コード例 #1
0
ファイル: target.c プロジェクト: CJNyfalt/angband
bool target_set_closest(int mode)
{
	int y, x, m_idx;
	monster_type *m_ptr;
	char m_name[80];
	bool visibility;
	struct point_set *targets;

	/* Cancel old target */
	target_set_monster(0);

	/* Get ready to do targetting */
	targets = target_set_interactive_prepare(mode);

	/* If nothing was prepared, then return */
	if (point_set_size(targets) < 1)
	{
		msg("No Available Target.");
		point_set_dispose(targets);
		return FALSE;
	}

	/* Find the first monster in the queue */
	y = targets->pts[0].y;
	x = targets->pts[0].x;
	m_idx = cave->m_idx[y][x];
	
	/* Target the monster, if possible */
	if ((m_idx <= 0) || !target_able(m_idx))
	{
		msg("No Available Target.");
		point_set_dispose(targets);
		return FALSE;
	}

	/* Target the monster */
	m_ptr = cave_monster(cave, m_idx);
	monster_desc(m_name, sizeof(m_name), m_ptr, 0x00);
	if (!(mode & TARGET_QUIET))
		msg("%^s is targeted.", m_name);
	Term_fresh();

	/* Set up target information */
	monster_race_track(m_ptr->r_idx);
	health_track(p_ptr, cave->m_idx[y][x]);
	target_set_monster(m_idx);

	/* Visual cue */
	Term_get_cursor(&visibility);
	(void)Term_set_cursor(TRUE);
	move_cursor_relative(y, x);
	Term_redraw_section(x, y, x, y);

	/* TODO: what's an appropriate amount of time to spend highlighting */
	Term_xtra(TERM_XTRA_DELAY, 150);
	(void)Term_set_cursor(visibility);

	point_set_dispose(targets);
	return TRUE;
}
コード例 #2
0
ファイル: mon-make.c プロジェクト: datatypevoid/angband
/**
 * Deletes all the monsters when the player leaves the level.
 *
 * This is an efficient method of simulating multiple calls to the
 * "delete_monster()" function, with no visual effects.
 *
 * Note that we must delete the objects the monsters are carrying, but we
 * do nothing with mimicked objects.
 */
void wipe_mon_list(struct chunk *c, struct player *p)
{
	int m_idx;

	/* Delete all the monsters */
	for (m_idx = cave_monster_max(c) - 1; m_idx >= 1; m_idx--) {
		struct monster *mon = cave_monster(c, m_idx);
		struct object *held_obj = mon ? mon->held_obj : NULL;

		/* Skip dead monsters */
		if (!mon->race) continue;

		/* Delete all the objects */
		if (held_obj) {
			/* Go through all held objects and check for artifacts */
			struct object *obj = held_obj;
			while (obj) {
				if (obj->artifact && !(obj->known && obj->known->artifact))
					obj->artifact->created = false;
				obj = obj->next;
			}
			object_pile_free(held_obj);
		}

		/* Reduce the racial counter */
		mon->race->cur_num--;

		/* Monster is gone */
		c->squares[mon->fy][mon->fx].mon = 0;

		/* Wipe the Monster */
		memset(mon, 0, sizeof(struct monster));
	}

	/* Reset "cave->mon_max" */
	c->mon_max = 1;

	/* Reset "mon_cnt" */
	c->mon_cnt = 0;

	/* Hack -- reset "reproducer" count */
	num_repro = 0;

	/* Hack -- no more target */
	target_set_monster(0);

	/* Hack -- no more tracking */
	health_track(p->upkeep, 0);
}
コード例 #3
0
ファイル: game-world.c プロジェクト: fizzix/angband
/**
 * Housekeeping on arriving on a new level
 */
void on_new_level(void)
{
	/* Play ambient sound on change of level. */
	play_ambient_sound();

	/* Cancel the target */
	target_set_monster(0);

	/* Cancel the health bar */
	health_track(player->upkeep, NULL);

	/* Disturb */
	disturb(player, 1);

	/* Track maximum player level */
	if (player->max_lev < player->lev)
		player->max_lev = player->lev;

	/* Track maximum dungeon level */
	if (player->max_depth < player->depth)
		player->max_depth = player->depth;

	/* Flush messages */
	event_signal(EVENT_MESSAGE_FLUSH);

	/* Update display */
	event_signal(EVENT_NEW_LEVEL_DISPLAY);

	/* Update player */
	update_player_object_knowledge(player);
	player->upkeep->update |= (PU_BONUS | PU_HP | PU_SPELLS | PU_INVEN);
	player->upkeep->notice |= (PN_COMBINE | PN_SEARCH);
	notice_stuff(player);
	update_stuff(player);
	redraw_stuff(player);

	/* Refresh */
	event_signal(EVENT_REFRESH);

	/* Announce (or repeat) the feeling */
	if (player->depth)
		display_feeling(false);

	/* Give player minimum energy to start a new level, but do not reduce
	 * higher value from savefile for level in progress */
	if (player->energy < z_info->move_energy)
		player->energy = z_info->move_energy;
}
コード例 #4
0
ファイル: target.c プロジェクト: Axydlbaaxr/angband
/**
 * Set target to closest monster.
 */
bool target_set_closest(int mode)
{
	int y, x;
	struct monster *mon;
	char m_name[80];
	struct point_set *targets;

	/* Cancel old target */
	target_set_monster(0);

	/* Get ready to do targetting */
	targets = target_get_monsters(mode);

	/* If nothing was prepared, then return */
	if (point_set_size(targets) < 1) {
		msg("No Available Target.");
		point_set_dispose(targets);
		return false;
	}

	/* Find the first monster in the queue */
	y = targets->pts[0].y;
	x = targets->pts[0].x;
	mon = square_monster(cave, y, x);
	
	/* Target the monster, if possible */
	if (!target_able(mon)) {
		msg("No Available Target.");
		point_set_dispose(targets);
		return false;
	}

	/* Target the monster */
	monster_desc(m_name, sizeof(m_name), mon, MDESC_CAPITAL);
	if (!(mode & TARGET_QUIET))
		msg("%s is targeted.", m_name);

	/* Set up target information */
	monster_race_track(player->upkeep, mon->race);
	health_track(player->upkeep, mon);
	target_set_monster(mon);

	point_set_dispose(targets);
	return true;
}
コード例 #5
0
ファイル: monster3.c プロジェクト: jcubic/ToME
/* Player and monster swap places */
bool player_monster_swap(monster_type *m_ptr)
{
	char m_name[80];
	cave_type *c_ptr;

	if (!m_ptr) return FALSE;

	if (has_flag(m_ptr, FLAG_NO_PUSHBACK)) return FALSE;

	c_ptr = &cave[m_ptr->fy][m_ptr->fx];

	m_ptr->csleep = 0;

	/* Extract monster name (or "it") */
	monster_desc(m_name, m_ptr, 0);

	/* Auto-Recall if possible and visible */
	if (m_ptr->ml) monster_race_track(m_ptr->r_idx, m_ptr->ego);

	/* Track a new monster */
	if (m_ptr->ml) health_track(c_ptr->m_idx);

	/* displace? */
	if (cave_floor_bold(p_ptr->py, p_ptr->px) ||
		monst_can_pass_square(m_ptr, p_ptr->py, p_ptr->px, NULL))
	{
		msg_format("You push past %s.", m_name);
		m_ptr->fy = p_ptr->py;
		m_ptr->fx = p_ptr->px;
		cave[p_ptr->py][p_ptr->px].m_idx = c_ptr->m_idx;
		c_ptr->m_idx = 0;
		update_mon(cave[p_ptr->py][p_ptr->px].m_idx, TRUE);
		return TRUE;
	}
	else
	{
		msg_format("%^s is in your way!", m_name);
		energy_use = 0;
		return FALSE;
	}
}
コード例 #6
0
ファイル: mon-make.c プロジェクト: Colt374/angband
/**
 * Deletes all the monsters when the player leaves the level.
 *
 * This is an efficient method of simulating multiple calls to the
 * "delete_monster()" function, with no visual effects.
 *
 * Note that we do not delete the objects the monsters are carrying;
 * that must be taken care of separately via wipe_o_list().
 */
void wipe_mon_list(struct cave *c, struct player *p)
{
	int m_idx;

	/* Delete all the monsters */
	for (m_idx = cave_monster_max(cave) - 1; m_idx >= 1; m_idx--)
	{
		monster_type *m_ptr = cave_monster(cave, m_idx);

		monster_race *r_ptr = &r_info[m_ptr->r_idx];

		/* Skip dead monsters */
		if (!m_ptr->r_idx) continue;

		/* Hack -- Reduce the racial counter */
		r_ptr->cur_num--;

		/* Monster is gone */
		c->m_idx[m_ptr->fy][m_ptr->fx] = 0;

		/* Wipe the Monster */
		(void)WIPE(m_ptr, monster_type);
	}

	/* Reset "cave->mon_max" */
	cave->mon_max = 1;

	/* Reset "mon_cnt" */
	cave->mon_cnt = 0;

	/* Hack -- reset "reproducer" count */
	num_repro = 0;

	/* Hack -- no more target */
	target_set_monster(0);

	/* Hack -- no more tracking */
	health_track(p, 0);
}
コード例 #7
0
ファイル: target.cpp プロジェクト: nppangband/NPPAngband_QT
// Try to pick the most sensible target mode based on the mode
static bool set_selected_target(int mode, int y, int x)
{
    int m_idx = dungeon_info[y][x].monster_idx;

    if (mode & (TARGET_KILL | TARGET_PROBE))
    {
        bool probing = (mode & (TARGET_PROBE));

        if ((m_idx > 0) && target_able(m_idx, probing))
        {
            health_track(m_idx);
            target_set_monster(m_idx, probing);

        }
        else target_set_location(y, x);
        return (TRUE);
    }

    if ((mode & (TARGET_TRAP)) && target_able_trap(y, x))
    {
        target_set_location(y, x);
        return (TRUE);
    }

    // Always set location for target grid
    if (mode & (TARGET_GRID))
    {
        target_set_location(y, x);
        return (TRUE);
    }
    if (!(mode & (TARGET_QUIET)))
    {
        message(QString("Illegal target!"));
    }

    return (FALSE);
}
コード例 #8
0
ファイル: attack.c プロジェクト: Chiinatso/Anquestria
/**
 * Attack the monster at the given location with a single blow.
 */
static bool py_attack_real(int y, int x, bool *fear) {
	/* Information about the target of the attack */
	monster_type *m_ptr = cave_monster(cave, cave->m_idx[y][x]);
	monster_race *r_ptr = &r_info[m_ptr->r_idx];
	char m_name[80];
	bool stop = FALSE;

	/* The weapon used */
	object_type *o_ptr = &p_ptr->inventory[INVEN_WIELD];

	/* Information about the attack */
	int bonus = p_ptr->state.to_h + o_ptr->to_h;
	int chance = p_ptr->state.skills[SKILL_TO_HIT_MELEE] + bonus * BTH_PLUS_ADJ;
	bool do_quake = FALSE;
	bool success = FALSE;

	/* Default to punching for one damage */
	const char *hit_verb = "punch";
	int dmg = 1;
	u32b msg_type = MSG_HIT;

	/* Extract monster name (or "it") */
	monster_desc(m_name, sizeof(m_name), m_ptr, 0);

	/* Auto-Recall if possible and visible */
	if (m_ptr->ml) monster_race_track(m_ptr->r_idx);

	/* Track a new monster */
	if (m_ptr->ml) health_track(p_ptr, cave->m_idx[y][x]);

	/* Handle player fear (only for invisible monsters) */
	if (check_state(p_ptr, OF_AFRAID, p_ptr->state.flags)) {
		msgt(MSG_AFRAID, "You are too afraid to attack %s!", m_name);
		return FALSE;
	}

	/* Disturb the monster */
	mon_clear_timed(cave->m_idx[y][x], MON_TMD_SLEEP, MON_TMD_FLG_NOMESSAGE);

	/* See if the player hit */
	success = test_hit(chance, r_ptr->ac, m_ptr->ml);

	/* If a miss, skip this hit */
	if (!success) {
		msgt(MSG_MISS, "You miss %s.", m_name);
		return FALSE;
	}

	/* Handle normal weapon */
	if (o_ptr->kind) {
		int i;
		const struct slay *best_s_ptr = NULL;

		hit_verb = "hit";

		/* Get the best attack from all slays or
		 * brands on all non-launcher equipment */
		for (i = INVEN_LEFT; i < INVEN_TOTAL; i++) {
			struct object *obj = &p_ptr->inventory[i];
			if (obj->kind)
				improve_attack_modifier(obj, m_ptr, &best_s_ptr, TRUE, FALSE);
		}

		improve_attack_modifier(o_ptr, m_ptr, &best_s_ptr, TRUE, FALSE);
		if (best_s_ptr != NULL)
			hit_verb = best_s_ptr->melee_verb;

		dmg = damroll(o_ptr->dd, o_ptr->ds);
		dmg *= (best_s_ptr == NULL) ? 1 : best_s_ptr->mult;

		dmg += o_ptr->to_d;
		dmg = critical_norm(o_ptr->weight, o_ptr->to_h, dmg, &msg_type);

		/* Learn by use for the weapon */
		object_notice_attack_plusses(o_ptr);

		if (check_state(p_ptr, OF_IMPACT, p_ptr->state.flags) && dmg > 50) {
			do_quake = TRUE;
			wieldeds_notice_flag(p_ptr, OF_IMPACT);
		}
	}

	/* Learn by use for other equipped items */
	wieldeds_notice_on_attack();

	/* Apply the player damage bonuses */
	dmg += p_ptr->state.to_d;

	/* No negative damage */
	if (dmg <= 0) dmg = 0;

	/* Tell the player what happened */
	if (dmg <= 0)
		msgt(MSG_MISS, "You fail to harm %s.", m_name);
	else if (msg_type == MSG_HIT)
		msgt(MSG_HIT, "You %s %s.", hit_verb, m_name);
	else if (msg_type == MSG_HIT_GOOD)
		msgt(MSG_HIT_GOOD, "You %s %s. %s", hit_verb, m_name, "It was a good hit!");
	else if (msg_type == MSG_HIT_GREAT)
		msgt(MSG_HIT_GREAT, "You %s %s. %s", hit_verb, m_name, "It was a great hit!");
	else if (msg_type == MSG_HIT_SUPERB)
		msgt(MSG_HIT_SUPERB, "You %s %s. %s", hit_verb, m_name, "It was a superb hit!");
	else if (msg_type == MSG_HIT_HI_GREAT)
		msgt(MSG_HIT_HI_GREAT, "You %s %s. %s", hit_verb, m_name, "It was a *GREAT* hit!");
	else if (msg_type == MSG_HIT_HI_SUPERB)
		msgt(MSG_HIT_HI_SUPERB, "You %s %s. %s", hit_verb, m_name, "It was a *SUPERB* hit!");

	/* Complex message */
	if (p_ptr->wizard)
		msg("You do %d (out of %d) damage.", dmg, m_ptr->hp);

	/* Confusion attack */
	if (p_ptr->confusing) {
		p_ptr->confusing = FALSE;
		msg("Your hands stop glowing.");

		mon_inc_timed(cave->m_idx[y][x], MON_TMD_CONF,
				(10 + randint0(p_ptr->lev) / 10), MON_TMD_FLG_NOTIFY);
	}

	/* Damage, check for fear and death */
	stop = mon_take_hit(cave->m_idx[y][x], dmg, fear, NULL);

	if (stop)
		(*fear) = FALSE;

	/* Apply earthquake brand */
	if (do_quake) {
		earthquake(p_ptr->py, p_ptr->px, 10);
		if (cave->m_idx[y][x] == 0) stop = TRUE;
	}

	return stop;
}
コード例 #9
0
ファイル: attack.c プロジェクト: Chiinatso/Anquestria
/**
 * This is a helper function used by do_cmd_throw and do_cmd_fire.
 *
 * It abstracts out the projectile path, display code, identify and clean up
 * logic, while using the 'attack' parameter to do work particular to each
 * kind of attack.
 */
static void ranged_helper(int item, int dir, int range, int shots, ranged_attack attack) {
	/* Get the ammo */
	object_type *o_ptr = object_from_item_idx(item);

	int i, j;
	byte missile_attr = object_attr(o_ptr);
	char missile_char = object_char(o_ptr);

	object_type object_type_body;
	object_type *i_ptr = &object_type_body;

	char o_name[80];

	int path_n;
	u16b path_g[256];

	int msec = op_ptr->delay_factor;

	/* Start at the player */
	int x = p_ptr->px;
	int y = p_ptr->py;

	/* Predict the "target" location */
	s16b ty = y + 99 * ddy[dir];
	s16b tx = x + 99 * ddx[dir];

	bool hit_target = FALSE;

	/* Check for target validity */
	if ((dir == 5) && target_okay()) {
		int taim;
		char msg[80];
		target_get(&tx, &ty);
		taim = distance(y, x, ty, tx);
		if (taim > range) {
			sprintf (msg, "Target out of range by %d squares. Fire anyway? ",
				taim - range);
			if (!get_check(msg)) return;
		}
	}

	/* Sound */
	sound(MSG_SHOOT);

	object_notice_on_firing(o_ptr);

	/* Describe the object */
	object_desc(o_name, sizeof(o_name), o_ptr, ODESC_FULL | ODESC_SINGULAR);

	/* Actually "fire" the object -- Take a partial turn */
	p_ptr->energy_use = (100 / shots);

	/* Calculate the path */
	path_n = project_path(path_g, range, y, x, ty, tx, 0);

