1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217
  
     | 
    
      /*
 *  File:       place.cc
 *  Summary:    Place related functions.
 *  Written by: Linley Henzell
 */
#include "AppHdr.h"
#include "externs.h"
#include "branch.h"
#include "libutil.h"
#include "place.h"
#include "player.h"
#include "travel.h"
// Do not attempt to use level_id if level_type != LEVEL_DUNGEON
std::string short_place_name(level_id id)
{
    return id.describe();
}
int place_branch(unsigned short place)
{
    const unsigned branch = (unsigned) ((place >> 8) & 0xFF);
    const int lev = place & 0xFF;
    return lev == 0xFF? -1 : (int) branch;
}
int place_depth(unsigned short place)
{
    const int lev = place & 0xFF;
    return lev == 0xFF? -1 : lev;
}
int place_type(unsigned short place)
{
    const unsigned type = (unsigned) ((place >> 8) & 0xFF);
    const int lev = place & 0xFF;
    return lev == 0xFF? (int) type : (int) LEVEL_DUNGEON;
}
unsigned short get_packed_place( branch_type branch, int subdepth,
                                 level_area_type level_type )
{
    unsigned short place = (unsigned short)
        ( (static_cast<int>(branch) << 8) | (subdepth & 0xFF) );
    if (level_type != LEVEL_DUNGEON)
        place = (unsigned short) ( (static_cast<int>(level_type) << 8) | 0xFF );
    return place;
}
unsigned short get_packed_place()
{
    return get_packed_place(you.where_are_you,
                            subdungeon_depth(you.where_are_you, you.absdepth0),
                            you.level_type);
}
bool single_level_branch( branch_type branch )
{
    return (branch >= 0 && branch < NUM_BRANCHES
            && branches[branch].depth == 1);
}
std::string place_name( unsigned short place, bool long_name,
                        bool include_number )
{
    unsigned char branch = (unsigned char) ((place >> 8) & 0xFF);
    int lev = place & 0xFF;
    std::string result;
    if (lev == 0xFF)
    {
        switch (branch)
        {
        case LEVEL_ABYSS:
            return ( long_name ? "The Abyss" : "Abyss" );
        case LEVEL_PANDEMONIUM:
            return ( long_name ? "Pandemonium" : "Pan" );
        case LEVEL_LABYRINTH:
            return ( long_name ? "a Labyrinth" : "Lab" );
        case LEVEL_PORTAL_VAULT:
            // XXX: This was originally in misc.cc:new_level. It really makes
            // no sense for it to be there, as there are instances where portal
            // vaults can use origin elsewhere (death messages, etc), and Note
            // ::describe calls this anyway. (due)
            if (branch == you.level_type
                && !you.level_type_origin.empty())
            {
                std::string desc;
                size_t space = you.level_type_origin.find(" ");
                if (space == std::string::npos)
                    desc += you.level_type_origin;
                else
                    desc += you.level_type_origin.substr(space + 1);
                return long_name ? desc : upcase_first(you.level_type_name_abbrev);
            }
            else
            {
                return long_name ? "a Portal Chamber" : "Port";
            }
        default:
            return ( long_name ? "Buggy Badlands" : "Bug" );
        }
    }
    result = (long_name ?
              branches[branch].longname : branches[branch].abbrevname);
    if (include_number && branches[branch].depth != 1)
    {
        if (long_name)
        {
            // decapitalise 'the'
            if ( result.find("The") == 0 )
                result[0] = 't';
            result = make_stringf("Level %d of %s",
                      lev, result.c_str());
        }
        else if (lev)
            result = make_stringf("%s:%d", result.c_str(), lev);
        else
            result = make_stringf("%s:$", result.c_str());
    }
    return result;
}
// Takes a packed 'place' and returns a compact stringified place name.
// XXX: This is done in several other places; a unified function to
//      describe places would be nice.
std::string short_place_name(unsigned short place)
{
    return place_name( place, false, true );
}
// Prepositional form of branch level name.  For example, "in the
// Abyss" or "on level 3 of the Main Dungeon".
std::string prep_branch_level_name(unsigned short packed_place)
{
    std::string place = place_name( packed_place, true, true );
    if (place.length() && place != "Pandemonium")
        place[0] = tolower(place[0]);
    return (place.find("level") == 0 ? "on " + place
                                     : "in " + place);
}
// Use current branch and depth
std::string prep_branch_level_name()
{
    return prep_branch_level_name( get_packed_place() );
}
int absdungeon_depth(branch_type branch, int subdepth)
{
    if (branch >= BRANCH_VESTIBULE_OF_HELL && branch <= BRANCH_LAST_HELL)
        return subdepth + 27 - (branch == BRANCH_VESTIBULE_OF_HELL);
    else
    {
        --subdepth;
        while (branch != BRANCH_MAIN_DUNGEON)
        {
            subdepth += branches[branch].startdepth;
            branch = branches[branch].parent_branch;
        }
    }
    return subdepth;
}
int subdungeon_depth(branch_type branch, int depth)
{
    return depth - absdungeon_depth(branch, 0);
}
int player_branch_depth()
{
    return subdungeon_depth(you.where_are_you, you.absdepth0);
}
// Returns true if exits from this type of level involve going upstairs.
bool level_type_exits_up(level_area_type type)
{
    return (type == LEVEL_LABYRINTH || type == LEVEL_PORTAL_VAULT);
}
bool level_type_exits_down(level_area_type type)
{
    return (type == LEVEL_PANDEMONIUM || type == LEVEL_ABYSS);
}
bool level_type_allows_followers(level_area_type type)
{
    return (type == LEVEL_DUNGEON || type == LEVEL_PANDEMONIUM);
}
bool level_type_is_stash_trackable(level_area_type type)
{
    return (type != LEVEL_ABYSS && type != LEVEL_LABYRINTH);
}
std::vector<level_id> all_dungeon_ids()
{
    std::vector<level_id> out;
    for (int i = 0; i < NUM_BRANCHES; i++)
    {
        const Branch &branch = branches[i];
        for (int depth = 1; depth <= branch.depth; depth++)
            out.push_back(level_id(branch.id, depth));
    }
    return (out);
}
 
     |