Beispiel #1
0
NOSETUP
NOTEARDOWN

int test_dir_to(void *state) {
	eq(pathfind_direction_to(loc(0,0), loc(0,1)), DIR_S);
	eq(pathfind_direction_to(loc(0,0), loc(1,0)), DIR_E);
	eq(pathfind_direction_to(loc(0,0), loc(1,1)), DIR_SE);
	eq(pathfind_direction_to(loc(0,0), loc(0,-1)), DIR_N);
	eq(pathfind_direction_to(loc(0,0), loc(-1,0)), DIR_W);
	eq(pathfind_direction_to(loc(0,0), loc(-1,-1)), DIR_NW);
	eq(pathfind_direction_to(loc(0,0), loc(-1,1)), DIR_SW);
	eq(pathfind_direction_to(loc(0,0), loc(1,-1)), DIR_NE);
	eq(pathfind_direction_to(loc(0,0), loc(0,0)), DIR_NONE);

	eq(pathfind_direction_to(loc(0,0), loc(1,10)), DIR_S);
	eq(pathfind_direction_to(loc(0,0), loc(8,10)), DIR_SE);
	eq(pathfind_direction_to(loc(0,0), loc(12,4)), DIR_E);
	ok;
}
Beispiel #2
0
/*
 * Request a "movement" direction (1,2,3,4,6,7,8,9) from the user.
 *
 * Return TRUE if a direction was chosen, otherwise return FALSE.
 *
 * This function should be used for all "repeatable" commands, such as
 * run, walk, open, close, bash, disarm, spike, tunnel, etc, as well
 * as all commands which must reference a grid adjacent to the player,
 * and which may not reference the grid under the player.
 *
 * Directions "5" and "0" are illegal and will not be accepted.
 *
 * This function tracks and uses the "global direction", and uses
 * that as the "desired direction", if it is set.
 */
bool get_rep_dir(int *dp)
{
	int dir = 0;

	ui_event ke;

	/* Initialize */
	(*dp) = 0;

	/* Get a direction */
	while (!dir)
	{
		/* Paranoia XXX XXX XXX */
		message_flush();

		/* Get first keypress - the first test is to avoid displaying the
		   prompt for direction if there's already a keypress queued up
		   and waiting - this just avoids a flickering prompt if there is
		   a "lazy" movement delay. */
		inkey_scan = SCAN_INSTANT;
		ke = inkey_ex();
		inkey_scan = SCAN_OFF;

		if (ke.type == EVT_NONE ||
				(ke.type == EVT_KBRD && target_dir(ke.key) == 0))
		{
			prt("Direction or <click> (Escape to cancel)? ", 0, 0);
			ke = inkey_ex();
		}

		/* Check mouse coordinates */
		if (ke.type == EVT_MOUSE) {
			if (ke.mouse.button == 1) {
				int y = KEY_GRID_Y(ke);
				int x = KEY_GRID_X(ke);
				struct loc from = loc(p_ptr->px, p_ptr->py);
				struct loc to = loc(x, y);

				dir = pathfind_direction_to(from, to);
			} else
			if (ke.mouse.button == 2) {
				/* Clear the prompt */
				prt("", 0, 0);

				return (FALSE);
			}
		}

		/* Get other keypresses until a direction is chosen. */
		else if (ke.type == EVT_KBRD)
		{
			int keypresses_handled = 0;

			while (ke.type == EVT_KBRD && ke.key.code != 0)
			{
				int this_dir;

				if (ke.key.code == ESCAPE) 
				{
					/* Clear the prompt */
					prt("", 0, 0);

					return (FALSE);
				}

				/* XXX Ideally show and move the cursor here to indicate 
				   the currently "Pending" direction. XXX */
				this_dir = target_dir(ke.key);

				if (this_dir)
					dir = dir_transitions[dir][this_dir];

				if (lazymove_delay == 0 || ++keypresses_handled > 1)
					break;

				inkey_scan = lazymove_delay; 
				ke = inkey_ex();
			}

			/* 5 is equivalent to "escape" */
			if (dir == 5)
			{
				/* Clear the prompt */
				prt("", 0, 0);

				return (FALSE);
			}
		}

		/* Oops */
		if (!dir) bell("Illegal repeatable direction!");
	}

	/* Clear the prompt */
	prt("", 0, 0);

	/* Save direction */
	(*dp) = dir;

	/* Success */
	return (TRUE);
}