	/* Hack -- Handle stuff */
	handle_stuff(p_ptr);

	/* Start at the player */
	x = p_ptr->px;
	y = p_ptr->py;

	/* Project along the path */
	for (i = 0; i < path_n; ++i) {
		int ny = GRID_Y(path_g[i]);
		int nx = GRID_X(path_g[i]);

		/* Hack -- Stop before hitting walls */
		if (!cave_floor_bold(ny, nx)) break;

		/* Advance */
		x = nx;
		y = ny;

		/* Only do visuals if the player can "see" the missile */
		if (player_can_see_bold(y, x)) {
			print_rel(missile_char, missile_attr, y, x);
			move_cursor_relative(y, x);

			Term_fresh();
			if (p_ptr->redraw) redraw_stuff(p_ptr);

			Term_xtra(TERM_XTRA_DELAY, msec);
			cave_light_spot(cave, y, x);

			Term_fresh();
			if (p_ptr->redraw) redraw_stuff(p_ptr);
		} else {
			/* Delay anyway for consistency */
			Term_xtra(TERM_XTRA_DELAY, msec);
		}

		/* Handle monster */
		if (cave->m_idx[y][x] > 0) break;
	}

	/* Try the attack on the monster at (x, y) if any */
	if (cave->m_idx[y][x] > 0) {
		monster_type *m_ptr = cave_monster(cave, cave->m_idx[y][x]);
		monster_race *r_ptr = &r_info[m_ptr->r_idx];
		int visible = m_ptr->ml;

		bool fear = FALSE;
		char m_name[80];
		const char *note_dies = monster_is_unusual(r_ptr) ? " is destroyed." : " dies.";

		struct attack_result result = attack(o_ptr, y, x);
		int dmg = result.dmg;
		u32b msg_type = result.msg_type;
		const char *hit_verb = result.hit_verb;

		if (result.success) {
			hit_target = TRUE;

			/* Get "the monster" or "it" */
			monster_desc(m_name, sizeof(m_name), m_ptr, 0);
		
			object_notice_attack_plusses(o_ptr);
		
			/* No negative damage; change verb if no damage done */
			if (dmg <= 0) {
				dmg = 0;
				hit_verb = "fail to harm";
			}
		
			if (!visible) {
				/* Invisible monster */
				msgt(MSG_SHOOT_HIT, "The %s finds a mark.", o_name);
			} else {
				/* Visible monster */
				if (msg_type == MSG_SHOOT_HIT)
					msgt(MSG_SHOOT_HIT, "The %s %s %s.", o_name, hit_verb, m_name);
				else if (msg_type == MSG_HIT_GOOD) {
					msgt(MSG_HIT_GOOD, "The %s %s %s. %s", o_name, hit_verb, m_name, "It was a good hit!");
				} else if (msg_type == MSG_HIT_GREAT) {
					msgt(MSG_HIT_GREAT, "The %s %s %s. %s", o_name, hit_verb, m_name,
						 "It was a great hit!");
				} else if (msg_type == MSG_HIT_SUPERB) {
					msgt(MSG_HIT_SUPERB, "The %s %s %s. %s", o_name, hit_verb, m_name,
						 "It was a superb hit!");
				}
		
				/* Track this monster */
				if (m_ptr->ml) monster_race_track(m_ptr->r_idx);
				if (m_ptr->ml) health_track(p_ptr, cave->m_idx[y][x]);
			}
		
			/* Complex message */
			if (p_ptr->wizard)
				msg("You do %d (out of %d) damage.", dmg, m_ptr->hp);
		
			/* Hit the monster, check for death */
			if (!mon_take_hit(cave->m_idx[y][x], dmg, &fear, note_dies)) {
				message_pain(cave->m_idx[y][x], dmg);
				if (fear && m_ptr->ml)
					add_monster_message(m_name, cave->m_idx[y][x], MON_MSG_FLEE_IN_TERROR, TRUE);
			}
		}
	}

	/* Obtain a local object */
	object_copy(i_ptr, o_ptr);
	object_split(i_ptr, o_ptr, 1);

	/* See if the ammunition broke or not */
	j = breakage_chance(i_ptr, hit_target);

	/* Drop (or break) near that location */
	drop_near(cave, i_ptr, j, y, x, TRUE);

	if (item >= 0) {
		/* The ammo is from the inventory */
		inven_item_increase(item, -1);
		inven_item_describe(item);
		inven_item_optimize(item);
	} else {
		/* The ammo is from the floor */
		floor_item_increase(0 - item, -1);
		floor_item_optimize(0 - item);
	}
}
コード例 #10
0
ファイル: target.c プロジェクト: Dasaan/angband
//static struct keypress target_set_interactive_aux(int y, int x, int mode)
static ui_event target_set_interactive_aux(int y, int x, int mode)
{
	s16b this_o_idx = 0, next_o_idx = 0;

	const char *s1, *s2, *s3;

	bool boring;

	int floor_list[MAX_FLOOR_STACK];
	int floor_num;

	//struct keypress query;
	ui_event press;

	char out_val[256];

	char coords[20];

	const char *name;

	/* Describe the square location */
	coords_desc(coords, sizeof(coords), y, x);

	/* Repeat forever */
	while (1)
	{
		/* Paranoia */
		press.type = EVT_KBRD;
		press.key.code = ' ';
		press.key.mods = 0;

		/* Assume boring */
		boring = TRUE;

		/* Default */
		s1 = "You see ";
		s2 = "";
		s3 = "";


		/* The player */
		if (cave->m_idx[y][x] < 0)
		{
			/* Description */
			s1 = "You are ";

			/* Preposition */
			s2 = "on ";
		}

		/* Hallucination messes things up */
		if (p_ptr->timed[TMD_IMAGE])
		{
			const char *name = "something strange";

			/* Display a message */
			if (p_ptr->wizard)
				strnfmt(out_val, sizeof(out_val), "%s%s%s%s, %s (%d:%d).",
						s1, s2, s3, name, coords, y, x);
			else
				strnfmt(out_val, sizeof(out_val), "%s%s%s%s, %s.",
						s1, s2, s3, name, coords);

			prt(out_val, 0, 0);
			move_cursor_relative(y, x);
			//input = inkey_m();
			//if (
			press.key = inkey();

			/* Stop on everything but "return" */
			if (press.key.code == KC_ENTER)
				continue;

			return press;
		}

		/* Actual monsters */
		if (cave->m_idx[y][x] > 0)
		{
			monster_type *m_ptr = cave_monster_at(cave, y, x);
			const monster_lore *l_ptr = get_lore(m_ptr->race);

			/* Visible */
			if (m_ptr->ml && !m_ptr->unaware)
			{
				bool recall = FALSE;

				char m_name[80];

				/* Not boring */
				boring = FALSE;

				/* Get the monster name ("a kobold") */
				monster_desc(m_name, sizeof(m_name), m_ptr, MDESC_IND2);

				/* Hack -- track this monster race */
				monster_race_track(m_ptr->race);

				/* Hack -- health bar for this monster */
				health_track(p_ptr, m_ptr);

				/* Hack -- handle stuff */
				handle_stuff(p_ptr);

				/* Interact */
				while (1)
				{
					/* Recall */
					if (recall)
					{
						/* Save screen */
						screen_save();

						/* Recall on screen */
						screen_roff(m_ptr->race, l_ptr);

						/* Command */
						press = inkey_m();

						/* Load screen */
						screen_load();
					}

					/* Normal */
					else
					{
						char buf[80];

						/* Describe the monster */
						look_mon_desc(buf, sizeof(buf), cave->m_idx[y][x]);

						/* Describe, and prompt for recall */
						if (p_ptr->wizard)
						{
							strnfmt(out_val, sizeof(out_val),
									"%s%s%s%s (%s), %s (%d:%d).",
									s1, s2, s3, m_name, buf, coords, y, x);
						}
						else
						{
							strnfmt(out_val, sizeof(out_val),
									"%s%s%s%s (%s), %s.",
									s1, s2, s3, m_name, buf, coords);
						}

						prt(out_val, 0, 0);

						/* Place cursor */
						move_cursor_relative(y, x);

						/* Command */
						press = inkey_m();
					}

					/* Normal commands */
				  if ((press.type == EVT_MOUSE) && (press.mouse.button == 1) && (KEY_GRID_X(press) == x) && (KEY_GRID_Y(press) == y))
						recall = !recall;
					else
					if ((press.type == EVT_KBRD) && (press.key.code == 'r'))
						recall = !recall;
					else
						break;
				}

				if (press.type == EVT_MOUSE) {
					/* Stop on right click */
					if (press.mouse.button == 2)
						break;

					/* Sometimes stop at "space" key */
					if (press.mouse.button && !(mode & (TARGET_LOOK))) break;
				} else {
					/* Stop on everything but "return"/"space" */
					if (press.key.code != KC_ENTER && press.key.code != ' ')
						break;

					/* Sometimes stop at "space" key */
					if ((press.key.code == ' ') && !(mode & (TARGET_LOOK))) break;
				}

				/* Take account of gender */
				if (rf_has(m_ptr->race->flags, RF_FEMALE)) s1 = "She is ";
				else if (rf_has(m_ptr->race->flags, RF_MALE)) s1 = "He is ";
				else s1 = "It is ";

				/* Use a verb */
				s2 = "carrying ";

				/* Scan all objects being carried */
				for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
				{
					char o_name[80];

					object_type *o_ptr;

					/* Get the object */
					o_ptr = object_byid(this_o_idx);

					/* Get the next object */
					next_o_idx = o_ptr->next_o_idx;

					/* Obtain an object description */
					object_desc(o_name, sizeof(o_name), o_ptr,
								ODESC_PREFIX | ODESC_FULL);

					/* Describe the object */
					if (p_ptr->wizard)
					{
						strnfmt(out_val, sizeof(out_val),
								"%s%s%s%s, %s (%d:%d).",
								s1, s2, s3, o_name, coords, y, x);
					}
					/* Disabled since monsters now carry their drops
					else
					{
						strnfmt(out_val, sizeof(out_val),
								"%s%s%s%s, %s.", s1, s2, s3, o_name, coords);
					} */

					prt(out_val, 0, 0);
					move_cursor_relative(y, x);
					press = inkey_m();

					if (press.type == EVT_MOUSE) {
						/* Stop on right click */
						if (press.mouse.button == 2)
							break;

						/* Sometimes stop at "space" key */
						if (press.mouse.button && !(mode & (TARGET_LOOK))) break;
					} else {
						/* Stop on everything but "return"/"space" */
						if ((press.key.code != KC_ENTER) && (press.key.code != ' ')) break;

						/* Sometimes stop at "space" key */
						if ((press.key.code == ' ') && !(mode & (TARGET_LOOK))) break;
					}

					/* Change the intro */
					s2 = "also carrying ";
				}

				/* Double break */
				if (this_o_idx) break;

				/* Use a preposition */
				s2 = "on ";
			}
		}

		/* Assume not floored */
		floor_num = scan_floor(floor_list, N_ELEMENTS(floor_list), y, x, 0x0A);

		/* Scan all marked objects in the grid */
		if ((floor_num > 0) &&
		    (!(p_ptr->timed[TMD_BLIND]) || (y == p_ptr->py && x == p_ptr->px)))
		{
			/* Not boring */
			boring = FALSE;

			track_object(-floor_list[0]);
			handle_stuff(p_ptr);

			/* If there is more than one item... */
			if (floor_num > 1) while (1)
			{
				/* Describe the pile */
				if (p_ptr->wizard)
				{
					strnfmt(out_val, sizeof(out_val),
							"%s%s%sa pile of %d objects, %s (%d:%d).",
							s1, s2, s3, floor_num, coords, y, x);
				}
				else
				{
					strnfmt(out_val, sizeof(out_val),
							"%s%s%sa pile of %d objects, %s.",
							s1, s2, s3, floor_num, coords);
				}

				prt(out_val, 0, 0);
				move_cursor_relative(y, x);
				press = inkey_m();

				/* Display objects */
				if (((press.type == EVT_MOUSE) && (press.mouse.button == 1) && (KEY_GRID_X(press) == x) && (KEY_GRID_Y(press) == y))
						|| ((press.type == EVT_KBRD) && (press.key.code == 'r')))
				{
					int rdone = 0;
					int pos;
					while (!rdone)
					{
						/* Save screen */
						screen_save();

						/* Display */
						show_floor(floor_list, floor_num, (OLIST_WEIGHT | OLIST_GOLD));

						/* Describe the pile */
						prt(out_val, 0, 0);
						press = inkey_m();

						/* Load screen */
						screen_load();

						if (press.type == EVT_MOUSE) {
							pos = press.mouse.y-1;
						} else {
							pos = press.key.code - 'a';
						}
						if (0 <= pos && pos < floor_num)
						{
							track_object(-floor_list[pos]);
							handle_stuff(p_ptr);
							continue;
						}
						rdone = 1;
					}

					/* Now that the user's done with the display loop, let's */
					/* the outer loop over again */
					continue;
				}

				/* Done */
				break;
			}
			/* Only one object to display */
			else
			{

				char o_name[80];

				/* Get the single object in the list */
				object_type *o_ptr = object_byid(floor_list[0]);

				/* Not boring */
				boring = FALSE;

				/* Obtain an object description */
				object_desc(o_name, sizeof(o_name), o_ptr,
							ODESC_PREFIX | ODESC_FULL);

				/* Describe the object */
				if (p_ptr->wizard)
				{
					strnfmt(out_val, sizeof(out_val),
							"%s%s%s%s, %s (%d:%d).",
							s1, s2, s3, o_name, coords, y, x);
				}
				else
				{
					strnfmt(out_val, sizeof(out_val),
							"%s%s%s%s, %s.", s1, s2, s3, o_name, coords);
				}

				prt(out_val, 0, 0);
				move_cursor_relative(y, x);
				press = inkey_m();

				/* Stop on everything but "return"/"space" */
				if ((press.key.code != KC_ENTER) && (press.key.code != ' ')) break;

				/* Sometimes stop at "space" key */
				if ((press.key.code == ' ') && !(mode & (TARGET_LOOK))) break;

				/* Change the intro */
				s1 = "It is ";

				/* Plurals */
				if (o_ptr->number != 1) s1 = "They are ";

				/* Preposition */
				s2 = "on ";
			}

		}

		/* Double break */
		if (this_o_idx) break;

		name = cave_apparent_name(cave, p_ptr, y, x);

		/* Terrain feature if needed */
		if (boring || cave_isinteresting(cave, y, x))
		{
			/* Hack -- handle unknown grids */

			/* Pick a prefix */
			if (*s2 && cave_isdoor(cave, y, x)) s2 = "in ";

			/* Pick proper indefinite article */
			s3 = (is_a_vowel(name[0])) ? "an " : "a ";

			/* Hack -- special introduction for store doors */
			if (cave_isshop(cave, y, x))
			{
				s3 = "the entrance to the ";
			}

			/* Display a message */
			if (p_ptr->wizard)
			{
				strnfmt(out_val, sizeof(out_val),
						"%s%s%s%s, %s (%d:%d).", s1, s2, s3, name, coords, y, x);
			}
			else
			{
				strnfmt(out_val, sizeof(out_val),
						"%s%s%s%s, %s.", s1, s2, s3, name, coords);
			}

			prt(out_val, 0, 0);
			move_cursor_relative(y, x);
			press = inkey_m();

			if (press.type == EVT_MOUSE) {
				/* Stop on right click */
				if (press.mouse.button == 2)
					break;
			} else {
				/* Stop on everything but "return"/"space" */
				if ((press.key.code != KC_ENTER) && (press.key.code != ' ')) break;
			}
		}

		/* Stop on everything but "return" */
		if (press.type == EVT_MOUSE) {
				/* Stop on right click */
				if (press.mouse.button != 2)
					break;
		} else {
    			if (press.key.code != KC_ENTER) break;
		}
	}

	/* Keep going */
	return (press);
}
コード例 #11
0
ファイル: target.c プロジェクト: konijn/angband
/*
 * Handle "target" and "look".
 *
 * Note that this code can be called from "get_aim_dir()".
 *
 * Currently, when "flag" is true, that is, when
 * "interesting" grids are being used, and a directional key is used, we
 * only scroll by a single panel, in the direction requested, and check
 * for any interesting grids on that panel.  The "correct" solution would
 * actually involve scanning a larger set of grids, including ones in
 * panels which are adjacent to the one currently scanned, but this is
 * overkill for this function.  XXX XXX
 *
 * Hack -- targetting/observing an "outer border grid" may induce
 * problems, so this is not currently allowed.
 *
 * The player can use the direction keys to move among "interesting"
 * grids in a heuristic manner, or the "space", "+", and "-" keys to
 * move through the "interesting" grids in a sequential manner, or
 * can enter "location" mode, and use the direction keys to move one
 * grid at a time in any direction.  The "t" (set target) command will
 * only target a monster (as opposed to a location) if the monster is
 * target_able and the "interesting" mode is being used.
 *
 * The current grid is described using the "look" method above, and
 * a new command may be entered at any time, but note that if the
 * "TARGET_LOOK" bit flag is set (or if we are in "location" mode,
 * where "space" has no obvious meaning) then "space" will scan
 * through the description of the current grid until done, instead
 * of immediately jumping to the next "interesting" grid.  This
 * allows the "target" command to retain its old semantics.
 *
 * The "*", "+", and "-" keys may always be used to jump immediately
 * to the next (or previous) interesting grid, in the proper mode.
 *
 * The "return" key may always be used to scan through a complete
 * grid description (forever).
 *
 * This command will cancel any old target, even if used from
 * inside the "look" command.
 *
 *
 * 'mode' is one of TARGET_LOOK or TARGET_KILL.
 * 'x' and 'y' are the initial position of the target to be highlighted,
 * or -1 if no location is specified.
 * Returns TRUE if a target has been successfully set, FALSE otherwise.
 */
bool target_set_interactive(int mode, int x, int y)
{
	int py = p_ptr->py;
	int px = p_ptr->px;

	int path_n;
	u16b path_g[256];

	int i, d, m, t, bd;
	int wid, hgt, help_prompt_loc;

	bool done = FALSE;
	bool flag = TRUE;
	bool help = FALSE;

	struct keypress query;

