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/**
* @file
* @brief Functions for handling multi-turn actions.
**/
#include "AppHdr.h"
#include "delay.h"
#include <cstdio>
#include <cstring>
#include "ability.h"
#include "areas.h"
#include "artefact.h"
#include "attitude-change.h"
#include "bloodspatter.h"
#include "butcher.h"
#include "clua.h"
#include "command.h"
#include "coord.h"
#include "database.h"
#include "describe.h"
#include "directn.h"
#include "dungeon.h"
#include "enum.h"
#include "env.h"
#include "exclude.h"
#include "exercise.h"
#include "food.h"
#include "fprop.h"
#include "god-abil.h"
#include "god-companions.h"
#include "god-conduct.h"
#include "god-passive.h"
#include "god-prayer.h"
#include "god-wrath.h"
#include "hints.h"
#include "invent.h"
#include "item-prop.h"
#include "items.h"
#include "item-use.h"
#include "item-status-flag-type.h"
#include "libutil.h"
#include "macro.h"
#include "message.h"
#include "mon-act.h"
#include "mon-behv.h"
#include "mon-gear.h"
#include "mon-tentacle.h"
#include "mon-util.h"
#include "nearby-danger.h"
#include "notes.h"
#include "options.h"
#include "ouch.h"
#include "output.h"
#include "player-equip.h"
#include "player.h"
#include "prompt.h"
#include "random.h"
#include "religion.h"
#include "rot.h"
#include "shout.h"
#include "sound.h"
#include "spl-other.h"
#include "spl-selfench.h"
#include "spl-util.h"
#include "stairs.h"
#include "stash.h"
#include "state.h"
#include "stringutil.h"
#include "teleport.h"
#include "terrain.h"
#include "transform.h"
#include "traps.h"
#include "travel.h"
#include "view.h"
#include "xom.h"
class interrupt_block
{
public:
interrupt_block() { ++interrupts_blocked; }
~interrupt_block() { --interrupts_blocked; }
static bool blocked() { return interrupts_blocked > 0; }
private:
static int interrupts_blocked;
};
int interrupt_block::interrupts_blocked = 0;
static void _xom_check_corpse_waste();
static const char *_activity_interrupt_name(activity_interrupt_type ai);
void push_delay(shared_ptr<Delay> delay)
{
if (delay->is_run())
clear_travel_trail();
for (auto i = you.delay_queue.begin(); i != you.delay_queue.end(); ++i)
{
if ((*i)->is_parent())
{
you.delay_queue.insert(i, delay);
you.redraw_evasion = true;
return;
}
}
you.delay_queue.push_back(delay);
you.redraw_evasion = true;
}
static void _pop_delay()
{
if (!you.delay_queue.empty())
you.delay_queue.erase(you.delay_queue.begin());
you.redraw_evasion = true;
}
static void _clear_pending_delays(size_t after_index = 1)
{
while (you.delay_queue.size() > after_index)
{
auto delay = you.delay_queue.back();
you.delay_queue.pop_back();
if (delay->is_run() && you.running)
// If you got here, you're already clearing the delays and there's
// no need to clear them again.
stop_running(false);
}
}
static void _interrupt_butchering(const char* action)
{
const bool multiple_corpses =
// + 1 to avoid the first delay in the queue, which we know is
// butchering.
any_of(you.delay_queue.begin() + 1, you.delay_queue.end(),
[] (const shared_ptr<Delay> d)
{
return d->is_butcher();
});
mprf("You stop %s the corpse%s.", action, multiple_corpses ? "s" : "");
}
bool BottleBloodDelay::try_interrupt()
{
_interrupt_butchering("bottling blood from");
return true;
}
bool ButcherDelay::try_interrupt()
{
_interrupt_butchering("butchering");
return true;
}
bool MemoriseDelay::try_interrupt()
{
// Losing work here is okay... having to start from
// scratch is a reasonable behaviour. -- bwr
mpr("Your memorisation is interrupted.");
return true;
}
bool MultidropDelay::try_interrupt()
{
// No work lost
if (!items.empty())
mpr("You stop dropping stuff.");
return true;
}
bool BaseRunDelay::try_interrupt()
{
// Keep things consistent, otherwise disturbing phenomena can occur.
if (you.running)
stop_running(false);
update_turn_count();
// Always interruptible.
return true;
}
bool MacroDelay::try_interrupt()
{
// Always interruptible.
return true;
// There's no special action needed for macros - if we don't call out
// to the Lua function, it can't do damage.
