()
&& !you.confused()
|| is_sanctuary(you.pos())
&& is_sanctuary(targ));
// You cannot move away from a mermaid but you CAN fight monsters on
// neighbouring squares.
monsters *beholder = NULL;
if (!you.confused())
beholder = you.get_beholder(targ);
if (you.running.check_stop_running())
{
// [ds] Do we need this? Shouldn't it be false to start with?
you.turn_is_over = false;
return;
}
coord_def mon_swap_dest;
if (targ_monst && !targ_monst->submerged())
{
if (can_swap_places && !beholder)
{
if (swap_check(targ_monst, mon_swap_dest))
swap = true;
else
moving = false;
}
else if (!can_swap_places) // attack!
{
// XXX: Moving into a normal wall does nothing and uses no
// turns or energy, but moving into a wall which contains
// an invisible monster attacks the monster, thus allowing
// the player to figure out which adjacent wall an invis
// monster is in "for free".
you.turn_is_over = true;
you_attack(targ_monst->mindex(), true);
// We don't want to create a penalty if there isn't
// supposed to be one.
if (you.berserk_penalty != NO_BERSERK_PENALTY)
you.berserk_penalty = 0;
attacking = true;
}
}
if (!attacking && targ_pass && moving && !beholder)
{
if (!you.confused() && !check_moveto(targ))
{
stop_running();
you.turn_is_over = false;
return;
}
if (swap)
swap_places(targ_monst, mon_swap_dest);
you.time_taken *= player_movement_speed();
you.time_taken /= 10;
move_player_to_grid(targ, true, false);
you.walking = move.abs();
you.prev_move = move;
move.reset();
you.turn_is_over = true;
request_autopickup();
}
// BCR - Easy doors single move
if (Options.easy_open && !attacking && feat_is_closed_door(targ_grid))
{
_open_door(move.x, move.y, false);
you.prev_move = move;
}
else if (!targ_pass && !attacking)
{
if (grd(targ) == DNGN_OPEN_SEA)
mpr("You can't go out to sea!");
if (grd(targ) == DNGN_TREE && you.religion == GOD_FEDHAS)
mpr("You cannot walk through the dense trees.");
stop_running();
move.reset();
you.turn_is_over = false;
crawl_state.cancel_cmd_repeat();
return;
}
else if (beholder && !attacking)
{
mprf("You cannot move away from %s!",
beholder->name(DESC_NOCAP_THE, true).c_str());
return;
}
if (you.running == RMODE_START)
you.running = RMODE_CONTINUE;
if (you.level_type == LEVEL_ABYSS
&& !map_bounds_with_margin(you.pos(),
MAPGEN_BORDER + ABYSS_AREA_SHIFT_RADIUS + 1))
{
dprf("Shifting abyss at (%d,%d)", you.pos().x, you.pos().y);
abyss_area_shift();
if (you.pet_target != MHITYOU)
you.pet_target = MHITNOT;
#ifdef DEBUG_DIAGNOSTICS
int j = 0;
for (int i = 0; i < MAX_ITEMS; ++i)
if (mitm[i].defined())
++j;
mprf(MSGCH_DIAGNOSTICS, "Number of items present: %d", j);
j = 0;
for (monster_iterator mi; mi; ++mi)
++j;
mprf(MSGCH_DIAGNOSTICS, "Number of monsters present: %d", j);
mprf(MSGCH_DIAGNOSTICS, "Number of clouds present: %d", env.cloud_no);
#endif
}
apply_berserk_penalty = !attacking;
if (!attacking && you.religion == GOD_CHEIBRIADOS && one_chance_in(10)
&& player_equip_ego_type(EQ_BOOTS, SPARM_RUNNING))
{
did_god_conduct(DID_HASTY, 1, true);
}
}
static int _get_num_and_char_keyfun(int &ch)
{
if (ch == CK_BKSP || isadigit(ch) || (unsigned)ch >= 128)
return 1;
return -1;
}
static int _get_num_and_char(const char* prompt, char* buf, int buf_len)
{
if (prompt != NULL)
mpr(prompt, MSGCH_PROMPT);
line_reader reader(buf, buf_len);
reader.set_keyproc(_get_num_and_char_keyfun);
return reader.read_line(true);
}
static void _cancel_cmd_repeat()
{
crawl_state.cancel_cmd_again();
crawl_state.cancel_cmd_repeat();
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)
{
mpr("(Key replay stole keys)", MSGCH_ERROR);
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)
{
mpr("Enter command to be repeated: ", MSGCH_PROMPT);
// 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;
_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)
{
mpr("No previous command to re-do.");
crawl_state.cancel_cmd_again();
crawl_state.cancel_cmd_repeat();
repeat_again_rec.clear();
return;
}
if (crawl_state.doing_prev_cmd_again)
{
mpr("Trying to re-do re-do command, aborting.", MSGCH_ERROR);
crawl_state.cancel_cmd_all();
return;
}
crawl_state.doing_prev_cmd_again = true;
ASSERT(crawl_state.prev_cmd_keys.size() > 0);
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.size() > 0)
crawl_state.prev_cmd_keys = repeat_again_rec.keys;
}
if (!is_processing_macro())
repeat_again_rec.clear();
}
static void _compile_time_asserts()
{
// Check that the numbering comments in enum.h haven't been
// disturbed accidentally.
COMPILE_CHECK(SK_UNARMED_COMBAT == 17 , c1);
COMPILE_CHECK(SK_EVOCATIONS == 38 , c2);
COMPILE_CHECK(SP_VAMPIRE == 30 , c3);
COMPILE_CHECK(SPELL_DEBUGGING_RAY == 102 , c4);
COMPILE_CHECK(SPELL_PETRIFY == 154 , c5);
COMPILE_CHECK(NUM_SPELLS == 204 , c6);
//jmf: NEW ASSERTS: we ought to do a *lot* of these
COMPILE_CHECK(NUM_SPECIES < SP_UNKNOWN , c7);
COMPILE_CHECK(NUM_JOBS < JOB_UNKNOWN , c8);
// Make sure there's enough room in you.unique_items to hold all
// the unrandarts.
COMPILE_CHECK(NO_UNRANDARTS < MAX_UNRANDARTS, c9);
// Non-artefact brands and unrandart indexes both go into
// item.special, so make sure they don't overlap.
COMPILE_CHECK((int) NUM_SPECIAL_WEAPONS < (int) UNRAND_START, c10);
// We have space for 32 brands in the bitfield.
COMPILE_CHECK((int) SP_UNKNOWN_BRAND < 8*sizeof(you.seen_weapon[0]), c11);
COMPILE_CHECK((int) SP_UNKNOWN_BRAND < 8*sizeof(you.seen_armour[0]), c12);
COMPILE_CHECK(NUM_SPECIAL_WEAPONS <= SP_UNKNOWN_BRAND, c13);
COMPILE_CHECK(NUM_SPECIAL_ARMOURS <= SP_UNKNOWN_BRAND, c14);
COMPILE_CHECK(sizeof(float) == sizeof(int32_t), c15);
COMPILE_CHECK(sizeof(feature_property_type) <= sizeof(terrain_property_t), c16);
COMPILE_CHECK(sizeof(level_flag_type) <= sizeof(int32_t), c17);
// Also some runtime stuff; I don't know if the order of branches[]
// needs to match the enum, but it currently does.
for (int i = 0; i < NUM_BRANCHES; ++i)
ASSERT(branches[i].id == i);
}
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