	/* These are used for displaying the path to the target */
	char path_char[MAX_RANGE];
	byte path_attr[MAX_RANGE];

	/* If we haven't been given an initial location, start on the
	   player. */
	if (x == -1 || y == -1)
	{
		x = p_ptr->px;
		y = p_ptr->py;
	}
    /* If we /have/ been given an initial location, make sure we
	   honour it by going into "free targetting" mode. */
	else
	{
		flag = FALSE;
	}

	/* Cancel target */
	target_set_monster(0);

	/* Cancel tracking */
	/* health_track(0); */

	/* Calculate the window location for the help prompt */
	Term_get_size(&wid, &hgt);
	help_prompt_loc = hgt - 1;
	
	/* Display the help prompt */
	prt("Press '?' for help.", help_prompt_loc, 0);

	/* Prepare the "temp" array */
	target_set_interactive_prepare(mode);

	/* Start near the player */
	m = 0;

	/* Interact */
	while (!done) {
		bool path_drawn = FALSE;
		
		/* Interesting grids */
		if (flag && temp_n)
		{
			y = temp_y[m];
			x = temp_x[m];

			/* Adjust panel if needed */
			if (adjust_panel_help(y, x, help)) handle_stuff();
		
			/* Update help */
			if (help) {
				bool good_target = (cave->m_idx[y][x] > 0) &&
					target_able(cave->m_idx[y][x]);
				target_display_help(good_target, !(flag && temp_n));
			}

			/* Find the path. */
			path_n = project_path(path_g, MAX_RANGE, py, px, y, x, PROJECT_THRU);

			/* Draw the path in "target" mode. If there is one */
			if (mode & (TARGET_KILL))
				path_drawn = draw_path(path_n, path_g, path_char, path_attr, py, px);

			/* Describe and Prompt */
			query = target_set_interactive_aux(y, x, mode);

			/* Remove the path */
			if (path_drawn) load_path(path_n, path_g, path_char, path_attr);

			/* Cancel tracking */
			/* health_track(0); */

			/* Assume no "direction" */
			d = 0;


			/* Analyze */
			switch (query.code)
			{
				case ESCAPE:
				case 'q':
				{
					done = TRUE;
					break;
				}

				case ' ':
				case '*':
				case '+':
				{
					if (++m == temp_n)
						m = 0;

					break;
				}

				case '-':
				{
					if (m-- == 0)
						m = temp_n - 1;

					break;
				}

				case 'p':
				{
					/* Recenter around player */
					verify_panel();

					/* Handle stuff */
					handle_stuff();

					y = p_ptr->py;
					x = p_ptr->px;
				}

				case 'o':
				{
					flag = FALSE;
					break;
				}

				case 'm':
				{
					break;
				}

				case 't':
				case '5':
				case '0':
				case '.':
				{
					int m_idx = cave->m_idx[y][x];

					if ((m_idx > 0) && target_able(m_idx))
					{
						health_track(p_ptr, m_idx);
						target_set_monster(m_idx);
						done = TRUE;
					}
					else
					{
						bell("Illegal target!");
					}
					break;
				}

				case 'g':
				{
					cmd_insert(CMD_PATHFIND);
					cmd_set_arg_point(cmd_get_top(), 0, y, x);
					done = TRUE;
					break;
				}
				
				case '?':
				{
					help = !help;
					
					/* Redraw main window */
					p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_MAP | PR_EQUIP);
					Term_clear();
					handle_stuff();
					if (!help)
						prt("Press '?' for help.", help_prompt_loc, 0);
					
					break;
				}

				default:
				{
					/* Extract direction */
					d = target_dir(query);

					/* Oops */
					if (!d) bell("Illegal command for target mode!");

					break;
				}
			}

			/* Hack -- move around */
			if (d)
			{
				int old_y = temp_y[m];
				int old_x = temp_x[m];

				/* Find a new monster */
				i = target_pick(old_y, old_x, ddy[d], ddx[d]);

				/* Scroll to find interesting grid */
				if (i < 0)
				{
					int old_wy = Term->offset_y;
					int old_wx = Term->offset_x;

					/* Change if legal */
					if (change_panel(d))
					{
						/* Recalculate interesting grids */
						target_set_interactive_prepare(mode);

						/* Find a new monster */
						i = target_pick(old_y, old_x, ddy[d], ddx[d]);

						/* Restore panel if needed */
						if ((i < 0) && modify_panel(Term, old_wy, old_wx))
						{
							/* Recalculate interesting grids */
							target_set_interactive_prepare(mode);
						}

						/* Handle stuff */
						handle_stuff();
					}
				}

				/* Use interesting grid if found */
				if (i >= 0) m = i;
			}
		}

		/* Arbitrary grids */
		else
		{
			/* Update help */
			if (help) 
			{
				bool good_target = ((cave->m_idx[y][x] > 0) && target_able(cave->m_idx[y][x]));
				target_display_help(good_target, !(flag && temp_n));
			}

			/* Find the path. */
			path_n = project_path(path_g, MAX_RANGE, py, px, y, x, PROJECT_THRU);

			/* Draw the path in "target" mode. If there is one */
			if (mode & (TARGET_KILL))
				path_drawn = draw_path (path_n, path_g, path_char, path_attr, py, px);

			/* Describe and Prompt (enable "TARGET_LOOK") */
			query = target_set_interactive_aux(y, x, mode | TARGET_LOOK);

			/* Remove the path */
			if (path_drawn)  load_path(path_n, path_g, path_char, path_attr);

			/* Cancel tracking */
			/* health_track(0); */

			/* Assume no direction */
			d = 0;

			/* Analyze the keypress */
			switch (query.code)
			{
				case ESCAPE:
				case 'q':
				{
					done = TRUE;
					break;
				}

				case ' ':
				case '*':
				case '+':
				case '-':
				{
					break;
				}

				case 'p':
				{
					/* Recenter around player */
					verify_panel();

					/* Handle stuff */
					handle_stuff();

					y = p_ptr->py;
					x = p_ptr->px;
				}

				case 'o':
				{
					break;
				}

				case 'm':
				{
					flag = TRUE;

					m = 0;
					bd = 999;

					/* Pick a nearby monster */
					for (i = 0; i < temp_n; i++)
					{
						t = distance(y, x, temp_y[i], temp_x[i]);

						/* Pick closest */
						if (t < bd)
						{
							m = i;
							bd = t;
						}
					}

					/* Nothing interesting */
					if (bd == 999) flag = FALSE;

					break;
				}

				case 't':
				case '5':
				case '0':
				case '.':
				{
					target_set_location(y, x);
					done = TRUE;
					break;
				}

				case 'g':
				{
					cmd_insert(CMD_PATHFIND);
					cmd_set_arg_point(cmd_get_top(), 0, y, x);
					done = TRUE;
					break;
				}

				case '?':
				{
					help = !help;
					
					/* Redraw main window */
					p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_MAP | PR_EQUIP);
					Term_clear();
					handle_stuff();
					if (!help)
						prt("Press '?' for help.", help_prompt_loc, 0);
					
					break;
				}

				default:
				{
					/* Extract a direction */
					d = target_dir(query);

					/* Oops */
					if (!d) bell("Illegal command for target mode!");

					break;
				}
			}

			/* Handle "direction" */
			if (d)
			{
				int dungeon_hgt = (p_ptr->depth == 0) ? TOWN_HGT : DUNGEON_HGT;
				int dungeon_wid = (p_ptr->depth == 0) ? TOWN_WID : DUNGEON_WID;

				/* Move */
				x += ddx[d];
				y += ddy[d];

				/* Slide into legality */
				if (x >= dungeon_wid - 1) x--;
				else if (x <= 0) x++;

				/* Slide into legality */
				if (y >= dungeon_hgt - 1) y--;
				else if (y <= 0) y++;

				/* Adjust panel if needed */
				if (adjust_panel_help(y, x, help))
				{
					/* Handle stuff */
					handle_stuff();

					/* Recalculate interesting grids */
					target_set_interactive_prepare(mode);
				}
			}
		}
	}

	/* Forget */
	temp_n = 0;

	/* Redraw as necessary */
	if (help)
	{
		p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_MAP | PR_EQUIP);
		Term_clear();
	}
	else
	{
		prt("", 0, 0);
		prt("", help_prompt_loc, 0);
		p_ptr->redraw |= (PR_DEPTH | PR_STATUS);
	}

	/* Recenter around player */
	verify_panel();

	/* Handle stuff */
	handle_stuff();

	/* Failure to set target */
	if (!target_set) return (FALSE);

	/* Success */
	return (TRUE);
}
コード例 #12
0
ファイル: target.cpp プロジェクト: nppangband/NPPAngband_QT
bool target_set_closest(int mode)
{
    /* Cancel old target */
    target_set_monster(0, FALSE);

    target_grids.clear();

    //
    if (mode & (TARGET_KILL | TARGET_PROBE))
    {
        monster_type *m_ptr;
        int m_idx;

        bool probing = (mode & (TARGET_PROBE));

        for (int i = 1; i < mon_max; i++)
        {
            if (!target_able(i, probing)) continue;
            m_ptr = &mon_list[i];
            target_grids.append(make_coords(m_ptr->fy, m_ptr->fx));
        }

        if (!target_grids.size())
        {
            if (!(mode & TARGET_QUIET)) message(QString("No Available Target."));
            return FALSE;
        }

        // Sort by distance
        qSort(target_grids.begin(), target_grids.end(), coords_sort_distance);


        /* Find the first monster in the queue */
        int y = target_grids.at(0).y;
        int x = target_grids.at(0).x;
        m_idx = dungeon_info[y][x].monster_idx;

        /* Target the monster */
        m_ptr = &mon_list[m_idx];

        if (!(mode & TARGET_QUIET))
        {
            QString m_name = monster_desc(m_ptr, 0x00);
            message(QString("%1 is targeted.").arg(capitalize_first(m_name)));
        }

        /* Set up target  */
        monster_race_track(m_ptr->r_idx);
        health_track(m_idx);
        target_set_monster(m_idx, probing);
        return (TRUE);
    }
    else if (mode & (TARGET_TRAP))
    {
        // GO through all effects
        for (int i = x_max - 1; i >= 1; i--)
        {
            effect_type *x_ptr = &x_list[i];

            /* Skip dead effects */
            if (!x_ptr->x_type) continue;

            // Use only the targetable traps
            if (!target_able_trap(x_ptr->x_cur_y, x_ptr->x_cur_x)) continue;

            target_grids.append(make_coords(x_ptr->x_cur_y, x_ptr->x_cur_x));
        }

        // Sort by distance
        qSort(target_grids.begin(), target_grids.end(), coords_sort_distance);

        if (!target_grids.size())
        {
            if (!(mode & TARGET_QUIET)) message(QString("No Available Target."));
            return FALSE;
        }

        /* Find the first monster in the queue */
        int y = target_grids.at(0).y;
        int x = target_grids.at(0).x;
        {
            // Use this location
            target_set_location(y, x);
            return (TRUE);
        }
    }

    return (TRUE);
}
コード例 #13
0
ファイル: target.c プロジェクト: Dasaan/angband
/*
 * Handle "target" and "look".
 *
 * Note that this code can be called from "get_aim_dir()".
 *
 * Currently, when "flag" is true, that is, when
 * "interesting" grids are being used, and a directional key is used, we
 * only scroll by a single panel, in the direction requested, and check
 * for any interesting grids on that panel.  The "correct" solution would
 * actually involve scanning a larger set of grids, including ones in
 * panels which are adjacent to the one currently scanned, but this is
 * overkill for this function.  XXX XXX
 *
 * Hack -- targetting/observing an "outer border grid" may induce
 * problems, so this is not currently allowed.
 *
 * The player can use the direction keys to move among "interesting"
 * grids in a heuristic manner, or the "space", "+", and "-" keys to
 * move through the "interesting" grids in a sequential manner, or
 * can enter "location" mode, and use the direction keys to move one
 * grid at a time in any direction.  The "t" (set target) command will
 * only target a monster (as opposed to a location) if the monster is
 * target_able and the "interesting" mode is being used.
 *
 * The current grid is described using the "look" method above, and
 * a new command may be entered at any time, but note that if the
 * "TARGET_LOOK" bit flag is set (or if we are in "location" mode,
 * where "space" has no obvious meaning) then "space" will scan
 * through the description of the current grid until done, instead
 * of immediately jumping to the next "interesting" grid.  This
 * allows the "target" command to retain its old semantics.
 *
 * The "*", "+", and "-" keys may always be used to jump immediately
 * to the next (or previous) interesting grid, in the proper mode.
 *
 * The "return" key may always be used to scan through a complete
 * grid description (forever).
 *
 * This command will cancel any old target, even if used from
 * inside the "look" command.
 *
 *
 * 'mode' is one of TARGET_LOOK or TARGET_KILL.
 * 'x' and 'y' are the initial position of the target to be highlighted,
 * or -1 if no location is specified.
 * Returns TRUE if a target has been successfully set, FALSE otherwise.
 */
bool target_set_interactive(int mode, int x, int y)
{
	int py = p_ptr->py;
	int px = p_ptr->px;

	int path_n;
	u16b path_g[256];

	int i, d, m, t, bd;
	int wid, hgt, help_prompt_loc;

	bool done = FALSE;
	bool flag = TRUE;
	bool help = FALSE;

	//struct keypress query;
	ui_event press;

	/* These are used for displaying the path to the target */
	wchar_t path_char[MAX_RANGE_LGE];
	int path_attr[MAX_RANGE_LGE];
	struct point_set *targets;

	/* If we haven't been given an initial location, start on the
	   player. */
	if (x == -1 || y == -1)
	{
		x = p_ptr->px;
		y = p_ptr->py;
	}
	/* If we /have/ been given an initial location, make sure we
	   honour it by going into "free targetting" mode. */
	else
	{
		flag = FALSE;
	}

	/* Cancel target */
	target_set_monster(0);

	/* Cancel tracking */
	/* health_track(NULL); */

	/* Calculate the window location for the help prompt */
	Term_get_size(&wid, &hgt);
	help_prompt_loc = hgt - 1;
	
	/* Display the help prompt */
	prt("Press '?' for help.", help_prompt_loc, 0);

	/* Prepare the target set */
	targets = target_set_interactive_prepare(mode);

	/* Start near the player */
	m = 0;

	/* Interact */
	while (!done) {
		bool path_drawn = FALSE;
		
		/* Interesting grids */
		if (flag && point_set_size(targets))
		{
			y = targets->pts[m].y;
			x = targets->pts[m].x;

			/* Adjust panel if needed */
			if (adjust_panel_help(y, x, help)) handle_stuff(p_ptr);
		
			/* Update help */
			if (help) {
				bool good_target = target_able(cave_monster_at(cave, y, x));
				target_display_help(good_target, !(flag && point_set_size(targets)));
			}

			/* Find the path. */
			path_n = project_path(path_g, MAX_RANGE, py, px, y, x, PROJECT_THRU);

			/* Draw the path in "target" mode. If there is one */
			if (mode & (TARGET_KILL))
				path_drawn = draw_path(path_n, path_g, path_char, path_attr, py, px);

			/* Describe and Prompt */
			press = target_set_interactive_aux(y, x, mode);

			/* Remove the path */
			if (path_drawn) load_path(path_n, path_g, path_char, path_attr);

			/* Cancel tracking */
			/* health_track(NULL); */

			/* Assume no "direction" */
			d = 0;


			/* Analyze */
			if (press.type == EVT_MOUSE) {
				if (press.mouse.button == 3) {
					/* give the target selection command */
					press.mouse.button = 2;
					press.mouse.mods = KC_MOD_CONTROL;
				}
				if (press.mouse.button == 2) {
					y = KEY_GRID_Y(press);//.mouse.y;
					x = KEY_GRID_X(press);//.mouse.x;
					if (press.mouse.mods & KC_MOD_CONTROL) {
						/* same as keyboard target selection command below */
						struct monster *m = cave_monster_at(cave, y, x);

						if (target_able(m)) {
							/* Set up target information */
							monster_race_track(m->race);
							health_track(p_ptr, m);
							target_set_monster(m);
							done = TRUE;
						} else {
							bell("Illegal target!");
						}
					} else
					if (press.mouse.mods & KC_MOD_ALT) {
						/* go to spot - same as 'g' command below */
						cmd_insert(CMD_PATHFIND);
						cmd_set_arg_point(cmd_get_top(), 0, y, x);
						done = TRUE;
					} else
					{
						/* cancel look mode */
						done = TRUE;
					}
				} else
				/*if (press.mouse.button == 3) {
				} else*/
				{
					y = KEY_GRID_Y(press);//.mouse.y;
					x = KEY_GRID_X(press);//.mouse.x;
					if (cave->m_idx[y][x] || cave->o_idx[y][x]){// || cave->feat[y][x]&) {
						/* reset the flag, to make sure we stay in this mode if
						 * something is actually there */
						flag = FALSE;
						/* scan the interesting list and see if there in anything here */
						for (i = 0; i < point_set_size(targets); i++) {
							if ((y == targets->pts[i].y) && (x == targets->pts[i].x)) {
								m = i;
								flag = TRUE;
								break;
							}
						}
					} else {
						flag = FALSE;
					}
				}
			} else
			switch (press.key.code)
			{
				case ESCAPE:
				case 'q':
				{
					done = TRUE;
					break;
				}

				case ' ':
				case '*':
				case '+':
				{
					if (++m == point_set_size(targets))
						m = 0;

					break;
				}

				case '-':
				{
					if (m-- == 0)
						m = point_set_size(targets) - 1;

					break;
				}

				case 'p':
				{
					/* Recenter around player */
					verify_panel();