}
bool ArmourOnDelay::try_interrupt()
{
if (duration > 1 && !was_prompted)
{
if (!crawl_state.disables[DIS_CONFIRMATIONS]
&& !yesno("Keep equipping yourself?", false, 0, false))
{
mpr("You stop putting on your armour.");
return true;
}
else
was_prompted = true;
}
return false;
}
bool ArmourOffDelay::try_interrupt()
{
if (duration > 1 && !was_prompted)
{
if (!crawl_state.disables[DIS_CONFIRMATIONS]
&& !yesno("Keep disrobing?", false, 0, false))
{
mpr("You stop removing your armour.");
return true;
}
else
was_prompted = true;
}
return false;
}
bool BlurryScrollDelay::try_interrupt()
{
if (duration > 1 && !was_prompted)
{
if (!crawl_state.disables[DIS_CONFIRMATIONS]
&& !yesno("Keep reading the scroll?", false, 0, false))
{
mpr("You stop reading the scroll.");
return true;
}
else
was_prompted = true;
}
return false;
}
bool AscendingStairsDelay::try_interrupt()
{
mpr("You stop ascending the stairs.");
return true; // short... and probably what people want
}
bool DescendingStairsDelay::try_interrupt()
{
mpr("You stop descending the stairs.");
return true; // short... and probably what people want
}
bool PasswallDelay::try_interrupt()
{
mpr("Your meditation is interrupted.");
return true;
}
bool ShaftSelfDelay::try_interrupt()
{
mpr("You stop digging.");
return true;
}
void stop_delay(bool stop_stair_travel)
{
if (you.delay_queue.empty())
return;
set_more_autoclear(false);
ASSERT(!crawl_state.game_is_arena());
auto delay = current_delay();
// At the very least we can remove any queued delays, right
// now there is no problem with doing this... note that
// any queuing here can only happen from a single command,
// as the effect of a delay doesn't normally allow interaction
// until it is done... it merely chains up individual actions
// into a single action. -- bwr
// Butcher delays do this on their own, in order to determine the old
// list of delays before clearing it.
if (!delay->is_butcher())
_clear_pending_delays();
if ((!delay->is_stair_travel() || stop_stair_travel)
&& delay->try_interrupt())
{
_pop_delay();
}
}
bool you_are_delayed()
{
return !you.delay_queue.empty();
}
shared_ptr<Delay> current_delay()
{
return you_are_delayed() ? you.delay_queue.front()
: nullptr;
}
bool is_being_drained(const item_def &item)
{
if (!you_are_delayed())
return false;
return current_delay()->is_being_used(&item, OPER_EAT);
}
bool is_being_butchered(const item_def &item, bool just_first)
{
for (const auto delay : you.delay_queue)
{
if (delay->is_being_used(&item, OPER_BUTCHER))
return true;
if (just_first)
break;
}
return false;
}
bool is_vampire_feeding()
{
if (!you_are_delayed())
return false;
return current_delay()->is_being_used(nullptr, OPER_EAT);
}
bool player_stair_delay()
{
auto delay = current_delay();
return delay && delay->is_stairs();
}
/**
* Is the player currently in the middle of memorizing a spell?
*
* @param spell A specific spell, or -1 to check if we're memorizing any
* spell at all.
* @return Whether the player is currently memorizing the given type
* of spell.
*/
bool already_learning_spell(int spell)
{
for (const auto delay : you.delay_queue)
{
auto mem = dynamic_cast<MemoriseDelay*>(delay.get());
if (!mem)
continue;
if (spell == -1 || mem->spell == spell)
return true;
}
return false;
}
static command_type _get_running_command()
{
if (Options.travel_key_stop && kbhit()
|| !in_bounds(you.pos() + you.running.pos))
{
stop_running();
return CMD_NO_CMD;
}
if (is_resting())
{
you.running.rest();
#ifdef USE_TILE
if (Options.rest_delay >= 0 && tiles.need_redraw())
tiles.redraw();
#endif
if (!is_resting() && you.running.hp == you.hp
&& you.running.mp == you.magic_points)
{
mpr("Done waiting.");
}
if (Options.rest_delay > 0)
delay(Options.rest_delay);
return CMD_WAIT;
}
else if (you.running.is_explore() && Options.explore_delay > -1)
delay(Options.explore_delay);
else if (Options.travel_delay > 0)
delay(Options.travel_delay);
return direction_to_command(you.running.pos.x, you.running.pos.y);
}
/**
* Can the player currently read the given scroll?
*
* Prints corresponding messages if the answer is false.
