void frame::extract_right_eyebrow_feat(point neutral_ctrd)
{
	float angle = atan( (r_eyebrow_landmks[5].y - r_eyebrow_landmks[8].y)/(r_eyebrow_landmks[5].x - r_eyebrow_landmks[8].x) );
	matrix_mult(angle, r_eyebrow_landmks);
	
	point translate;
	translate.x = neutral_ctrd.x - r_centroid.x;
	translate.y = neutral_ctrd.y - r_centroid.y;
	add_translation(translate, r_eyebrow_landmks);
	right_feats = get_feats(r_eyebrow_landmks);
}
Example #2
0
/**
 * Bring up player actions 
 */
void show_player(void)
{
    int i, j, fy, fx;
    int adj_grid[9];
    bool exist_rock = FALSE;
    bool exist_door = FALSE;
    bool exist_open_door = FALSE;
    bool exist_trap = FALSE;
    bool exist_mtrap = FALSE;
    bool exist_floor = FALSE;
    bool exist_monster = FALSE;

    feature_type *f_ptr;

    /* No commands yet */
    poss = 0;

    /* Get surroundings */
    get_feats(adj_grid);

    /* Analyze surroundings */
    for (i = 0; i < 8; i++) 
    {
	int yy = p_ptr->py + ddy_ddd[i];
	int xx = p_ptr->px + ddx_ddd[i];
	f_ptr = &f_info[adj_grid[i]];

	if (cave_visible_trap(yy, xx))
	    exist_trap = TRUE;
	if (tf_has(f_ptr->flags, TF_DOOR_CLOSED))
	    exist_door = TRUE;
	if (tf_has(f_ptr->flags, TF_ROCK))
	    exist_rock = TRUE;
	if (cave_monster_trap(yy, xx))
	    exist_mtrap = TRUE;
	if (adj_grid[i] == FEAT_OPEN)
	    exist_open_door = TRUE;
	if (cave_naked_bold(yy, xx))
	    exist_floor = TRUE;
	if (cave_m_idx[yy][xx] > 0)
	    exist_monster = TRUE;
    }

    /* In a web? */
    if (cave_web(p_ptr->py, p_ptr->px))
	exist_trap = TRUE;

    /* Alter a grid */
    if (exist_trap || exist_door || exist_rock || exist_mtrap
	|| exist_open_door || count_chests(&fy, &fx, TRUE)
	|| count_chests(&fy, &fx, FALSE) || (player_has(PF_TRAP)
					     && exist_floor)
	|| (player_has(PF_STEAL) && exist_monster && (!SCHANGE))) {
	comm[poss] = '+';
	comm_code[poss] = CMD_ALTER;
	comm_descr[poss++] = "Alter";
    }

    /* Dig a tunnel */
    if (exist_door || exist_rock) {
	comm[poss] = 'T';
	comm_code[poss] = CMD_TUNNEL;
	comm_descr[poss++] = "Tunnel";
    }

    /* Begin Running -- Arg is Max Distance */
    {
	comm[poss] = '.';
	comm_code[poss] = CMD_RUN;
	comm_descr[poss++] = "Run";
    }

    /* Hold still for a turn.  Pickup objects if auto-pickup is true. */
    {
	comm[poss] = ',';
	comm_code[poss] = CMD_HOLD;
	comm_descr[poss++] = "Stand still";
    }

    /* Pick up objects. */
    if (cave_o_idx[p_ptr->py][p_ptr->px]) {
	comm[poss] = 'g';
	comm_code[poss] = CMD_PICKUP;
	comm_descr[poss++] = "Pick up";
    }

    /* Rest -- Arg is time */
    {
	comm[poss] = 'R';
	comm_code[poss] = CMD_REST;
	comm_descr[poss++] = "Rest";
    }

    /* Search for traps/doors */
    {
	comm[poss] = 's';
	comm_code[poss] = CMD_SEARCH;
	comm_descr[poss++] = "Search";
    }

    /* Look around */
    {
	comm[poss] = 'l';
	comm_code[poss] = CMD_NULL;
	comm_descr[poss++] = "Look";
    }

    /* Scroll the map */
    {
	comm[poss] = 'L';
	comm_code[poss] = CMD_NULL;
	comm_descr[poss++] = "Scroll map";
    }

    /* Show the map */
    {
	comm[poss] = 'M';
	comm_code[poss] = CMD_NULL;
	comm_descr[poss++] = "Level map";
    }

    /* Knowledge */
    {
	comm[poss] = '~';
	comm_code[poss] = CMD_NULL;
	comm_descr[poss++] = "Knowledge";
    }

    /* Options */
    {
	comm[poss] = '=';
	comm_code[poss] = CMD_NULL;
	comm_descr[poss++] = "Options";
    }

    /* Toggle search mode */
    {
	comm[poss] = 'S';
	comm_code[poss] = CMD_TOGGLE_SEARCH;
	comm_descr[poss++] = "Toggle searching";
    }


    /* Go up staircase */
    if ((adj_grid[8] == FEAT_LESS)
	|| ((adj_grid[8] >= FEAT_LESS_NORTH) && (!(adj_grid[8] % 2)))) {
	comm[poss] = '<';
	comm_code[poss] = CMD_GO_UP;
	comm_descr[poss++] = "Take stair/path";
    }

    /* Go down staircase */
    if ((adj_grid[8] == FEAT_MORE)
	|| ((adj_grid[8] >= FEAT_LESS_NORTH) && (adj_grid[8] % 2))) {
	comm[poss] = '>';
	comm_code[poss] = CMD_GO_DOWN;
	comm_descr[poss++] = "Take stair/path";
    }

    /* Open a door or chest */
    if (exist_door || count_chests(&fy, &fx, TRUE)
	|| count_chests(&fy, &fx, FALSE)) {
	comm[poss] = 'o';
	comm_code[poss] = CMD_OPEN;
	comm_descr[poss++] = "Open";
    }

    /* Close a door */
    if (exist_open_door) {
	comm[poss] = 'c';
	comm_code[poss] = CMD_CLOSE;
	comm_descr[poss++] = "Close";
    }

    /* Jam a door with spikes */
    if (exist_door) {
	comm[poss] = 'j';
	comm_code[poss] = CMD_JAM;
	comm_descr[poss++] = "Jam";
    }

    /* Bash a door */
    if (exist_door) {
	comm[poss] = 'B';
	comm_code[poss] = CMD_BASH;
	comm_descr[poss++] = "Bash";
    }

    /* Disarm a trap or chest */
    if (count_chests(&fy, &fx, TRUE) || exist_trap || exist_mtrap) {
	comm[poss] = 'D';
	comm_code[poss] = CMD_DISARM;
	comm_descr[poss++] = "Disarm";
    }

    /* Shapechange */
    if ((SCHANGE) || (player_has(PF_BEARSKIN))) {
	comm[poss] = ']';
	comm_code[poss] = CMD_NULL;
	comm_descr[poss++] = "Shapechange";
    }

    /* Save screen */
    screen_save();

    /* Prompt */
    put_str("Choose a command, or ESC:", 0, 0);

    /* Hack - delete exact graphics rows */
    if (tile_height > 1) {
	j = poss + 1;
	while ((j % tile_height) && (j <= SCREEN_ROWS))
	    prt("", ++j, 0);
    }

    /* Get a choice */
    (void) show_cmd_menu(FALSE);

    /* Load screen */
    screen_load();
}