					/* Handle stuff */
					handle_stuff(p_ptr);

					y = p_ptr->py;
					x = p_ptr->px;
				}

				case 'o':
				{
					flag = FALSE;
					break;
				}

				case 'm':
				{
					break;
				}

				case 't':
				case '5':
				case '0':
				case '.':
				{
					struct monster *m = cave_monster_at(cave, y, x);

					if (target_able(m))
					{
						health_track(p_ptr, m);
						target_set_monster(m);
						done = TRUE;
					}
					else
					{
						bell("Illegal target!");
					}
					break;
				}

				case 'g':
				{
					cmd_insert(CMD_PATHFIND);
					cmd_set_arg_point(cmd_get_top(), 0, y, x);
					done = TRUE;
					break;
				}
				
				case '?':
				{
					help = !help;
					
					/* Redraw main window */
					p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_MAP | PR_EQUIP);
					Term_clear();
					handle_stuff(p_ptr);
					if (!help)
						prt("Press '?' for help.", help_prompt_loc, 0);
					
					break;
				}

				default:
				{
					/* Extract direction */
					d = target_dir(press.key);

					/* Oops */
					if (!d) bell("Illegal command for target mode!");

					break;
				}
			}

			/* Hack -- move around */
			if (d)
			{
				int old_y = targets->pts[m].y;
				int old_x = targets->pts[m].x;

				/* Find a new monster */
				i = target_pick(old_y, old_x, ddy[d], ddx[d], targets);

				/* Scroll to find interesting grid */
				if (i < 0)
				{
					int old_wy = Term->offset_y;
					int old_wx = Term->offset_x;

					/* Change if legal */
					if (change_panel(d))
					{
						/* Recalculate interesting grids */
						point_set_dispose(targets);
						targets = target_set_interactive_prepare(mode);

						/* Find a new monster */
						i = target_pick(old_y, old_x, ddy[d], ddx[d], targets);

						/* Restore panel if needed */
						if ((i < 0) && modify_panel(Term, old_wy, old_wx))
						{
							/* Recalculate interesting grids */
							point_set_dispose(targets);
							targets = target_set_interactive_prepare(mode);
						}

						/* Handle stuff */
						handle_stuff(p_ptr);
					}
				}

				/* Use interesting grid if found */
				if (i >= 0) m = i;
			}
		}

		/* Arbitrary grids */
		else
		{
			/* Update help */
			if (help) 
			{
				bool good_target = target_able(cave_monster_at(cave, y, x));
				target_display_help(good_target, !(flag && point_set_size(targets)));
			}

			/* Find the path. */
			path_n = project_path(path_g, MAX_RANGE, py, px, y, x, PROJECT_THRU);

			/* Draw the path in "target" mode. If there is one */
			if (mode & (TARGET_KILL))
				path_drawn = draw_path (path_n, path_g, path_char, path_attr, py, px);

			/* Describe and Prompt (enable "TARGET_LOOK") */
			press = target_set_interactive_aux(y, x, mode | TARGET_LOOK);

			/* Remove the path */
			if (path_drawn)  load_path(path_n, path_g, path_char, path_attr);

			/* Cancel tracking */
			/* health_track(0); */

			/* Assume no direction */
			d = 0;

			/* Analyze the keypress */
			if (press.type == EVT_MOUSE) {
				if (press.mouse.button == 3) {
					/* give the target selection command */
					press.mouse.button = 2;
					press.mouse.mods = KC_MOD_CONTROL;
				}
				if (press.mouse.button == 2) {
					if (mode & (TARGET_KILL)) {
						if ((y == KEY_GRID_Y(press)) 
								&& (x == KEY_GRID_X(press))) {
							d = -1;
						}
					}
					y = KEY_GRID_Y(press);//.mouse.y;
					x = KEY_GRID_X(press);//.mouse.x;
					if (press.mouse.mods & KC_MOD_CONTROL) {
						/* same as keyboard target selection command below */
						target_set_location(y, x);
						done = TRUE;
					} else
					if (press.mouse.mods & KC_MOD_ALT) {
						/* go to spot - same as 'g' command below */
						cmd_insert(CMD_PATHFIND);
						cmd_set_arg_point(cmd_get_top(), 0, y, x);
						done = TRUE;
					} else
					{
						/* cancel look mode */
						done = TRUE;
						if (d == -1) {
							target_set_location(y, x);
							d = 0;
						}
					}
				} else
				/*if (press.mouse.button == 3) {
				} else*/
				{
					int dungeon_hgt = cave->height;
					int dungeon_wid = cave->width;

					y = KEY_GRID_Y(press);//.mouse.y;
					x = KEY_GRID_X(press);//.mouse.x;
				  
					if (Term) {
						if (press.mouse.y <= 1) {
							/* move the screen north */
							y--;
						} else
						if (press.mouse.y >= (Term->hgt - 2)) {
							/* move the screen south */
							y++;
						} else
						if (press.mouse.x <= COL_MAP) {
							/* move the screen in west */
							x--;
						} else
						if (press.mouse.x >= (Term->wid - 2)) {
							/* move the screen east */
							x++;
						}
					}
          
					if (y < 0) y = 0;
					if (x < 0) x = 0;
					if (y >= dungeon_hgt-1) y = dungeon_hgt-1;
					if (x >= dungeon_wid-1) x = dungeon_wid-1;

					/* Adjust panel if needed */
					if (adjust_panel_help(y, x, help))
					{
						/* Handle stuff */
						handle_stuff(p_ptr);

						/* Recalculate interesting grids */
						point_set_dispose(targets);
						targets = target_set_interactive_prepare(mode);
					}

					if (cave->m_idx[y][x] || cave->o_idx[y][x]) {
						/* scan the interesting list and see if there in anything here */
						for (i = 0; i < point_set_size(targets); i++) {
							if ((y == targets->pts[i].y) && (x == targets->pts[i].x)) {
								m = i;
								flag = TRUE;
								break;
							}
						}
					} else {
						flag = FALSE;
					}
				}
			} else
			switch (press.key.code)
			{
				case ESCAPE:
				case 'q':
				{
					done = TRUE;
					break;
				}

				case ' ':
				case '*':
				case '+':
				case '-':
				{
					break;
				}

				case 'p':
				{
					/* Recenter around player */
					verify_panel();

					/* Handle stuff */
					handle_stuff(p_ptr);

					y = p_ptr->py;
					x = p_ptr->px;
				}

				case 'o':
				{
					break;
				}

				case 'm':
				{
					flag = TRUE;

					m = 0;
					bd = 999;

					/* Pick a nearby monster */
					for (i = 0; i < point_set_size(targets); i++)
					{
						t = distance(y, x, targets->pts[i].y, targets->pts[i].x);

						/* Pick closest */
						if (t < bd)
						{
							m = i;
							bd = t;
						}
					}

					/* Nothing interesting */
					if (bd == 999) flag = FALSE;

					break;
				}

				case 't':
				case '5':
				case '0':
				case '.':
				{
					target_set_location(y, x);
					done = TRUE;
					break;
				}

				case 'g':
				{
					cmd_insert(CMD_PATHFIND);
					cmd_set_arg_point(cmd_get_top(), 0, y, x);
					done = TRUE;
					break;
				}

				case '?':
				{
					help = !help;
					
					/* Redraw main window */
					p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_MAP | PR_EQUIP);
					Term_clear();
					handle_stuff(p_ptr);
					if (!help)
						prt("Press '?' for help.", help_prompt_loc, 0);
					
					break;
				}

				default:
				{
					/* Extract a direction */
					d = target_dir(press.key);

					/* Oops */
					if (!d) bell("Illegal command for target mode!");

					break;
				}
			}

			/* Handle "direction" */
			if (d)
			{
				int dungeon_hgt = cave->height;
				int dungeon_wid = cave->width;

				/* Move */
				x += ddx[d];
				y += ddy[d];

				/* Slide into legality */
				if (x >= dungeon_wid - 1) x--;
				else if (x <= 0) x++;

				/* Slide into legality */
				if (y >= dungeon_hgt - 1) y--;
				else if (y <= 0) y++;

				/* Adjust panel if needed */
				if (adjust_panel_help(y, x, help))
				{
					/* Handle stuff */
					handle_stuff(p_ptr);

					/* Recalculate interesting grids */
					point_set_dispose(targets);
					targets = target_set_interactive_prepare(mode);
				}
			}
		}
	}

	/* Forget */
	point_set_dispose(targets);

	/* Redraw as necessary */
	if (help)
	{
		p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_MAP | PR_EQUIP);
		Term_clear();
	}
	else
	{
		prt("", 0, 0);
		prt("", help_prompt_loc, 0);
		p_ptr->redraw |= (PR_DEPTH | PR_STATUS);
	}

	/* Recenter around player */
	verify_panel();

	/* Handle stuff */
	handle_stuff(p_ptr);

	/* Failure to set target */
	if (!target_set) return (FALSE);

	/* Success */
	return (TRUE);
}
コード例 #14
0
ファイル: attack.c プロジェクト: simongre/RePosBand
/*
 * Attack the monster at the given location
 *
 * If no "weapon" is available, then "punch" the monster one time.
 *
 * We get blows until energy drops below that required for another blow, or
 * until the target monster dies. We use a wrapper to work out the number of
 * blows. We don't allow @ to spend more than 100 energy in one go, to avoid
 * slower monsters getting double moves.
 */
bool py_attack_real(int y, int x)
{
	int bonus, chance;

	monster_type *m_ptr = &mon_list[cave_m_idx[y][x]];
	monster_race *r_ptr = &r_info[m_ptr->r_idx];
	monster_lore *l_ptr = &l_list[m_ptr->r_idx];

	object_type *o_ptr;

	char m_name[80];

	bool fear = FALSE;

	bool do_quake = FALSE;
	bool dead = FALSE;

	u32b msg_type = 0;
	bool success = FALSE;
	
	const char *hit_verb = "ERROR";
	int dmg = 1;
	
	/* Default to punching for one damage */
	/* Maybe handle monster melee here -Simon */
	if(!rp_ptr->p_monster_index)
	{
		hit_verb = "punch";
		msg_type = MSG_HIT;
	}

	/*
	 * Hack -- if advanced innate attacks are disabled for this race, fall back
	 * on defaults <player>'s 1d1.
	 */
	 /* TODO: this -Simon */
	/* if (p_ptr->flags[NO_INNATE])
	{
			p_ptr = &r_info[0];
	} */


	/* Extract monster name (or "it") */
	monster_desc(m_name, sizeof(m_name), m_ptr, 0);

	/* Auto-Recall if possible and visible */
	if (m_ptr->ml) monster_race_track(m_ptr->r_idx);

	/* Track a new monster */
	if (m_ptr->ml) health_track(cave_m_idx[y][x]);

	/* Handle player fear (only for invisible monsters) */
	if (p_ptr->state.afraid)
	{
		message_format(MSG_AFRAID, 0,
				"You are too afraid to attack %s!",
				m_name);
		return (FALSE);
	}

	/* Disturb the monster */
	wake_monster(m_ptr);

	/* Get the weapon */
	o_ptr = &p_ptr->inventory[INVEN_WIELD];
	
		/* Calculate the "attack quality" */
	bonus = p_ptr->state.to_h + o_ptr->to_h;
	chance = (p_ptr->state.skills[SKILL_TO_HIT_MELEE] + (bonus * BTH_PLUS_ADJ));

	/* Handle innate melee -Simon */
	if(!o_ptr->k_idx && rp_ptr->p_monster_index)
	{
		for (int num = 0; (num < MONSTER_BLOW_MAX) && !dead; num++)
		{
			const slay_t *best_s_ptr = NULL;
			int type = GF_ARROW, type2 = 0, i;
			int flg = PROJECT_KILL | PROJECT_STOP | PROJECT_HIDE; // | PROJECT_PASS; TODO: figure out what this is and implement it -Simon
			char *p = "";
						
			if (!r_info[rp_ptr->p_monster_index].blow[num].method && !dead)
				continue;
					
			/* Test for hit */
			if (test_hit(chance, r_info[m_ptr->r_idx].ac, m_ptr->ml))
			{
				int mul = 1;
				int k = 0;
				
				/* Get the method */
				switch (r_info[rp_ptr->p_monster_index].blow[num].method)
				{
					case RBM_HIT:	p = "hit"; break;
					case RBM_TOUCH:	p = "touch"; break;
					case RBM_PUNCH:	p = "punch"; break;
					case RBM_KICK:	p = "kick"; break;
					case RBM_CLAW:	p = "claw"; break;
					case RBM_BITE:	p = "bite"; break;
					case RBM_STING:	p = "sting"; break;
					case RBM_BUTT:	p = "butt"; break;
					case RBM_CRUSH:	p = "crush"; break;
					case RBM_ENGULF:p = "engulf"; break;
					case RBM_PECK:	p = "peck"; break;
					case RBM_CRAWL:	p = "crawl on"; break;
					case RBM_DROOL:	p = "drool on"; break;
					case RBM_SPIT:	p = "spit on"; break;
					case RBM_SLIME:	p = "slime"; break;
					case RBM_GAZE:	p = "gaze at"; break;
					case RBM_WAIL:	p = "wail at"; break;
					case RBM_SPORE:	p = "release spores at"; break;
					case RBM_BEG:	p = "beg for money"; break;
					case RBM_INSULT:	p = "insult"; break;
					default: p = "attack";
				}

				/* Get the effect */
				switch (r_info[rp_ptr->p_monster_index].blow[num].effect)
				{
					case RBE_HURT: type = GF_ARROW; break;
					case RBE_DISEASE: type = GF_POIS; mul = 2; break;
					case RBE_POISON: type = GF_POIS; mul = 2; break;
					case RBE_LOSE_MANA: type = GF_DISENCHANT; break;
					case RBE_UN_BONUS: type = GF_DISENCHANT; mul = 2; break;
					case RBE_UN_POWER: type = GF_DISENCHANT; mul = 2; break; /* ? */
					case RBE_EAT_LIGHT: type = GF_DARK; mul = 2; break;
					case RBE_ACID: type = GF_ACID; mul = 2; break;
					case RBE_ELEC: type = GF_ELEC; mul = 2; break;
					case RBE_FIRE: type = GF_FIRE; mul = 2; break;
					case RBE_COLD: type = GF_COLD; mul = 2; break;
					case RBE_BLIND: type2 = GF_OLD_CONF; break; /* ? */
					case RBE_CONFUSE: type2 = GF_OLD_CONF; break;
					case RBE_TERRIFY: type2 = GF_TURN_ALL; break; /* ? */
					case RBE_PARALYZE: type2 = GF_OLD_SLEEP; break; /* ? */
					/* Earthquake would be natural, but all monsters
					 * with RBE_SHATTER are already humanoids
					 */
					case RBE_SHATTER: type = GF_ARROW; break;
					case RBE_EXP_10: type = GF_NETHER; mul = 2; break;
					case RBE_EXP_20: type = GF_NETHER; mul = 2; break;
					case RBE_EXP_40: type = GF_NETHER; mul = 2; break;
					case RBE_EXP_80: type = GF_NETHER; mul = 2; break;
					/* GF_CHAOS will polymorph, so it is bad */
					case RBE_HALLU: type = GF_DISENCHANT; mul = 2; break;
					default: type = GF_ARROW;
				}
			
				k = damroll(r_info[rp_ptr->p_monster_index].blow[num].d_dice, r_info[rp_ptr->p_monster_index].blow[num].d_side);
				/* Get the best attack from all slays or
				 * brands on all non-launcher equipment */
				for (i = INVEN_FINGER; i < INVEN_TOTAL; i++)
					improve_attack_modifier(&p_ptr->inventory[i], m_ptr, &best_s_ptr);
					
				if (best_s_ptr != NULL)
				{
					if (best_s_ptr->mult > mul)
					{
						p = best_s_ptr->melee_verb;
						mul = best_s_ptr->mult;
						if (best_s_ptr->resist_flag == RF_IM_ACID)
							type = GF_ACID;
						else if (best_s_ptr->resist_flag == RF_IM_ELEC)
							type = GF_ELEC;
						else if (best_s_ptr->resist_flag == RF_IM_FIRE)
							type = GF_FIRE;
						else if (best_s_ptr->resist_flag == RF_IM_COLD)
							type = GF_COLD;
						else if (best_s_ptr->resist_flag == RF_IM_POIS)
							type = GF_POIS;
					}
				}
				
				k *= mul;
				message_format(MSG_HIT, m_ptr->r_idx, "You %s %s.", p, m_name);
				/* Add to-dam bonus only if did some damage */
				if (k) k += p_ptr->state.to_d;
				if (k < 0) k = 0;
				
				/* Learn by use for other equipped items */
				wieldeds_notice_on_attack();
					
				/* If there is an extra effect, project it also, using 4*level as power */
				if (type2)
				{
					project(-1, 0, y, x, 4 * p_ptr->lev, type2, flg);
				}
							       