*
* @param inv_slot The scroll in question.
* @return false if the player is confused, berserk, silenced,
* etc; true otherwise.
*/
static bool _can_read_scroll(const item_def& scroll)
{
// prints its own messages
if (!player_can_read())
return false;
const string illiteracy_reason = cannot_read_item_reason(scroll);
if (illiteracy_reason.empty())
return true;
mpr(illiteracy_reason);
return false;
}
// Xom is amused by a potential food source going to waste, and is
// more amused the hungrier you are.
static void _xom_check_corpse_waste()
{
const int food_need = max(HUNGER_SATIATED - you.hunger, 0);
xom_is_stimulated(50 + (151 * food_need / 6000));
}
static bool _auto_eat()
{
return Options.auto_eat_chunks
&& Options.autopickup_on > 0
&& (player_likes_chunks(true)
|| !you.gourmand()
|| you.duration[DUR_GOURMAND] >= GOURMAND_MAX / 4
|| you.hunger_state < HS_SATIATED);
}
void clear_macro_process_key_delay()
{
if (dynamic_cast<MacroProcessKeyDelay*>(current_delay().get()))
_pop_delay();
}
void ArmourOnDelay::start()
{
mprf(MSGCH_MULTITURN_ACTION, "You start putting on your armour.");
}
void ArmourOffDelay::start()
{
mprf(MSGCH_MULTITURN_ACTION, "You start removing your armour.");
}
void MemoriseDelay::start()
{
if (vehumet_is_offering(spell))
{
string message = make_stringf(" grants you knowledge of %s.",
spell_title(spell));
simple_god_message(message.c_str());
}
mprf(MSGCH_MULTITURN_ACTION, "You start memorising the spell.");
}
void PasswallDelay::start()
{
mprf(MSGCH_MULTITURN_ACTION, "You begin to meditate on the wall.");
}
void ShaftSelfDelay::start()
{
mprf(MSGCH_MULTITURN_ACTION, "You begin to dig a shaft.");
}
void BlurryScrollDelay::start()
{
mprf(MSGCH_MULTITURN_ACTION, "You begin reading the scroll.");
}
command_type RunDelay::move_cmd() const
{
return _get_running_command();
}
command_type RestDelay::move_cmd() const
{
return _get_running_command();
}
command_type TravelDelay::move_cmd() const
{
return travel();
}
void BaseRunDelay::handle()
{
if (!started)
started = true;
// Handle inconsistencies between the delay queue and you.running.
// We don't want to send the game into a deadlock.
if (!you.running)
{
update_turn_count();
_pop_delay();
return;
}
if (you.turn_is_over)
return;
command_type cmd = CMD_NO_CMD;
if ((want_move() && you.confused()) || !i_feel_safe(true, want_move()))
stop_running();
else
{
if (want_autoeat() && _auto_eat())
{
const interrupt_block block_interrupts;
if (prompt_eat_chunks(true) == 1)
return;
}
cmd = move_cmd();
}
if (cmd != CMD_NO_CMD)
{
if (want_clear_messages())
clear_messages();
process_command(cmd);
}
if (!you.turn_is_over)
you.time_taken = 0;
// If you.running has gone to zero, and the run delay was not
// removed, remove it now. This is needed to clean up after
// find_travel_pos() function in travel.cc.
if (!you.running
&& !you.delay_queue.empty()
&& you.delay_queue.front()->is_run())
{
update_turn_count();
_pop_delay();
}
}
void MacroDelay::handle()
{
if (!started)
started = true;
if (!duration)
{
dprf("Expiring macro delay on turn: %d", you.num_turns);
stop_delay();
}
else
run_macro();
// Macros may not use up turns, but unless we zero time_taken,
// main.cc will call world_reacts and increase turn count.
if (!you.turn_is_over && you.time_taken)
you.time_taken = 0;
}
static bool _check_corpse_gone(item_def& item, const char* action)
{
// A monster may have raised the corpse you're chopping up! -- bwr
// Note that a monster could have raised the corpse and another
// monster could die and create a corpse with the same ID number...