				/* Confusion attack */
				if (p_ptr->confusing)
				{
					/* Message */
					if (p_ptr->confusing)
						msg_print("Your limbs stop glowing.");
				
					/* Cancel glowing hands */
					p_ptr->confusing = FALSE;

					/* Confuse the monster */
					if (rf_has(r_ptr->flags, RF_NO_CONF))
					{
						if (m_ptr->ml)
						{
							rf_on(l_ptr->flags, RF_NO_CONF);
						}
						msg_format("%^s is unaffected.", m_name);
					}
					else if (randint0(100) < r_ptr->level)
					{
						msg_format("%^s appears slightly perplexed.", m_name);
					}
					else
					{
						msg_format("%^s appears confused.", m_name);
						m_ptr->confused += 10 + randint0(p_ptr->lev) / 5;
					}
				}
				
				/* Damage, check for fear and death */
				/* Makes elemental attacks do half their damage physically -Simon */
				if (type != GF_ARROW)
				{
					project(-1, 0, y, x, (k + 1)/2, type, flg);
					/* Make the physical portion TOP SECRET -Simon */
					flg &= ~(PROJECT_AWARE);
					project(-1, 0, y, x, k/2, GF_ARROW, flg);
				}
				else
					project(-1, 0, y, x, k, type, flg);
				/* Hack: check if the square is empty after we project the attack into it -Simon */
				dead = (cave_m_idx[y][x] == 0);
			
				/* Hack -- delay fear messages */
				if (fear && m_ptr->ml && !dead)
					message_format(MSG_FLEE, m_ptr->r_idx, "%^s flees in terror!", m_name);
			}
			/* Player misses */
			else
			{
				/* Message */
				message_format(MSG_MISS, m_ptr->r_idx, "You miss %s.", m_name);
			}
		}	
		return (TRUE);
	}
	
	else
	{
		/* See if the player hit */
		success = test_hit(chance, r_ptr->ac, m_ptr->ml);

		/* If a miss, skip this hit */
		if (!success)
		{
			message_format(MSG_MISS, m_ptr->r_idx, "You miss %s.", m_name);
			return (FALSE);
		}

		/* Handle normal weapon */
		if (o_ptr->k_idx)
		{
			int i;
			const slay_t *best_s_ptr = NULL;

			hit_verb = "hit";

			/* Get the best attack from all slays or
			 * brands on all non-launcher equipment */
			for (i = INVEN_FINGER; i < INVEN_TOTAL; i++)
				improve_attack_modifier(&p_ptr->inventory[i], m_ptr,
				&best_s_ptr);

			improve_attack_modifier(o_ptr, m_ptr, &best_s_ptr);
			if (best_s_ptr != NULL)
				hit_verb = best_s_ptr->melee_verb;

			dmg = damroll(o_ptr->dd, o_ptr->ds);
			dmg *= (best_s_ptr == NULL) ? 1 : best_s_ptr->mult;

			if (p_ptr->state.impact && (dmg > 50))
				do_quake = TRUE;

			dmg += o_ptr->to_d;
			dmg = critical_norm(o_ptr->weight, o_ptr->to_h, dmg, &msg_type);

			/* Learn by use for the weapon */
			object_notice_attack_plusses(o_ptr);

			if (do_quake)
				wieldeds_notice_flag(OF_IMPACT);
		}

		/* Learn by use for other equipped items */
		wieldeds_notice_on_attack();

		/* Apply the player damage bonuses */
		dmg += p_ptr->state.to_d;

		/* No negative damage */
		if (dmg <= 0) dmg = 0;

		/* Tell the player what happened */
		if (dmg <= 0)
			message_format(MSG_MISS, m_ptr->r_idx,
						   "You fail to harm %s.", m_name);
		else if (msg_type == MSG_HIT)
			message_format(MSG_HIT, m_ptr->r_idx, "You %s %s.",
						   hit_verb, m_name);
		else if (msg_type == MSG_HIT_GOOD)
			message_format(MSG_HIT_GOOD, m_ptr->r_idx, "You %s %s. %s",
						   hit_verb, m_name, "It was a good hit!");
		else if (msg_type == MSG_HIT_GREAT)
			message_format(MSG_HIT_GREAT, m_ptr->r_idx, "You %s %s. %s",
						   hit_verb, m_name, "It was a great hit!");
		else if (msg_type == MSG_HIT_SUPERB)
			message_format(MSG_HIT_SUPERB, m_ptr->r_idx, "You %s %s. %s",
						   hit_verb, m_name, "It was a superb hit!");
		else if (msg_type == MSG_HIT_HI_GREAT)
			message_format(MSG_HIT_HI_GREAT, m_ptr->r_idx, "You %s %s. %s",
						   hit_verb, m_name, "It was a *GREAT* hit!");
		else if (msg_type == MSG_HIT_HI_SUPERB)
			message_format(MSG_HIT_HI_SUPERB, m_ptr->r_idx, "You %s %s. %s",
						   hit_verb, m_name, "It was a *SUPERB* hit!");

		/* Complex message */
		if (p_ptr->wizard)
			msg_format("You do %d (out of %d) damage.", dmg, m_ptr->hp);

		/* Confusion attack */
		if (p_ptr->confusing)
		{
			/* Cancel glowing hands */
			p_ptr->confusing = FALSE;

			/* Message */
			msg_print("Your limbs stop glowing.");

			/* Update the lore */
			if (m_ptr->ml)
				rf_on(l_ptr->flags, RF_NO_CONF);

			/* Confuse the monster */
			if (rf_has(r_ptr->flags, RF_NO_CONF))
				msg_format("%^s is unaffected.", m_name);
			else if (randint0(100) < r_ptr->level)
				msg_format("%^s is unaffected.", m_name);
			else
			{
				msg_format("%^s appears confused.", m_name);
				m_ptr->confused += 10 + randint0(p_ptr->lev) / 5;
			}
		}

		/* Damage, check for fear and death */
		dead = mon_take_hit(cave_m_idx[y][x], dmg, &fear, NULL);

		/* Hack -- delay fear messages */
		if (fear && m_ptr->ml)
			message_format(MSG_FLEE, m_ptr->r_idx, "%^s flees in terror!",
			m_name);

		/* Mega-Hack -- apply earthquake brand */
		if (do_quake) earthquake(p_ptr->py, p_ptr->px, 10);

		return (dead);
	}
}
コード例 #15
0
/**
 * Examine a grid, return a keypress.
 *
 * The "mode" argument contains the "TARGET_LOOK" bit flag, which
 * indicates that the "space" key should scan through the contents
 * of the grid, instead of simply returning immediately.  This lets
 * the "look" command get complete information, without making the
 * "target" command annoying.
 *
 * The "info" argument contains the "commands" which should be shown
 * inside the "[xxx]" text.  This string must never be empty, or grids
 * containing monsters will be displayed with an extra comma.
 *
 * Note that if a monster is in the grid, we update both the monster
 * recall info and the health bar info to track that monster.
 *
 * This function correctly handles multiple objects per grid, and objects
 * and terrain features in the same grid, though the latter never happens.
 *
 * This function must handle blindness/hallucination.
 */
static ui_event target_set_interactive_aux(int y, int x, int mode)
{
	struct object *obj = NULL;

	const char *s1, *s2, *s3;

	bool boring;

	int floor_max = z_info->floor_size;
	struct object **floor_list = mem_zalloc(floor_max * sizeof(*floor_list));
	int floor_num;

	ui_event press;

	char out_val[TARGET_OUT_VAL_SIZE];

	char coords[20];

	const char *name;

	/* Describe the square location */
	coords_desc(coords, sizeof(coords), y, x);

	/* Repeat forever */
	while (1) {
		/* Paranoia */
		press.type = EVT_KBRD;
		press.key.code = ' ';
		press.key.mods = 0;

		/* Assume boring */
		boring = TRUE;

		/* Default */
		s1 = "You see ";
		s2 = "";
		s3 = "";


		/* The player */
		if (cave->squares[y][x].mon < 0) {
			/* Description */
			s1 = "You are ";

			/* Preposition */
			s2 = "on ";
		}

		/* Hallucination messes things up */
		if (player->timed[TMD_IMAGE]) {
			const char *name = "something strange";

			/* Display a message */
			if (player->wizard)
				strnfmt(out_val, sizeof(out_val),
						"%s%s%s%s, %s (%d:%d, cost=%d, when=%d).", s1, s2, s3,
						name, coords, y, x, (int)cave->squares[y][x].cost,
						(int)cave->squares[y][x].when);
			else
				strnfmt(out_val, sizeof(out_val), "%s%s%s%s, %s.",
						s1, s2, s3, name, coords);

			prt(out_val, 0, 0);
			move_cursor_relative(y, x);

			press.key = inkey();

			/* Stop on everything but "return" */
			if (press.key.code == KC_ENTER)
				continue;

			mem_free(floor_list);
			return press;
		}

		/* Actual monsters */
		if (cave->squares[y][x].mon > 0) {
			monster_type *m_ptr = square_monster(cave, y, x);
			const monster_lore *l_ptr = get_lore(m_ptr->race);

			/* Visible */
			if (mflag_has(m_ptr->mflag, MFLAG_VISIBLE) &&
				!mflag_has(m_ptr->mflag, MFLAG_UNAWARE)) {
				bool recall = FALSE;

				char m_name[80];

				/* Not boring */
				boring = FALSE;

				/* Get the monster name ("a kobold") */
				monster_desc(m_name, sizeof(m_name), m_ptr, MDESC_IND_VIS);

				/* Hack -- track this monster race */
				monster_race_track(player->upkeep, m_ptr->race);

				/* Hack -- health bar for this monster */
				health_track(player->upkeep, m_ptr);

				/* Hack -- handle stuff */
				handle_stuff(player);

				/* Interact */
				while (1) {
					/* Recall or target */
					if (recall) {
						lore_show_interactive(m_ptr->race, l_ptr);
						press = inkey_m();
					} else {
						char buf[80];

						/* Describe the monster */
						look_mon_desc(buf, sizeof(buf),
									  cave->squares[y][x].mon);

						/* Describe, and prompt for recall */
						if (player->wizard) {
							strnfmt(out_val, sizeof(out_val),
									"%s%s%s%s (%s), %s (%d:%d, cost=%d, when=%d).",
									s1, s2, s3, m_name, buf, coords, y, x,
									(int)cave->squares[y][x].cost,
									(int)cave->squares[y][x].when);
						} else {
							strnfmt(out_val, sizeof(out_val),
									"%s%s%s%s (%s), %s.",
									s1, s2, s3, m_name, buf, coords);
						}

						prt(out_val, 0, 0);

						/* Place cursor */
						move_cursor_relative(y, x);

						/* Command */
						press = inkey_m();
					}

					/* Normal commands */
					if ((press.type == EVT_MOUSE) && (press.mouse.button == 1)
						&& (KEY_GRID_X(press) == x) && (KEY_GRID_Y(press) == y))
						recall = !recall;
					else
					if ((press.type == EVT_KBRD) && (press.key.code == 'r'))
						recall = !recall;
					else
						break;
				}

				if (press.type == EVT_MOUSE) {
					/* Stop on right click */
					if (press.mouse.button == 2)
						break;

					/* Sometimes stop at "space" key */
					if (press.mouse.button && !(mode & (TARGET_LOOK))) break;
				} else {
					/* Stop on everything but "return"/"space" */
					if (press.key.code != KC_ENTER && press.key.code != ' ')
						break;

					/* Sometimes stop at "space" key */
					if ((press.key.code == ' ') && !(mode & (TARGET_LOOK)))
						break;
				}

				/* Take account of gender */
				if (rf_has(m_ptr->race->flags, RF_FEMALE)) s1 = "She is ";
				else if (rf_has(m_ptr->race->flags, RF_MALE)) s1 = "He is ";
				else s1 = "It is ";

				/* Use a verb */
				s2 = "carrying ";

				/* Scan all objects being carried */
				for (obj = m_ptr->held_obj; obj; obj = obj->next) {
					char o_name[80];

					/* Obtain an object description */
					object_desc(o_name, sizeof(o_name), obj,
								ODESC_PREFIX | ODESC_FULL);

					/* Describe the object */
					if (player->wizard) {
						strnfmt(out_val, sizeof(out_val),
								"%s%s%s%s, %s (%d:%d, cost=%d, when=%d).",
								s1, s2, s3, o_name, coords, y, x,
								(int)cave->squares[y][x].cost,
								(int)cave->squares[y][x].when);
					}

					prt(out_val, 0, 0);
					move_cursor_relative(y, x);
					press = inkey_m();

					if (press.type == EVT_MOUSE) {
						/* Stop on right click */
						if (press.mouse.button == 2)
							break;

						/* Sometimes stop at "space" key */
						if (press.mouse.button && !(mode & (TARGET_LOOK)))
							break;
					} else {
						/* Stop on everything but "return"/"space" */
						if ((press.key.code != KC_ENTER) &&
							(press.key.code != ' '))
							break;

						/* Sometimes stop at "space" key */
						if ((press.key.code == ' ') && !(mode & (TARGET_LOOK)))
							break;
					}

					/* Change the intro */
					s2 = "also carrying ";
				}

				/* Double break */
				if (obj) break;

				/* Use a preposition */
				s2 = "on ";
			}
		}

		/* A trap */
		if (square_isvisibletrap(cave, y, x)) {
			struct trap *trap = cave->squares[y][x].trap;

			/* Not boring */
			boring = FALSE;

			/* Interact */
			while (1) {
				/* Change the intro */
				if (cave->squares[y][x].mon < 0) {
					s1 = "You are ";
					s2 = "on ";
				} else {
					s1 = "You see ";
					s2 = "";
				}

				/* Pick proper indefinite article */
				s3 = (is_a_vowel(trap->kind->desc[0])) ? "an " : "a ";

				/* Describe, and prompt for recall */
				if (player->wizard) {
					strnfmt(out_val, sizeof(out_val),
							"%s%s%s%s, %s (%d:%d, cost=%d, when=%d).", s1, s2,
							s3, trap->kind->name, coords, y, x,
							(int)cave->squares[y][x].cost,
							(int)cave->squares[y][x].when);
				} else {
					strnfmt(out_val, sizeof(out_val), "%s%s%s%s, %s.", 
							s1, s2, s3, trap->kind->desc, coords);
				}

				prt(out_val, 0, 0);

				/* Place cursor */
				move_cursor_relative(y, x);

				/* Command */
				press = inkey_m();
		
				/* Stop on everything but "return"/"space" */
				if ((press.key.code != KC_ENTER) && (press.key.code != ' '))
					break;
		
				/* Sometimes stop at "space" key */
				if ((press.key.code == ' ') && !(mode & (TARGET_LOOK)))
					break;
			}
		}
	
		/* Double break */
		if (square_isvisibletrap(cave, y, x))
			break;
	
		/* Assume not floored */
		floor_num = scan_floor(floor_list, floor_max, y, x, 0x0A, NULL);

		/* Scan all marked objects in the grid */
		if ((floor_num > 0) &&
		    (!(player->timed[TMD_BLIND]) ||
			 (y == player->py && x == player->px))) {
			/* Not boring */
			boring = FALSE;

			track_object(player->upkeep, floor_list[0]);
			handle_stuff(player);

			/* If there is more than one item... */
			if (floor_num > 1)
				while (1) {
					/* Describe the pile */
					if (player->wizard) {
						strnfmt(out_val, sizeof(out_val),
								"%s%s%sa pile of %d objects, %s (%d:%d, cost=%d, when=%d).",
								s1, s2, s3, floor_num, coords, y, x,
								(int)cave->squares[y][x].cost,
								(int)cave->squares[y][x].when);
					} else {
						strnfmt(out_val, sizeof(out_val),
								"%s%s%sa pile of %d objects, %s.",
								s1, s2, s3, floor_num, coords);
					}

					prt(out_val, 0, 0);
					move_cursor_relative(y, x);
					press = inkey_m();

					/* Display objects */
					if (((press.type == EVT_MOUSE) && (press.mouse.button == 1)
						 && (KEY_GRID_X(press) == x) && 
						 (KEY_GRID_Y(press) == y)) ||
						((press.type == EVT_KBRD) && (press.key.code == 'r'))) {
						int rdone = 0;
						int pos;
						while (!rdone) {
							/* Save screen */
							screen_save();

							/* Display */
							show_floor(floor_list, floor_num,
									   (OLIST_WEIGHT | OLIST_GOLD), NULL);

							/* Describe the pile */
							prt(out_val, 0, 0);
							press = inkey_m();

							/* Load screen */
							screen_load();

							if (press.type == EVT_MOUSE) {
								pos = press.mouse.y-1;
							} else {
								pos = press.key.code - 'a';
							}
							if (0 <= pos && pos < floor_num) {
								track_object(player->upkeep, floor_list[pos]);
								handle_stuff(player);
								continue;
							}
							rdone = 1;
						}

						/* Now that the user's done with the display loop,
						 * let's do the outer loop over again */
						continue;
					}

					/* Done */
					break;
				}
			/* Only one object to display */
			else {
				/* Get the single object in the list */
				struct object *obj = floor_list[0];

				/* Allow user to recall an object */
				press = target_recall_loop_object(obj, y, x, out_val, s1, s2,
												  s3, coords);

				/* Stop on everything but "return"/"space" */
				if ((press.key.code != KC_ENTER) && (press.key.code != ' '))
					break;

				/* Sometimes stop at "space" key */
				if ((press.key.code == ' ') && !(mode & (TARGET_LOOK))) break;