// However, it would not be at the player's square like the
// original and that's why we do it this way.
if (!item.defined()
|| item.base_type != OBJ_CORPSES
|| item.pos != you.pos())
{
// There being no item at all could have happened for several
// reasons, so don't bother to give a message.
return true;
}
else if (item.is_type(OBJ_CORPSES, CORPSE_SKELETON))
{
mprf("The corpse has rotted away into a skeleton before "
"you could %s!", action);
_xom_check_corpse_waste();
return true;
}
return false;
}
bool ButcherDelay::invalidated()
{
return _check_corpse_gone(corpse, "butcher it");
}
bool BottleBloodDelay::invalidated()
{
return _check_corpse_gone(corpse, "bottle its blood");
}
bool MultidropDelay::invalidated()
{
// Throw away invalid items. XXX: what are they?
while (!items.empty()
// Don't look for gold in inventory
&& items[0].slot != PROMPT_GOT_SPECIAL
&& !you.inv[items[0].slot].defined())
{
items.erase(items.begin());
}
if (items.empty())
{
// Ran out of things to drop.
you.turn_is_over = false;
you.time_taken = 0;
return true;
}
return false;
}
bool BlurryScrollDelay::invalidated()
{
if (!_can_read_scroll(scroll))
{
you.time_taken = 0;
return true;
}
return false;
}
void MultidropDelay::tick()
{
if (!drop_item(items[0].slot, items[0].quantity))
{
you.turn_is_over = false;
you.time_taken = 0;
}
items.erase(items.begin());
}
void JewelleryOnDelay::tick()
{
// This is a 1-turn delay where the time cost is handled
// in finish().
// FIXME: get rid of this hack!
you.time_taken = 0;
}
void DropItemDelay::tick()
{
// This is a 1-turn delay where the time cost is handled
// in finish().
// FIXME: get rid of this hack!
you.time_taken = 0;
}
void Delay::handle()
{
if (!started)
{
started = true;
start();
}
// First check cases where delay may no longer be valid:
// XXX: need to handle PasswallDelay when monster digs -- bwr
if (invalidated())
{
_pop_delay();
return;
}
// Actually handle delay:
if (duration > 0)
{
dprf("Delay type: %s, duration: %d", name(), duration);
--duration;
tick();
}
else
{
finish();
you.wield_change = true;
_pop_delay();
print_stats(); // force redraw of the stats
#ifdef USE_TILE
tiles.update_tabs();
#endif
if (!you.turn_is_over)
you.time_taken = 0;
}
}
void handle_delay()
{
if (!you_are_delayed())
return;
shared_ptr<Delay> delay = current_delay();
delay->handle();
}
void JewelleryOnDelay::finish()
{
// Recheck -Tele here, since our condition may have changed since starting
// the amulet swap process.
// Just breaking here is okay because swapping jewellery is a one-turn
// action, so conceptually there is nothing to interrupt - in other words,
// this is equivalent to if the user took off the previous amulet and was
// affected by tele other before putting the -Tele amulet on as a separate
// action on the next turn.
// XXX: duplicates a check in invent.cc:check_warning_inscriptions()
if (!crawl_state.disables[DIS_CONFIRMATIONS]
&& needs_notele_warning(jewellery, OPER_PUTON)
&& item_ident(jewellery, ISFLAG_KNOW_TYPE))
{
string prompt = "Really put on ";
prompt += jewellery.name(DESC_INVENTORY);
prompt += " while about to teleport?";
if (!yesno(prompt.c_str(), false, 'n'))
return;
}
#ifdef USE_SOUND
parse_sound(WEAR_JEWELLERY_SOUND);
#endif
puton_ring(jewellery.link, false, false);
}
void ArmourOnDelay::finish()
{
const unsigned int old_talents = your_talents(false).size();
set_ident_flags(armour, ISFLAG_IDENT_MASK);
if (is_artefact(armour))
armour.flags |= ISFLAG_NOTED_ID;
const equipment_type eq_slot = get_armour_slot(armour);
#ifdef USE_SOUND
parse_sound(EQUIP_ARMOUR_SOUND);
#endif
mprf("You finish putting on %s.", armour.name(DESC_YOUR).c_str());
if (eq_slot == EQ_BODY_ARMOUR)
{
if (you.duration[DUR_ICY_ARMOUR] != 0
&& !is_effectively_light_armour(&armour))
{
remove_ice_armour();
}
}
equip_item(eq_slot, armour.link);
check_item_hint(armour, old_talents);
}
bool ArmourOffDelay::invalidated()
{
return !armour.defined();
}
void ArmourOffDelay::finish()
{
const equipment_type slot = get_armour_slot(armour);
ASSERT(you.equip[slot] == armour.link);
#ifdef USE_SOUND
parse_sound(DEQUIP_ARMOUR_SOUND);
#endif
mprf("You finish taking off %s.", armour.name(DESC_YOUR).c_str());
unequip_item(slot);
}
void MemoriseDelay::finish()
{
#ifdef USE_SOUND
parse_sound(MEMORISE_SPELL_SOUND);
#endif
mpr("You finish memorising.");
add_spell_to_memory(spell);
vehumet_accept_gift(spell);
}
void PasswallDelay::finish()
{
mpr("You finish merging with the rock.");
// included in default force_more_message
if (dest.x == 0 || dest.y == 0)
return;
switch (grd(dest))
{
default:
if (!you.is_habitable(dest))
{
mpr("...yet there is something new on the other side. "
"You quickly turn back.");
redraw_screen();
return;
}
break;
case DNGN_CLOSED_DOOR: // open the door
case DNGN_CLOSED_CLEAR_DOOR:
case DNGN_RUNED_DOOR:
case DNGN_RUNED_CLEAR_DOOR:
// Once opened, former runed doors become normal doors.
dgn_open_door(dest);
break;
}
// Move any monsters out of the way.
if (monster* m = monster_at(dest))
{
// One square, a few squares, anywhere...
if (!m->shift() && !monster_blink(m, true))
monster_teleport(m, true, true);
// Might still fail.
if (monster_at(dest))
{
mpr("...and sense your way blocked. You quickly turn back.");
redraw_screen();
return;
}
move_player_to_grid(dest, false);
// Wake the monster if it's asleep.
if (m)
behaviour_event(m, ME_ALERT, &you);
}
else
move_player_to_grid(dest, false);
// the last phase of the delay is a fake (0-time) turn, so world_reacts
// and player_reacts aren't triggered. Need to do a tiny bit of cleanup.
// This isn't very elegant, and perhaps a version of player_reacts that is
// triggered by changing location would be better (per Pleasingfungus),
// but player_reacts is very sensitive to order and can't be easily
// refactored in this way.
you.update_beholders();
you.update_fearmongers();
}
void ShaftSelfDelay::finish()
{
you.do_shaft_ability();
}
void BlurryScrollDelay::finish()
{
// Make sure the scroll still exists, the player isn't confused, etc
if (_can_read_scroll(scroll))
read_scroll(scroll);
}
static void _finish_butcher_delay(item_def& corpse, bool bottling)
{
// We know the item is valid and a real corpse, because invalidated()
// checked for that.
finish_butchering(corpse, bottling);
// Don't waste time picking up chunks if you're already
// starving. (jpeg)
if ((you.hunger_state > HS_STARVING || you.species == SP_VAMPIRE)
// Only pick up chunks if this is the last delay...
&& (you.delay_queue.size() == 1
// ...Or, equivalently, if it's the last butcher one.
|| !you.delay_queue[1]->is_butcher()))
{
request_autopickup();
}
you.turn_is_over = true;
}
void ButcherDelay::finish()
{
_finish_butcher_delay(corpse, false);
}
void BottleBloodDelay::finish()
{
_finish_butcher_delay(corpse, true);
}
void DropItemDelay::finish()
{
// We're here if dropping the item required some action to be done
// first, like removing armour. At this point, it should be droppable
// immediately.
// Make sure item still exists.
if (!item.defined())
return;
if (!drop_item(item.link, 1))
{
you.turn_is_over = false;
you.time_taken = 0;
}
}
void AscendingStairsDelay::finish()
{
up_stairs();
}
void DescendingStairsDelay::finish()
{
down_stairs();
}
void run_macro(const char *macroname)
{
#ifdef CLUA_BINDINGS
if (!clua)
{
mprf(MSGCH_DIAGNOSTICS, "Lua not initialised");
stop_delay();
return;
}
shared_ptr<Delay> delay;
if (!macroname)
{
delay = current_delay();
ASSERT(delay->is_macro());
}
else
delay = start_delay<MacroDelay>();
// If callbooleanfn returns false, that means the macro either exited
// normally by returning or by calling coroutine.yield(false). Either way,
// decrement the macro duration.
if (!clua.callbooleanfn(false, "c_macro", "s", macroname))
{
if (!clua.error.empty())
{
mprf(MSGCH_ERROR, "Lua error: %s", clua.error.c_str());
stop_delay();
}
else if (delay->duration > 0)
--delay->duration;
}
#else
UNUSED(macroname);
stop_delay();
#endif
}
// Returns TRUE if the delay should be interrupted, MAYBE if the user function
// had no opinion on the matter, FALSE if the delay should not be interrupted.