				/* Plurals */
				s1 = VERB_AGREEMENT(obj->number, "It is ", "They are ");

				/* Preposition */
				s2 = "on ";
			}

		}

		/* Double break */
		if (obj) break;

		name = square_apparent_name(cave, player, y, x);

		/* Terrain feature if needed */
		if (boring || square_isinteresting(cave, y, x)) {
			/* Hack -- handle unknown grids */

			/* Pick a prefix */
			if (*s2 && square_isdoor(cave, y, x)) s2 = "in ";

			/* Pick proper indefinite article */
			s3 = (is_a_vowel(name[0])) ? "an " : "a ";

			/* Hack -- special introduction for store doors */
			if (square_isshop(cave, y, x))
				s3 = "the entrance to the ";

			/* Display a message */
			if (player->wizard) {
				strnfmt(out_val, sizeof(out_val),
						"%s%s%s%s, %s (%d:%d, cost=%d, when=%d).", s1, s2, s3,
						name, coords, y, x, (int)cave->squares[y][x].cost,
						(int)cave->squares[y][x].when);
			} else {
				strnfmt(out_val, sizeof(out_val),
						"%s%s%s%s, %s.", s1, s2, s3, name, coords);
			}

			prt(out_val, 0, 0);
			move_cursor_relative(y, x);
			press = inkey_m();

			if (press.type == EVT_MOUSE) {
				/* Stop on right click */
				if (press.mouse.button == 2)
					break;
			} else {
				/* Stop on everything but "return"/"space" */
				if ((press.key.code != KC_ENTER) && (press.key.code != ' '))
					break;
			}
		}

		/* Stop on everything but "return" */
		if (press.type == EVT_MOUSE) {
				/* Stop on right click */
				if (press.mouse.button != 2)
					break;
		} else {
    			if (press.key.code != KC_ENTER) break;
		}
	}

	mem_free(floor_list);

	/* Keep going */
	return (press);
}
コード例 #16
0
ファイル: target.c プロジェクト: antoine-from-rgrd/Minimal
/*
 * Handle "target" and "look".
 *
 * Note that this code can be called from "get_aim_dir()".
 *
 * Currently, when "flag" is true, that is, when
 * "interesting" grids are being used, and a directional key is used, we
 * only scroll by a single panel, in the direction requested, and check
 * for any interesting grids on that panel.  The "correct" solution would
 * actually involve scanning a larger set of grids, including ones in
 * panels which are adjacent to the one currently scanned, but this is
 * overkill for this function.  XXX XXX
 *
 * Hack -- targetting/observing an "outer border grid" may induce
 * problems, so this is not currently allowed.
 *
 * The player can use the direction keys to move among "interesting"
 * grids in a heuristic manner, or the "space", "+", and "-" keys to
 * move through the "interesting" grids in a sequential manner, or
 * can enter "location" mode, and use the direction keys to move one
 * grid at a time in any direction.  The "t" (set target) command will
 * only target a monster (as opposed to a location) if the monster is
 * target_able and the "interesting" mode is being used.
 *
 * The current grid is described using the "look" method above, and
 * a new command may be entered at any time, but note that if the
 * "TARGET_LOOK" bit flag is set (or if we are in "location" mode,
 * where "space" has no obvious meaning) then "space" will scan
 * through the description of the current grid until done, instead
 * of immediately jumping to the next "interesting" grid.  This
 * allows the "target" command to retain its old semantics.
 *
 * The "*", "+", and "-" keys may always be used to jump immediately
 * to the next (or previous) interesting grid, in the proper mode.
 *
 * The "return" key may always be used to scan through a complete
 * grid description (forever).
 *
 * This command will cancel any old target, even if used from
 * inside the "look" command.
 *
 * 'mode' is one of TARGET_LOOK or TARGET_KILL.
 * 'x' and 'y' are the initial position of the target to be highlighted,
 * or -1 if no location is specified.
 * Returns TRUE if a target has been successfully set, FALSE otherwise.
 */
bool target_set_interactive(int mode, int x, int y)
{
	int py = p_ptr->py;
	int px = p_ptr->px;

	int i, d, m, t, bd;
	int wid, hgt, help_prompt_loc;

	bool done = FALSE;
	bool flag = TRUE;
	bool help = FALSE;
	bool list_floor_objects = auto_display_lists;

	u16b path_n;
	u16b path_g[PATH_SIZE];
	u16b path_gx[PATH_SIZE];

	ui_event_data query;

	char info[80];

	/* These are used for displaying the path to the target */
	char path_char[MAX_RANGE];
	byte path_attr[MAX_RANGE];

	/* If we haven't been given an initial location, start on the
	   player. */
	if (x == -1 || y == -1)
	{
		x = p_ptr->px;
		y = p_ptr->py;
	}
    /* If we /have/ been given an initial location, make sure we
	   honour it by going into "free targeting" mode. */
	else
	{
		flag = FALSE;
	}


	/* Cancel target */
	target_set_monster(0);

	/* make some buttons */
	button_backup_all();
	button_kill_all();
	button_add("[ESCAPE]", ESCAPE);
	button_add("[NEXT]", '+');
	button_add("[PREV]", '-');
	button_add("[PLAYER]", 'p');
	button_add("[PATHFIND]", 'g');
	button_add("[TARGET]", 't');

	/* health_track(0); */

	  /* All grids are selectable */
	if (mode & (TARGET_GRID))
	{
		/* Disable other modes */
		mode &= ~(TARGET_LOOK | TARGET_KILL | TARGET_TRAP);

		/* Disable interesting grids */
		flag = FALSE;
	}

	/* Calculate the window location for the help prompt */
	Term_get_size(&wid, &hgt);
	help_prompt_loc = hgt - (mouse_buttons ? 2 : 1);

	/* Display the help prompt */
	prt("'?' - help", help_prompt_loc, 0);

	/* Prepare the "temp" array */
	target_set_interactive_prepare(mode);

	/* Start near the player */
	m = 0;

	/* Interact */
	while (!done)
	{
		button_kill('l');
		button_kill('?');
		if (list_floor_objects)
		{
			button_add("[HIDE_OBJLIST]", 'l');
		}
		else button_add("[SHOW_OBJLIST]", 'l');
		if (help)
		{
			button_add("[HIDE_HELP]", '?');
		}
		else button_add("[SHOW_HELP]",'?');

		/* Interesting grids */
		if (flag && temp_n)
		{
			bool path_drawn = FALSE;
			int yy, xx;

			y = temp_y[m];
			x = temp_x[m];

			button_add("[SCAN]",'o');

			/* Update help */
			if (help)
			{
				bool good_target = ((cave_m_idx[y][x] > 0) && target_able(cave_m_idx[y][x]));
				target_display_help(good_target, !(flag && temp_n));
			}

			/* Dummy pointers to send to project_path */
			yy = y;
			xx = x;

			/* Allow targets for monsters....or traps, if applicable */
			if (((cave_m_idx[y][x] > 0) && target_able(cave_m_idx[y][x])) ||
				((mode & (TARGET_TRAP)) && target_able_trap(y, x)))
			{
				strcpy(info, "q,t,r,l,p,o,+,-,<dir>");
			}

			/* Dis-allow target */
			else
			{
				strcpy(info, "q,p,l,o,+,-,<dir>");
			}

			/* Adjust panel if needed */
			if (adjust_panel(y, x))
			{
				/* Handle stuff */
				handle_stuff();
			}

			/* Find the path. */
			path_n = project_path(path_g, path_gx, MAX_RANGE, py, px, &yy, &xx, PROJECT_THRU);

			/* Draw the path in "target" mode. If there is one */
			if ((mode & (TARGET_KILL)) && (cave_info[y][x] & (CAVE_FIRE)))
			{
				path_drawn = draw_path(path_n, path_g, path_char, path_attr, py, px, y, x);
			}
			event_signal(EVENT_MOUSEBUTTONS);

			/* Describe and Prompt */
			query = target_set_interactive_aux(y, x, mode, info, list_floor_objects);

			/* Remove the path */
			if (path_drawn) load_path(path_n, path_g, path_char, path_attr);

			/* Cancel tracking */
			/* health_track(0); */

			/* Assume no "direction" */
			d = 0;

			/* Analyze */
			switch (query.key)
			{
				case ESCAPE:
				case 'q':
				{
					done = TRUE;
					break;
				}

				case ' ':
				case '*':
				case '+':
				{
					if (++m == temp_n) m = 0;
					break;
				}

				case '-':
				{
					if (m-- == 0)  m = temp_n - 1;
					break;
				}

				case 'p':
				{
					/* Recenter around player */
					verify_panel();

					/* Handle stuff */
					handle_stuff();

					y = py;
					x = px;
				}

				case 'o':
				{
					flag = FALSE;
					break;
				}

				case 'm':
				{
					break;
				}

				/* If we click, move the target location to the click and
				   switch to "free targetting" mode by unsetting 'flag'.
				   This means we get some info about wherever we've picked. */
				case DEFINED_XFF:
				{
					x = KEY_GRID_X(query);
					y = KEY_GRID_Y(query);
					flag = FALSE;
					break;
				}

				case 't':
				case '5':
				case '0':
				case '.':
				{
					int m_idx = cave_m_idx[y][x];

					if ((m_idx > 0) && target_able(m_idx))
					{
						health_track(m_idx);
						target_set_monster(m_idx);
						done = TRUE;
					}
					else if ((mode & (TARGET_TRAP)) && target_able_trap(y, x))
 					{
 						target_set_location(y, x);
 						done = TRUE;
 					}
					else if (mode & (TARGET_PROBE))
					{
					 	target_set_location(y, x);
					 	done = TRUE;
					}
					else
					{
						bell("Illegal target!");
					}
					break;
				}

				case 'g':
				{
					cmd_insert(CMD_PATHFIND, y, x);
					done = TRUE;
					break;
				}

				case 'l':
				{
					list_floor_objects = (!list_floor_objects);
				}

				case '?':
				{
					help = !help;

					/* Redraw main window */
					p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_MAP | PR_EQUIP);
					Term_clear();
					handle_stuff();
					if (!help)
						prt("'?' - help", help_prompt_loc, 0);

					break;
				}

				default:
				{
					/* Extract direction */
					d = target_dir(query.key);

					/* Oops */
					if (!d) bell("Illegal command for target mode!");

					break;
				}
			}

			/* Hack -- move around */
			if (d)
			{
				int old_y = temp_y[m];
				int old_x = temp_x[m];

				/* Find a new monster */
				i = target_pick(old_y, old_x, ddy[d], ddx[d]);

				/* Scroll to find interesting grid */
				if (i < 0)
				{
					int old_wy = Term->offset_y;
					int old_wx = Term->offset_x;

					/* Change if legal */
					if (change_panel(d))
					{
						/* Recalculate interesting grids */
						target_set_interactive_prepare(mode);

						/* Find a new monster */
						i = target_pick(old_y, old_x, ddy[d], ddx[d]);

						/* Restore panel if needed */
						if ((i < 0) && modify_panel(Term, old_wy, old_wx))
						{
							/* Recalculate interesting grids */
							target_set_interactive_prepare(mode);
						}

						/* Handle stuff */
						handle_stuff();
					}
				}

				/* Use interesting grid if found */
				if (i >= 0) m = i;
			}
		}

		/* Arbitrary grids */
		else
		{
			bool path_drawn = FALSE;

			/* Dummy pointers to send to project_path */
			int yy = y;
			int xx = x;

			/* Don't need this button any more */
			button_kill('o');

			/* Update help */
			if (help)
			{
				bool good_target = ((cave_m_idx[y][x] > 0) && target_able(cave_m_idx[y][x]));
				target_display_help(good_target, !(flag && temp_n));
			}

			/* Default prompt */
			if (!(mode & (TARGET_GRID)))
			{
				strcpy(info, "q,t,l,p,m,+,-,<dir>");
			}

			/* Disable monster selection */
			else
			{
				strcpy(info, "q,t,l.p,+,-,<dir>");
			}

			/* Find the path. */
			path_n = project_path(path_g, path_gx, MAX_RANGE, py, px, &yy, &xx, PROJECT_THRU);

			/* Draw the path in "target" mode. If there is one */
			if ((mode & (TARGET_KILL)) && (cave_info[y][x] & (CAVE_FIRE)))
			{
				/* Save target info */
				path_drawn = draw_path(path_n, path_g, path_char, path_attr, py, px, y, x);
			}

			event_signal(EVENT_MOUSEBUTTONS);

			/* Describe and Prompt (enable "TARGET_LOOK") */
			query = target_set_interactive_aux(y, x, (mode | TARGET_LOOK), info, list_floor_objects);

			/* Remove the path */
			if (path_drawn)  load_path(path_n, path_g, path_char, path_attr);

			/* Cancel tracking */
			/* health_track(0); */

			/* Assume no direction */
			d = 0;

			/* Analyze the keypress */
			switch (query.key)
			{
				case ESCAPE:
				case 'q':
				{
					done = TRUE;
					break;
				}

				case ' ':
				case '*':
				case '+':
				case '-':
				{
					break;
				}

				case 'p':
				{
					/* Recenter around player */
					verify_panel();

					/* Handle stuff */
					handle_stuff();

					y = py;
					x = px;
				}

				case 'o':
				{
					break;
				}

				case 'm':
				{
					/* Monster selection is disabled */
					if (mode & (TARGET_GRID)) break;

					flag = TRUE;

					m = 0;
					bd = 999;

					/* Pick a nearby monster */
					for (i = 0; i < temp_n; i++)
					{
						t = distance(y, x, temp_y[i], temp_x[i]);

						/* Pick closest */
						if (t < bd)
						{
							m = i;
							bd = t;
						}
					}

					/* Nothing interesting */
					if (bd == 999) flag = FALSE;

					break;
				}

				case '\xff':
				{
					/* We only target if we click somewhere where the cursor
					   is already (i.e. a double-click without a time limit) */
					if (KEY_GRID_X(query) == x && KEY_GRID_Y(query) == y)
					{
						/* Make an attempt to target the monster on the given
						   square rather than the square itself (it seems this
						   is the more likely intention of clicking on a
						   monster). */
						int m_idx = cave_m_idx[y][x];

						if ((m_idx > 0) && target_able(m_idx))
						{
							health_track(m_idx);
							target_set_monster(m_idx);
						}
						else
						{
							/* There is no monster, or it isn't targettable,
							   so target the location instead. */
							target_set_location(y, x);
						}

						done = TRUE;
					}
					else
					{
						/* Just move the cursor for now - another click will
						   target. */
						x = KEY_GRID_X(query);
						y = KEY_GRID_Y(query);
					}
					break;
				}

				case 't':
				case '5':
				case '0':
				case '.':
				{
					target_set_location(y, x);
					done = TRUE;
					break;
				}

				case 'g':
				{
					cmd_insert(CMD_PATHFIND, y, x);
					done = TRUE;
					break;
				}

				case 'l':
				{
					list_floor_objects = (!list_floor_objects);
				}

				case '?':
				{
					help = !help;

					/* Redraw main window */
					p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_MAP | PR_EQUIP);
					Term_clear();
					handle_stuff();
					if (!help)
						prt("'?' - help.", help_prompt_loc, 0);

					break;
				}


				default:
				{
					/* Extract a direction */
					d = target_dir(query.key);

					/* Oops */
					if (!d) bell("Illegal command for target mode!");

					break;
				}
			}

			/* Handle "direction" */
			if (d)
			{
				int dungeon_hgt = p_ptr->cur_map_hgt;
				int dungeon_wid = p_ptr->cur_map_wid;

				/* Move */
				x += ddx[d];
				y += ddy[d];

				/* Slide into legality */
				if (x >= dungeon_wid - 1) x--;
				else if (x <= 0) x++;

				/* Slide into legality */
				if (y >= dungeon_hgt - 1) y--;
				else if (y <= 0) y++;

				/* Adjust panel if needed */
				if (adjust_panel(y, x))
				{
					/* Handle stuff */
					handle_stuff();

					/* Recalculate interesting grids */
					target_set_interactive_prepare(mode);

				}
			}
		}
	}

	/* Forget */
	temp_n = 0;

	/* Redraw as necessary */
	if (help)
	{
		p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_MAP | PR_EQUIP);
		Term_clear();
	}
	else
	{
		prt("", 0, 0);
		prt("", help_prompt_loc, 0);
		p_ptr->redraw |= (PR_DEPTH | PR_STATUS);
	}



	/* Recenter around player */
	verify_panel();

	/* Restore buttons */
	button_restore();

	/* Handle stuff */
	handle_stuff();

	/* Failure to set target */
	if (!p_ptr->target_set) return (FALSE);

	/* Success */
	return (TRUE);
}
コード例 #17
0
ファイル: target.c プロジェクト: EpicMan/angband
/*
 * Handle "target" and "look".
 *
 * Note that this code can be called from "get_aim_dir()".
 *
 * Currently, when "flag" is true, that is, when
 * "interesting" grids are being used, and a directional key is used, we
 * only scroll by a single panel, in the direction requested, and check
 * for any interesting grids on that panel.  The "correct" solution would
 * actually involve scanning a larger set of grids, including ones in
 * panels which are adjacent to the one currently scanned, but this is
 * overkill for this function.  XXX XXX
 *
 * Hack -- targetting/observing an "outer border grid" may induce
 * problems, so this is not currently allowed.
 *
 * The player can use the direction keys to move among "interesting"
 * grids in a heuristic manner, or the "space", "+", and "-" keys to
 * move through the "interesting" grids in a sequential manner, or
 * can enter "location" mode, and use the direction keys to move one
 * grid at a time in any direction.  The "t" (set target) command will
 * only target a monster (as opposed to a location) if the monster is
 * target_able and the "interesting" mode is being used.
 *
 * The current grid is described using the "look" method above, and
 * a new command may be entered at any time, but note that if the
 * "TARGET_LOOK" bit flag is set (or if we are in "location" mode,
 * where "space" has no obvious meaning) then "space" will scan
 * through the description of the current grid until done, instead
 * of immediately jumping to the next "interesting" grid.  This
 * allows the "target" command to retain its old semantics.
 *
 * The "*", "+", and "-" keys may always be used to jump immediately
 * to the next (or previous) interesting grid, in the proper mode.
 *
 * The "return" key may always be used to scan through a complete
 * grid description (forever).
 *
 * This command will cancel any old target, even if used from
 * inside the "look" command.
 *
 *
 * 'mode' is one of TARGET_LOOK or TARGET_KILL.
 * 'x' and 'y' are the initial position of the target to be highlighted,
 * or -1 if no location is specified.
 * Returns TRUE if a target has been successfully set, FALSE otherwise.
 */
bool target_set_interactive(int mode, int x, int y)
{
	int i, d, m, t, bd;
	int wid, hgt, help_prompt_loc;

	bool done = FALSE;
	bool flag = TRUE;
	bool help = FALSE;

	ui_event_data query;

	/* If we haven't been given an initial location, start on the
	   player. */
	if (x == -1 || y == -1)
	{
		x = p_ptr->px;
		y = p_ptr->py;
	}
    /* If we /have/ been given an initial location, make sure we
	   honour it by going into "free targetting" mode. */
	else
	{
		flag = FALSE;
	}

	/* Cancel target */
	target_set_monster(0);

	/* Cancel tracking */
	/* health_track(0); */

	/* Calculate the window location for the help prompt */
	Term_get_size(&wid, &hgt);
	help_prompt_loc = hgt - 1;
	
	/* Display the help prompt */
	prt("Press '?' for help.", help_prompt_loc, 0);

	/* Prepare the "temp" array */
	target_set_interactive_prepare(mode);

	/* Start near the player */
	m = 0;

	/* Interact */
	while (!done)
	{
		/* Interesting grids */
		if (flag && temp_n)
		{
			y = temp_y[m];
			x = temp_x[m];


			/* Adjust panel if needed */
			if (adjust_panel_help(y, x, help))
			{
				/* Handle stuff */
				handle_stuff();
			}
		
			/* Update help */
			if (help)
			{
				bool good_target = ((cave_m_idx[y][x] > 0) &&
								target_able(cave_m_idx[y][x]));
				target_display_help(good_target, !(flag && temp_n));
			}

			/* Describe and Prompt */
			query = target_set_interactive_aux(y, x, mode);

			/* Cancel tracking */
			/* health_track(0); */

			/* Assume no "direction" */
			d = 0;


			/* If we click, move the target location to the click and
			   switch to "free targetting" mode by unsetting 'flag'.
			   This means we get some info about wherever we've picked. */
			if (query.type == EVT_MOUSE)
			{
				x = KEY_GRID_X(query);
				y = KEY_GRID_Y(query);
				flag = FALSE;
				break;
			}
			else
			{

			/* Analyze */
			switch (query.key)
			{
				case ESCAPE:
				case 'q':
				{
					done = TRUE;
					break;
				}

				case ' ':
				case '*':
				case '+':
				{
					if (++m == temp_n)
						m = 0;

					break;
				}

				case '-':
				{
					if (m-- == 0)
						m = temp_n - 1;

					break;
				}

				case 'p':
				{
					/* Recenter around player */
					verify_panel();

					/* Handle stuff */
					handle_stuff();

					y = p_ptr->py;
					x = p_ptr->px;
				}

				case 'o':
				{
					flag = FALSE;
					break;
				}

				case 'm':
				{
					break;
				}

				case 't':
				case '5':
				case '0':
				case '.':
				{
					int m_idx = cave_m_idx[y][x];

					if ((m_idx > 0) && target_able(m_idx))
					{
						health_track(m_idx);
						target_set_monster(m_idx);
						done = TRUE;
					}
					else
					{
						bell("Illegal target!");
					}
					break;
				}

				case 'g':
				{
					cmd_insert(CMD_PATHFIND);
					cmd_set_arg_point(cmd_get_top(), 0, y, x);
					done = TRUE;
					break;
				}
				
				case '?':
				{
					help = !help;
					
					/* Redraw main window */
					p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_MAP | PR_EQUIP);
					Term_clear();
					handle_stuff();
					if (!help)
						prt("Press '?' for help.", help_prompt_loc, 0);
					
					break;
				}

				default:
				{
					/* Extract direction */
					d = target_dir(query.key);

					/* Oops */
					if (!d) bell("Illegal command for target mode!");

					break;
				}
			}

			}

			/* Hack -- move around */
			if (d)
			{
				int old_y = temp_y[m];
				int old_x = temp_x[m];

				/* Find a new monster */
				i = target_pick(old_y, old_x, ddy[d], ddx[d]);

				/* Scroll to find interesting grid */
				if (i < 0)
				{
					int old_wy = Term->offset_y;
					int old_wx = Term->offset_x;

					/* Change if legal */
					if (change_panel(d))
					{
						/* Recalculate interesting grids */
						target_set_interactive_prepare(mode);

						/* Find a new monster */
						i = target_pick(old_y, old_x, ddy[d], ddx[d]);

						/* Restore panel if needed */
						if ((i < 0) && modify_panel(Term, old_wy, old_wx))
						{
							/* Recalculate interesting grids */
							target_set_interactive_prepare(mode);
						}

						/* Handle stuff */
						handle_stuff();
					}
				}

				/* Use interesting grid if found */
				if (i >= 0) m = i;
			}
		}

		/* Arbitrary grids */
		else
		{
			/* Update help */
			if (help) 
			{
				bool good_target = ((cave_m_idx[y][x] > 0) && target_able(cave_m_idx[y][x]));
				target_display_help(good_target, !(flag && temp_n));
			}

			/* Describe and Prompt (enable "TARGET_LOOK") */
			query = target_set_interactive_aux(y, x, mode | TARGET_LOOK);

			/* Cancel tracking */
			/* health_track(0); */

			/* Assume no direction */
			d = 0;

			if (query.type == EVT_MOUSE)
			{
				/* We only target if we click somewhere where the cursor
				   is already (i.e. a double-click without a time limit) */
				if (KEY_GRID_X(query) == x && KEY_GRID_Y(query) == y)
				{
					/* Make an attempt to target the monster on the given
					   square rather than the square itself (it seems this
					   is the more likely intention of clicking on a 
					   monster). */
					int m_idx = cave_m_idx[y][x];

					if ((m_idx > 0) && target_able(m_idx))
					{
						health_track(m_idx);
						target_set_monster(m_idx);
					}
					else
					{
						/* There is no monster, or it isn't targettable,
						   so target the location instead. */
						target_set_location(y, x);
					}

					done = TRUE;
				}
				else
				{
					/* Just move the cursor for now - another click will
					   target. */
					x = KEY_GRID_X(query);
					y = KEY_GRID_Y(query);
				}
				break;
			}
			else
			{

			/* Analyze the keypress */
			switch (query.key)
			{
				case ESCAPE:
				case 'q':
				{
					done = TRUE;
					break;
				}

				case ' ':
				case '*':
				case '+':
				case '-':
				{
					break;
				}

				case 'p':
				{
					/* Recenter around player */
					verify_panel();

					/* Handle stuff */
					handle_stuff();

					y = p_ptr->py;
					x = p_ptr->px;
				}

				case 'o':
				{
					break;
				}

				case 'm':
				{
					flag = TRUE;

					m = 0;
					bd = 999;

					/* Pick a nearby monster */
					for (i = 0; i < temp_n; i++)
					{
						t = distance(y, x, temp_y[i], temp_x[i]);

						/* Pick closest */
						if (t < bd)
						{
							m = i;
							bd = t;
						}
					}

					/* Nothing interesting */
					if (bd == 999) flag = FALSE;

					break;
				}

				case 't':
				case '5':
				case '0':
				case '.':
				{
					target_set_location(y, x);
					done = TRUE;
					break;
				}

				case 'g':
				{
					cmd_insert(CMD_PATHFIND);
					cmd_set_arg_point(cmd_get_top(), 0, y, x);
					done = TRUE;
					break;
				}

				case '?':
				{
					help = !help;
					
					/* Redraw main window */
					p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_MAP | PR_EQUIP);
					Term_clear();
					handle_stuff();
					if (!help)
						prt("Press '?' for help.", help_prompt_loc, 0);
					
					break;
				}

				default:
				{
					/* Extract a direction */
					d = target_dir(query.key);

					/* Oops */
					if (!d) bell("Illegal command for target mode!");

					break;
				}
			}

			}

			/* Handle "direction" */
			if (d)
			{
				int dungeon_hgt = (p_ptr->depth == 0) ? TOWN_HGT : DUNGEON_HGT;
				int dungeon_wid = (p_ptr->depth == 0) ? TOWN_WID : DUNGEON_WID;

				/* Move */
				x += ddx[d];
				y += ddy[d];

				/* Slide into legality */
				if (x >= dungeon_wid - 1) x--;
				else if (x <= 0) x++;

				/* Slide into legality */
				if (y >= dungeon_hgt - 1) y--;
				else if (y <= 0) y++;

				/* Adjust panel if needed */
				if (adjust_panel_help(y, x, help))
				{
					/* Handle stuff */
					handle_stuff();

					/* Recalculate interesting grids */
					target_set_interactive_prepare(mode);
				}
			}
		}
	}

	/* Forget */
	temp_n = 0;

	/* Redraw as necessary */
	if (help)
	{
		p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_MAP | PR_EQUIP);
		Term_clear();
	}
	else
	{
		prt("", 0, 0);
		prt("", help_prompt_loc, 0);
		p_ptr->redraw |= (PR_DEPTH | PR_STATUS);
	}

	/* Recenter around player */
	verify_panel();

	/* Handle stuff */
	handle_stuff();

	/* Failure to set target */
	if (!target_set) return (FALSE);

	/* Success */
	return (TRUE);
}
コード例 #18
0
ファイル: cmd-process.c プロジェクト: KertaLosataure/angband
/**
 * Handle a textui mouseclick.
 */
static void textui_process_click(ui_event e)
{
	int x, y;

	if (!OPT(mouse_movement)) return;

	y = KEY_GRID_Y(e);
	x = KEY_GRID_X(e);

	/* Check for a valid location */
	if (!cave_in_bounds_fully(cave, y, x)) return;

	/* XXX show context menu here */
	if ((p_ptr->py == y) && (p_ptr->px == x)) {
		if (e.mouse.mods & KC_MOD_SHIFT) {
			/* shift-click - cast magic */
			if (e.mouse.button == 1) {
				textui_obj_cast();
			} else
			if (e.mouse.button == 2) {
				Term_keypress('i',0);
			}
		} else
		if (e.mouse.mods & KC_MOD_CONTROL) {
			/* ctrl-click - use feature / use inventory item */
			/* switch with default */
			if (e.mouse.button == 1) {
				if (cave_isupstairs(cave, p_ptr->py, p_ptr->px))
					cmd_insert(CMD_GO_UP);
				else if (cave_isdownstairs(cave, p_ptr->py, p_ptr->px))
					cmd_insert(CMD_GO_DOWN);
			} else
			if (e.mouse.button == 2) {
				cmd_insert(CMD_USE_UNAIMED);
			}
		} else
		if (e.mouse.mods & KC_MOD_ALT) {
			/* alt-click - Search  or show char screen */
			/* XXX call a platform specific hook */
			if (e.mouse.button == 1) {
 				cmd_insert(CMD_SEARCH);
			} else
			if (e.mouse.button == 2) {
				Term_keypress('C',0);
			}
		} else
		{
			if (e.mouse.button == 1) {
				if (cave->o_idx[y][x]) {
					cmd_insert(CMD_PICKUP);
				} else {
					cmd_insert(CMD_HOLD);
				}
			} else
			if (e.mouse.button == 2) {
				// show a context menu
				context_menu_player(e.mouse.x, e.mouse.y);
			}
		}
	}

	else if (e.mouse.button == 1)
	{
		if (p_ptr->timed[TMD_CONFUSED])
		{
			cmd_insert(CMD_WALK);
		}
		else
		{
			if (e.mouse.mods & KC_MOD_SHIFT) {
				/* shift-click - run */
				cmd_insert(CMD_RUN);
				cmd_set_arg_direction(cmd_get_top(), 0, coords_to_dir(y,x));
				/*if ((y-p_ptr->py >= -1) && (y-p_ptr->py <= 1)
					&& (x-p_ptr->px >= -1) && (x-p_ptr->px <= 1)) {
					cmd_insert(CMD_JUMP);
					cmd_set_arg_direction(cmd_get_top(), 0, coords_to_dir(y,x));
				} else {
				  cmd_insert(CMD_RUN);
				  cmd_set_arg_direction(cmd_get_top(), 0, coords_to_dir(y,x));
				}*/
			} else
			if (e.mouse.mods & KC_MOD_CONTROL) {
				/* control-click - alter */
				cmd_insert(CMD_ALTER);
				cmd_set_arg_direction(cmd_get_top(), 0, coords_to_dir(y,x));
			} else
			if (e.mouse.mods & KC_MOD_ALT) {
				/* alt-click - look */
				if (target_set_interactive(TARGET_LOOK, x, y)) {
					msg("Target Selected.");
				}
				//cmd_insert(CMD_LOOK);
				//cmd_set_arg_point(cmd_get_top(), 0, y, x);
			} else
			{
				/* pathfind does not work well on trap detection borders,
				 * so if the click is next to the player, force a walk step */
				if ((y-p_ptr->py >= -1) && (y-p_ptr->py <= 1)
					&& (x-p_ptr->px >= -1) && (x-p_ptr->px <= 1)) {
					cmd_insert(CMD_WALK);
					cmd_set_arg_direction(cmd_get_top(), 0, coords_to_dir(y,x));
				} else {
					cmd_insert(CMD_PATHFIND);
					cmd_set_arg_point(cmd_get_top(), 0, y, x);
				}
			}
		}
	}

	else if (e.mouse.button == 2)
	{
		struct monster *m = cave_monster_at(cave, y, x);
		if (m && target_able(m)) {
			/* Set up target information */
			monster_race_track(m->race);
			health_track(p_ptr, m);
			target_set_monster(m);
		} else {
			target_set_location(y,x);
		}
		if (e.mouse.mods & KC_MOD_SHIFT) {
			/* shift-click - cast spell at target */
			if (textui_obj_cast_ret() >= 0) {
				cmd_set_arg_target(cmd_get_top(), 1, DIR_TARGET);
			}
		} else
		if (e.mouse.mods & KC_MOD_CONTROL) {
			/* control-click - fire at target */
			cmd_insert(CMD_USE_AIMED);
			cmd_set_arg_target(cmd_get_top(), 1, DIR_TARGET);
		} else
		if (e.mouse.mods & KC_MOD_ALT) {
			/* alt-click - throw at target */
			cmd_insert(CMD_THROW);
			cmd_set_arg_target(cmd_get_top(), 1, DIR_TARGET);
		} else
		{
			//msg("Target set.");
			/* see if the click was adjacent to the player */
			if ((y-p_ptr->py >= -1) && (y-p_ptr->py <= 1)
				&& (x-p_ptr->px >= -1) && (x-p_ptr->px <= 1)) {
				context_menu_cave(cave,y,x,1,e.mouse.x, e.mouse.y);
			} else {
				context_menu_cave(cave,y,x,0,e.mouse.x, e.mouse.y);
			}
		}
	}
}
コード例 #19
0
ファイル: mon-make.c プロジェクト: seebs/angband
/**
 * Deletes a monster by index.
 *
 * When a monster is deleted, all of its objects are deleted.
 */
void delete_monster_idx(int m_idx)
{
	int x, y;
	s16b this_o_idx, next_o_idx = 0;
	monster_type *m_ptr;

	assert(m_idx > 0);

	m_ptr = cave_monster(cave, m_idx);

	/* Monster location */
	y = m_ptr->fy;
	x = m_ptr->fx;

	/* Hack -- Reduce the racial counter */
	m_ptr->race->cur_num--;

	/* Hack -- count the number of "reproducers" */
	if (rf_has(m_ptr->race->flags, RF_MULTIPLY)) num_repro--;

	/* Hack -- remove target monster */
	if (target_get_monster() == m_ptr) target_set_monster(NULL);

	/* Hack -- remove tracked monster */
	if (p_ptr->health_who == m_ptr) health_track(p_ptr, NULL);

	/* Monster is gone */
	cave->m_idx[y][x] = 0;

	/* Delete objects */
	for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
	{
		object_type *o_ptr;

		/* Get the object */
		o_ptr = object_byid(this_o_idx);

		/* Get the next object */
		next_o_idx = o_ptr->next_o_idx;

		/* Preserve unseen artifacts (we assume they were created as this
		 * monster's drop) - this will cause unintended behaviour in preserve
		 * off mode if monsters can pick up artifacts */
		if (o_ptr->artifact && !object_was_sensed(o_ptr))
			o_ptr->artifact->created = FALSE;

		/* Clear held_m_idx now to avoid wasting time in delete_object_idx */
		o_ptr->held_m_idx = 0;

		/* Delete the object */
		delete_object_idx(this_o_idx);
	}

	/* Delete mimicked objects */
	if (m_ptr->mimicked_o_idx > 0)
		delete_object_idx(m_ptr->mimicked_o_idx);