static maybe_bool _userdef_interrupt_activity(Delay* delay,
activity_interrupt_type ai,
const activity_interrupt_data &at)
{
#ifdef CLUA_BINDINGS
lua_State *ls = clua.state();
if (!ls || ai == AI_FORCE_INTERRUPT)
return MB_TRUE;
const char *interrupt_name = _activity_interrupt_name(ai);
bool ran = clua.callfn("c_interrupt_activity", "1:ssA",
delay->name(), interrupt_name, &at);
if (ran)
{
// If the function returned nil, we want to cease processing.
if (lua_isnil(ls, -1))
{
lua_pop(ls, 1);
return MB_FALSE;
}
bool stopact = lua_toboolean(ls, -1);
lua_pop(ls, 1);
if (stopact)
return MB_TRUE;
}
if (delay->is_macro() && clua.callbooleanfn(true, "c_interrupt_macro",
"sA", interrupt_name, &at))
{
return MB_TRUE;
}
#else
UNUSED(_activity_interrupt_name);
#endif
return MB_MAYBE;
}
// Returns true if the activity should be interrupted, false otherwise.
static bool _should_stop_activity(Delay* delay,
activity_interrupt_type ai,
const activity_interrupt_data &at)
{
switch (_userdef_interrupt_activity(delay, ai, at))
{
case MB_TRUE:
return true;
case MB_FALSE:
return false;
case MB_MAYBE:
break;
}
// Don't interrupt player on monster's turn, they might wander off.
if (you.turn_is_over
&& (at.context == SC_ALREADY_SEEN || at.context == SC_UNCHARM))
{
return false;
}
// No monster will attack you inside a sanctuary,
// so presence of monsters won't matter.
if (ai == AI_SEE_MONSTER && is_sanctuary(you.pos()))
return false;
auto curr = current_delay(); // Not necessarily what we were passed.
if ((ai == AI_SEE_MONSTER || ai == AI_MIMIC) && player_stair_delay())
return false;
if (ai == AI_FULL_HP || ai == AI_FULL_MP || ai == AI_ANCESTOR_HP)
{
if ((Options.rest_wait_both && curr->is_resting()
&& !you.is_sufficiently_rested())
|| (Options.rest_wait_ancestor && curr->is_resting()
&& !ancestor_full_hp()))
{
return false;
}
}
// Don't interrupt feeding or butchering for monsters already in view.
if (curr->is_butcher() && ai == AI_SEE_MONSTER
&& testbits(at.mons_data->flags, MF_WAS_IN_VIEW))
{
return false;
}
return ai == AI_FORCE_INTERRUPT
|| Options.activity_interrupts[delay->name()][ai];
}
static string _abyss_monster_creation_message(const monster* mon)
{
if (mon->type == MONS_DEATH_COB)
{
return coinflip() ? " appears in a burst of microwaves!"
: " pops from nullspace!";
}
// You may ask: "Why these weights?" So would I!
const vector<pair<string, int>> messages = {
{ " appears in a shower of translocational energy.", 17 },
{ " appears in a shower of sparks.", 34 },
{ " materialises.", 45 },
{ " emerges from chaos.", 13 },
{ " emerges from the beyond.", 26 },
{ make_stringf(" assembles %s!",
mon->pronoun(PRONOUN_REFLEXIVE).c_str()), 33 },
{ " erupts from nowhere.", 9 },
{ " bursts from nowhere.", 18 },
{ " is cast out of space.", 7 },
{ " is cast out of reality.", 14 },
{ " coalesces out of pure chaos.", 5 },
{ " coalesces out of seething chaos.", 10 },
{ " punctures the fabric of time!", 2 },
{ " punctures the fabric of the universe.", 7 },
{ make_stringf(" manifests%s!",
silenced(you.pos()) ? "" : " with a bang"), 3 },
};
return *random_choose_weighted(messages);
}
static inline bool _monster_warning(activity_interrupt_type ai,
const activity_interrupt_data &at,
shared_ptr<Delay> delay,
vector<string>* msgs_buf = nullptr)
{
if (ai == AI_SENSE_MONSTER)
{
mprf(MSGCH_WARN, "You sense a monster nearby.");
return true;
}
if (ai != AI_SEE_MONSTER)
return false;
if (delay && !delay->is_run() && !delay->is_butcher())
return false;
if (at.context != SC_NEWLY_SEEN && !delay)
return false;
ASSERT(at.apt == AIP_MONSTER);
monster* mon = at.mons_data;
ASSERT(mon);
if (!you.can_see(*mon))
return false;
// Disable message for summons.
if (mon->is_summoned() && !delay)
return false;
if (at.context == SC_ALREADY_SEEN || at.context == SC_UNCHARM)
{
// Only say "comes into view" if the monster wasn't in view
// during the previous turn.
if (testbits(mon->flags, MF_WAS_IN_VIEW) && delay)
{
mprf(MSGCH_WARN, "%s is too close now for your liking.",
mon->name(DESC_THE).c_str());
}
}
else if (mon->seen_context == SC_JUST_SEEN)
return false;
else
{
// XXX: This needs to be here to ensure correct messaging for
// autoexplore, even though the correct place to process it is
// seen_monster
view_monster_equipment(mon);
string text = getMiscString(mon->name(DESC_DBNAME) + " title");
if (text.empty())
text = mon->full_name(DESC_A);
if (mon->type == MONS_PLAYER_GHOST)
{
text += make_stringf(" (%s)",
short_ghost_description(mon).c_str());
}
set_auto_exclude(mon);
if (at.context == SC_DOOR)
text += " opens the door.";
else if (at.context == SC_GATE)
text += " opens the gate.";
else if (at.context == SC_TELEPORT_IN)
text += " appears from thin air!";
else if (at.context == SC_LEAP_IN)
text += " leaps into view!";
else if (at.context == SC_FISH_SURFACES)
{
text += " bursts forth from the ";
if (mons_primary_habitat(*mon) == HT_LAVA)
text += "lava";
else if (mons_primary_habitat(*mon) == HT_WATER)
text += "water";
else
text += "realm of bugdom";
text += ".";
}
else if (at.context == SC_NONSWIMMER_SURFACES_FROM_DEEP)
text += " emerges from the water.";
else if (at.context == SC_UPSTAIRS)
text += " comes up the stairs.";
else if (at.context == SC_DOWNSTAIRS)
text += " comes down the stairs.";
else if (at.context == SC_ARCH)
text += " comes through the gate.";
else if (at.context == SC_ABYSS)
text += _abyss_monster_creation_message(mon);
else if (at.context == SC_THROWN_IN)
text += " is thrown into view!";
else
text += " comes into view.";
bool zin_id = false;
string god_warning;
if (have_passive(passive_t::warn_shapeshifter)
&& mon->is_shapeshifter()
&& !(mon->flags & MF_KNOWN_SHIFTER))
{
zin_id = true;
mon->props["zin_id"] = true;
discover_shifter(*mon);
god_warning = uppercase_first(god_name(you.religion))
+ " warns you: "
+ uppercase_first(mon->pronoun(PRONOUN_SUBJECTIVE))
+ " is a foul ";
if (mon->has_ench(ENCH_GLOWING_SHAPESHIFTER))
god_warning += "glowing ";
god_warning += "shapeshifter.";
}
monster_info mi(mon);
const string mweap = get_monster_equipment_desc(mi, DESC_IDENTIFIED,
DESC_NONE);
if (!mweap.empty())
{
text += " " + uppercase_first(mon->pronoun(PRONOUN_SUBJECTIVE)) + " is"
+ (mweap[0] != ' ' ? " " : "")
+ mweap + ".";
}
if (msgs_buf)
msgs_buf->push_back(text);
else
{
mprf(MSGCH_MONSTER_WARNING, "%s", text.c_str());
if (zin_id)
mprf(MSGCH_GOD, "%s", god_warning.c_str());
#ifndef USE_TILE_LOCAL
if (zin_id)
update_monster_pane();
#endif
if (player_under_penance(GOD_GOZAG)
&& !mon->wont_attack()
&& !mon->is_stationary()
&& !mons_is_object(mon->type)
&& !mons_is_tentacle_or_tentacle_segment(mon->type))
{
if (coinflip()
&& mon->get_experience_level() >=
random2(you.experience_level))
{
mprf(MSGCH_GOD, GOD_GOZAG, "Gozag incites %s against you.",
mon->name(DESC_THE).c_str());
gozag_incite(mon);
}
}
}
if (you.has_mutation(MUT_SCREAM)
&& x_chance_in_y(3 + you.get_mutation_level(MUT_SCREAM) * 3, 100))
{
yell(mon);
}
mons_set_just_seen(mon);
}
if (crawl_state.game_is_hints())
hints_monster_seen(*mon);
return true;
}
// Turns autopickup off if we ran into an invisible monster or saw a monster
// turn invisible.
// Turns autopickup on if we saw an invisible monster become visible or
// killed an invisible monster.
void autotoggle_autopickup(bool off)
{
if (off)
{
if (Options.autopickup_on > 0)
{
Options.autopickup_on = -1;
mprf(MSGCH_WARN,
"Deactivating autopickup; reactivate with <w>%s</w>.",
command_to_string(CMD_TOGGLE_AUTOPICKUP).c_str());
}
if (crawl_state.game_is_hints())
{
learned_something_new(HINT_INVISIBLE_DANGER);
Hints.hints_seen_invisible = you.num_turns;
}
}
else if (Options.autopickup_on < 0) // was turned off automatically
{
Options.autopickup_on = 1;
mprf(MSGCH_WARN, "Reactivating autopickup.");
}
}
// Returns true if any activity was stopped. Not reentrant.
bool interrupt_activity(activity_interrupt_type ai,
const activity_interrupt_data &at,
vector<string>* msgs_buf)
{
if (interrupt_block::blocked())
return false;
const interrupt_block block_recursive_interrupts;
if (ai == AI_HIT_MONSTER || ai == AI_MONSTER_ATTACKS)
{
const monster* mon = at.mons_data;
if (mon && !mon->visible_to(&you) && !mon->submerged())
autotoggle_autopickup(true);
}
if (crawl_state.is_repeating_cmd())
return interrupt_cmd_repeat(ai, at);
if (!you_are_delayed())
{
// Printing "[foo] comes into view." messages even when not
// auto-exploring/travelling.
if (ai == AI_SEE_MONSTER)
return _monster_warning(ai, at, nullptr, msgs_buf);
else
return false;
}
const auto delay = current_delay();
// If we get hungry while traveling, let's try to auto-eat a chunk.
if (ai == AI_HUNGRY && delay->want_autoeat() && _auto_eat()
&& prompt_eat_chunks(true) == 1)
{
return false;
}
dprf("Activity interrupt: %s", _activity_interrupt_name(ai));
// First try to stop the current delay.
if (ai == AI_FULL_HP && !you.running.notified_hp_full)
{
you.running.notified_hp_full = true;
mpr("HP restored.");
}
else if (ai == AI_FULL_MP && !you.running.notified_mp_full)
{
you.running.notified_mp_full = true;
mpr("Magic restored.");
}
else if (ai == AI_ANCESTOR_HP
&& !you.running.notified_ancestor_hp_full)
{
// This interrupt only triggers when the ancestor is in LOS,
// so this message does not leak information.
you.running.notified_ancestor_hp_full = true;
mpr("Ancestor HP restored.");
}
if (_should_stop_activity(delay.get(), ai, at))
{
_monster_warning(ai, at, delay, msgs_buf);
// Teleport stops stair delays.
stop_delay(ai == AI_TELEPORT);
return true;
}
// Check the other queued delays; the first delay that is interruptible
// will kill itself and all subsequent delays. This is so that a travel
// delay stacked behind a delay such as stair/autopickup will be killed
// correctly by interrupts that the simple stair/autopickup delay ignores.
for (int i = 1, size = you.delay_queue.size(); i < size; ++i)
{
if (_should_stop_activity(you.delay_queue[i].get(), ai, at))
{
// Do we have a queued run delay? If we do, flush the delay queue
// so that stop running Lua notifications happen.
for (int j = i; j < size; ++j)
{
if (you.delay_queue[j]->is_run())
{
_monster_warning(ai, at, you.delay_queue[j], msgs_buf);
_clear_pending_delays(i);
return true;
}
}
// Non-run queued delays can be discarded without any processing.
you.delay_queue.erase(you.delay_queue.begin() + i,
you.delay_queue.end());
return true;
}
}
return false;
}
// Must match the order of activity_interrupt_type.h!
static const char *activity_interrupt_names[] =
{
"force", "keypress", "full_hp", "full_mp", "ancestor_hp", "hungry", "message",
"hp_loss", "stat", "monster", "monster_attack", "teleport", "hit_monster",
"sense_monster", "mimic"
};
static const char *_activity_interrupt_name(activity_interrupt_type ai)
{
COMPILE_CHECK(ARRAYSZ(activity_interrupt_names) == NUM_AINTERRUPTS);
if (ai == NUM_AINTERRUPTS)
return "";
return activity_interrupt_names[ai];
}
activity_interrupt_type get_activity_interrupt(const string &name)
{
COMPILE_CHECK(ARRAYSZ(activity_interrupt_names) == NUM_AINTERRUPTS);
for (int i = 0; i < NUM_AINTERRUPTS; ++i)
if (name == activity_interrupt_names[i])
return activity_interrupt_type(i);
return NUM_AINTERRUPTS;
}
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