	/* Wipe the Monster */
	(void)WIPE(m_ptr, monster_type);

	/* Count monsters */
	cave->mon_cnt--;

	/* Visual update */
	cave_light_spot(cave, y, x);
}
コード例 #20
0
ファイル: player-attack.c プロジェクト: ewert/angband
/**
 * This is a helper function used by do_cmd_throw and do_cmd_fire.
 *
 * It abstracts out the projectile path, display code, identify and clean up
 * logic, while using the 'attack' parameter to do work particular to each
 * kind of attack.
 */
static void ranged_helper(struct object *obj, int dir, int range, int shots,
						  ranged_attack attack)
{
	int i, j;

	char o_name[80];

	int path_n;
	struct loc path_g[256];

	/* Start at the player */
	int x = player->px;
	int y = player->py;

	/* Predict the "target" location */
	int ty = y + 99 * ddy[dir];
	int tx = x + 99 * ddx[dir];

	bool hit_target = FALSE;
	bool none_left = FALSE;

	struct object *missile;

	/* Check for target validity */
	if ((dir == 5) && target_okay()) {
		int taim;
		target_get(&tx, &ty);
		taim = distance(y, x, ty, tx);
		if (taim > range) {
			char msg[80];
			strnfmt(msg, sizeof(msg),
					"Target out of range by %d squares. Fire anyway? ",
				taim - range);
			if (!get_check(msg)) return;
		}
	}

	/* Sound */
	sound(MSG_SHOOT);

	/* Describe the object */
	object_desc(o_name, sizeof(o_name), obj, ODESC_FULL | ODESC_SINGULAR);

	/* Actually "fire" the object -- Take a partial turn */
	player->upkeep->energy_use = (z_info->move_energy / shots);

	/* Calculate the path */
	path_n = project_path(path_g, range, y, x, ty, tx, 0);

	/* Hack -- Handle stuff */
	handle_stuff(player);

	/* Start at the player */
	x = player->px;
	y = player->py;

	/* Project along the path */
	for (i = 0; i < path_n; ++i) {
		struct monster *mon = NULL;
		int ny = path_g[i].y;
		int nx = path_g[i].x;
		bool see = square_isseen(cave, ny, nx);

		/* Stop before hitting walls */
		if (!(square_ispassable(cave, ny, nx)) &&
			!(square_isprojectable(cave, ny, nx)))
			break;

		/* Advance */
		x = nx;
		y = ny;

		/* Tell the UI to display the missile */
		event_signal_missile(EVENT_MISSILE, obj, see, y, x);

		/* Try the attack on the monster at (x, y) if any */
		mon = square_monster(cave, y, x);
		if (mon) {
			int visible = mflag_has(mon->mflag, MFLAG_VISIBLE);

			bool fear = FALSE;
			const char *note_dies = monster_is_unusual(mon->race) ? 
				" is destroyed." : " dies.";

			struct attack_result result = attack(obj, y, x);
			int dmg = result.dmg;
			u32b msg_type = result.msg_type;
			char hit_verb[20];
			my_strcpy(hit_verb, result.hit_verb, sizeof(hit_verb));
			mem_free(result.hit_verb);

			if (result.success) {
				hit_target = TRUE;

				object_notice_attack_plusses(obj);

				/* Learn by use for other equipped items */
				equip_notice_to_hit_on_attack(player);

				/* No negative damage; change verb if no damage done */
				if (dmg <= 0) {
					dmg = 0;
					msg_type = MSG_MISS;
					my_strcpy(hit_verb, "fails to harm", sizeof(hit_verb));
				}

				if (!visible) {
					/* Invisible monster */
					msgt(MSG_SHOOT_HIT, "The %s finds a mark.", o_name);
				} else {
					for (j = 0; j < (int)N_ELEMENTS(ranged_hit_types); j++) {
						char m_name[80];
						const char *dmg_text = "";

						if (msg_type != ranged_hit_types[j].msg)
							continue;

						if (OPT(show_damage))
							dmg_text = format(" (%d)", dmg);

						monster_desc(m_name, sizeof(m_name), mon, MDESC_OBJE);

						if (ranged_hit_types[j].text)
							msgt(msg_type, "Your %s %s %s%s. %s", o_name, 
								 hit_verb, m_name, dmg_text, 
								 ranged_hit_types[j].text);
						else
							msgt(msg_type, "Your %s %s %s%s.", o_name, hit_verb,
								 m_name, dmg_text);
					}
					
					/* Track this monster */
					if (mflag_has(mon->mflag, MFLAG_VISIBLE)) {
						monster_race_track(player->upkeep, mon->race);
						health_track(player->upkeep, mon);
					}
				}

				/* Hit the monster, check for death */
				if (!mon_take_hit(mon, dmg, &fear, note_dies)) {
					message_pain(mon, dmg);
					if (fear && mflag_has(mon->mflag, MFLAG_VISIBLE)) {
						char m_name[80];
						monster_desc(m_name, sizeof(m_name), mon, 
									 MDESC_DEFAULT);
						add_monster_message(m_name, mon, 
											MON_MSG_FLEE_IN_TERROR, TRUE);
					}
				}
			}
			/* Stop the missile */
			break;
		}

		/* Stop if non-projectable but passable */
		if (!(square_isprojectable(cave, ny, nx))) 
			break;
	}

	/* Get the missile */
	if (object_is_carried(player, obj))
		missile = gear_object_for_use(obj, 1, TRUE, &none_left);
	else
		missile = floor_object_for_use(obj, 1, TRUE, &none_left);

	/* Drop (or break) near that location */
	drop_near(cave, missile, breakage_chance(missile, hit_target), y, x, TRUE);
}
コード例 #21
0
ファイル: player-attack.c プロジェクト: ewert/angband
/**
 * Attack the monster at the given location with a single blow.
 */
static bool py_attack_real(int y, int x, bool *fear)
{
	size_t i;

	/* Information about the target of the attack */
	struct monster *mon = square_monster(cave, y, x);
	char m_name[80];
	bool stop = FALSE;

	/* The weapon used */
	struct object *obj = equipped_item_by_slot_name(player, "weapon");

	/* Information about the attack */
	int chance = py_attack_hit_chance(obj);
	bool do_quake = FALSE;
	bool success = FALSE;

	/* Default to punching for one damage */
	char verb[20];
	int dmg = 1;
	u32b msg_type = MSG_HIT;

	/* Default to punching for one damage */
	my_strcpy(verb, "punch", sizeof(verb));

	/* Extract monster name (or "it") */
	monster_desc(m_name, sizeof(m_name), mon, 
				 MDESC_OBJE | MDESC_IND_HID | MDESC_PRO_HID);

	/* Auto-Recall if possible and visible */
	if (mflag_has(mon->mflag, MFLAG_VISIBLE))
		monster_race_track(player->upkeep, mon->race);

	/* Track a new monster */
	if (mflag_has(mon->mflag, MFLAG_VISIBLE))
		health_track(player->upkeep, mon);

	/* Handle player fear (only for invisible monsters) */
	if (player_of_has(player, OF_AFRAID)) {
		msgt(MSG_AFRAID, "You are too afraid to attack %s!", m_name);
		return FALSE;
	}

	/* Disturb the monster */
	mon_clear_timed(mon, MON_TMD_SLEEP, MON_TMD_FLG_NOMESSAGE, FALSE);

	/* See if the player hit */
	success = test_hit(chance, mon->race->ac,
					   mflag_has(mon->mflag, MFLAG_VISIBLE));

	/* If a miss, skip this hit */
	if (!success) {
		msgt(MSG_MISS, "You miss %s.", m_name);
		return FALSE;
	}

	/* Handle normal weapon */
	if (obj) {
		int j;
		const struct brand *b = NULL;
		const struct slay *s = NULL;

		my_strcpy(verb, "hit", sizeof(verb));

		/* Get the best attack from all slays or
		 * brands on all non-launcher equipment */
		for (j = 2; j < player->body.count; j++) {
			struct object *obj = slot_object(player, j);
			if (obj)
				improve_attack_modifier(obj, mon, &b, &s, verb, FALSE, TRUE,
										FALSE);
		}

		improve_attack_modifier(obj, mon, &b, &s, verb, FALSE, TRUE, FALSE);

		dmg = melee_damage(obj, b, s);
		dmg = critical_norm(obj->weight, obj->to_h, dmg, &msg_type);

		/* Learn by use for the weapon */
		object_notice_attack_plusses(obj);

		if (player_of_has(player, OF_IMPACT) && dmg > 50) {
			do_quake = TRUE;
			equip_notice_flag(player, OF_IMPACT);
		}
	}

	/* Learn by use for other equipped items */
	equip_notice_on_attack(player);

	/* Apply the player damage bonuses */
	dmg += player_damage_bonus(&player->state);

	/* No negative damage; change verb if no damage done */
	if (dmg <= 0) {
		dmg = 0;
		msg_type = MSG_MISS;
		my_strcpy(verb, "fail to harm", sizeof(verb));
	}

	for (i = 0; i < N_ELEMENTS(melee_hit_types); i++) {
		const char *dmg_text = "";

		if (msg_type != melee_hit_types[i].msg)
			continue;

		if (OPT(show_damage))
			dmg_text = format(" (%d)", dmg);

		if (melee_hit_types[i].text)
			msgt(msg_type, "You %s %s%s. %s", verb, m_name, dmg_text,
					melee_hit_types[i].text);
		else
			msgt(msg_type, "You %s %s%s.", verb, m_name, dmg_text);
	}

	/* Pre-damage side effects */
	blow_side_effects(player, mon);

	/* Damage, check for fear and death */
	stop = mon_take_hit(mon, dmg, fear, NULL);

	if (stop)
		(*fear) = FALSE;

	/* Post-damage effects */
	if (blow_after_effects(y, x, do_quake))
		stop = TRUE;

	return stop;
}
コード例 #22
0
ファイル: attack.c プロジェクト: simongre/RePosBand
/*
 * Fire an object from the pack or floor.
 *
 * You may only fire items that "match" your missile launcher.
 *
 * See "calc_bonuses()" for more calculations and such.
 *
 * Note that "firing" a missile is MUCH better than "throwing" it.
 *
 * Note: "unseen" monsters are very hard to hit.
 *
 * Objects are more likely to break if they "attempt" to hit a monster.
 *
 * Rangers (with Bows) and Anyone (with "Extra Shots") get extra shots.
 * The "extra shot" code works by decreasing the amount of energy
 * required to make each shot, spreading the shots out over time.
 *
 * Note that when firing missiles, the launcher multiplier is applied
 * after all the bonuses are added in, making multipliers very useful.
 *
 * Note that Bows of "Extra Might" get extra range and an extra bonus
 * for the damage multiplier.
 */
void do_cmd_fire(cmd_code code, cmd_arg args[])
{
	int dir, item;
	int i, j, y, x;
	s16b ty, tx;
	int tdam, tdis, thits;
	int bonus, chance;

	object_type *o_ptr;
	object_type *j_ptr;

	object_type *i_ptr;
	object_type object_type_body;

	bool hit_body = FALSE;

	byte missile_attr;
	char missile_char;

	char o_name[80];

	u32b msg_type = 0;

	int path_n;
	u16b path_g[256];

	int msec = op_ptr->delay_factor * op_ptr->delay_factor;

	/* Get the "bow" */
	j_ptr = &p_ptr->inventory[INVEN_BOW];

	/* Require a usable launcher */
	if (!j_ptr->tval || !p_ptr->state.ammo_tval)
	{
		msg_print("You have nothing to fire with.");
		return;
	}

	/* Get item to fire and direction to fire in. */
	item = args[0].item;
	dir = args[1].direction;

	/* Check the item being fired is usable by the player. */
	if (!item_is_available(item, NULL, (USE_EQUIP | USE_INVEN | USE_FLOOR)))
	{
		msg_format("That item is not within your reach.");
		return;
	}

	/* Get the object for the ammo */
	o_ptr = object_from_item_idx(item);

	/* Check the ammo can be used with the launcher */
	if (o_ptr->tval != p_ptr->state.ammo_tval)
	{
		msg_format("That ammo cannot be fired by your current weapon.");
		return;
	}

	/* Base range XXX XXX */
	tdis = 6 + 2 * p_ptr->state.ammo_mult;

	/* Start at the player */
	x = p_ptr->px;
	y = p_ptr->py;

	/* Predict the "target" location */
	ty = y + 99 * ddy[dir];
	tx = x + 99 * ddx[dir];

	/* Check for target validity */
	if ((dir == 5) && target_okay())
	{
		target_get(&tx, &ty);
		if (distance(y, x, ty, tx) > tdis)
		{
			if (!get_check("Target out of range.  Fire anyway? "))
				return;
		}
	}

	/* Sound */
	sound(MSG_SHOOT);

	object_notice_on_firing(o_ptr);

	/* Describe the object */
	object_desc(o_name, sizeof(o_name), o_ptr, ODESC_FULL | ODESC_SINGULAR);

	/* Find the color and symbol for the object for throwing */
	missile_attr = object_attr(o_ptr);
	missile_char = object_char(o_ptr);

	/* Use the proper number of shots */
	thits = p_ptr->state.num_fire;

	/* Actually "fire" the object */
	bonus = (p_ptr->state.to_h + o_ptr->to_h + j_ptr->to_h);
	chance = p_ptr->state.skills[SKILL_TO_HIT_BOW] +
			(bonus * BTH_PLUS_ADJ);

	/* Take a (partial) turn */
	p_ptr->energy_use = (100 / thits);

	/* Calculate the path */
	path_n = project_path(path_g, tdis, y, x, ty, tx, 0);

	/* Hack -- Handle stuff */
	handle_stuff();

	/* Project along the path */
	for (i = 0; i < path_n; ++i)
	{
		int ny = GRID_Y(path_g[i]);
		int nx = GRID_X(path_g[i]);

		/* Hack -- Stop before hitting walls */
		if (!cave_floor_bold(ny, nx)) break;

		/* Advance */
		x = nx;
		y = ny;

		/* Only do visuals if the player can "see" the missile */
		if (player_can_see_bold(y, x))
		{
			/* Visual effects */
			print_rel(missile_char, missile_attr, y, x);
			move_cursor_relative(y, x);

			Term_fresh();
			if (p_ptr->redraw) redraw_stuff();

			Term_xtra(TERM_XTRA_DELAY, msec);
			light_spot(y, x);

			Term_fresh();
			if (p_ptr->redraw) redraw_stuff();
		}

		/* Delay anyway for consistency */
		else
		{
			/* Pause anyway, for consistancy */
			Term_xtra(TERM_XTRA_DELAY, msec);
		}

		/* Handle monster */
		if (cave_m_idx[y][x] > 0)
		{
			monster_type *m_ptr = &mon_list[cave_m_idx[y][x]];
			monster_race *r_ptr = &r_info[m_ptr->r_idx];

			int chance2 = chance - distance(p_ptr->py, p_ptr->px, y, x);
			int visible = m_ptr->ml;
			int multiplier = 1;

			const char *hit_verb = "hits";
			const slay_t *best_s_ptr = NULL;

			/* Note the collision */
			hit_body = TRUE;

			/* Did we hit it (penalize distance travelled) */
			if (test_hit(chance2, r_ptr->ac, m_ptr->ml))
			{
				bool fear = FALSE;

				/* Assume a default death */
				cptr note_dies = " dies.";

				improve_attack_modifier(o_ptr, m_ptr, &best_s_ptr);
				improve_attack_modifier(j_ptr, m_ptr, &best_s_ptr);
				if (best_s_ptr != NULL)
					hit_verb = best_s_ptr->range_verb;

				/* Some monsters get "destroyed" */
				if (monster_is_unusual(r_ptr))
				{
					/* Special note at death */
					note_dies = " is destroyed.";
				}

				/* Calculate multiplier */
				multiplier = p_ptr->state.ammo_mult;
				if (best_s_ptr != NULL) multiplier += best_s_ptr->mult;

				/* Apply damage: multiplier, slays, criticals, bonuses */
				tdam = damroll(o_ptr->dd, o_ptr->ds);
				tdam += o_ptr->to_d + j_ptr->to_d;
				tdam *= multiplier;
				tdam = critical_shot(o_ptr->weight, o_ptr->to_h, tdam, &msg_type);

				object_notice_attack_plusses(o_ptr);
				object_notice_attack_plusses(&p_ptr->inventory[INVEN_BOW]);

				/* No negative damage; change verb if no damage done */
				if (tdam <= 0)
				{
					tdam = 0;
					hit_verb = "fail to harm";
				}

				/* Handle unseen monster */
				if (!visible)
				{
					/* Invisible monster */
					message_format(MSG_SHOOT_HIT, 0, "The %s finds a mark.", o_name);
				}

				/* Handle visible monster */
				else
				{
					char m_name[80];

					/* Get "the monster" or "it" */
					monster_desc(m_name, sizeof(m_name), m_ptr, 0);

					/* Tell the player what happened */
					if (msg_type == MSG_SHOOT_HIT)
						message_format(MSG_SHOOT_HIT, 0, "The %s %s %s.", o_name, hit_verb, m_name);
					else
					{
						if (msg_type == MSG_HIT_GOOD)
						{
							message_format(MSG_HIT_GOOD, 0, "The %s %s %s. %s", o_name, hit_verb, m_name,
										   "It was a good hit!");
						}
						else if (msg_type == MSG_HIT_GREAT)
						{
							message_format(MSG_HIT_GREAT, 0, "The %s %s %s. %s", o_name, hit_verb, m_name,
										   "It was a great hit!");
						}
						else if (msg_type == MSG_HIT_SUPERB)
						{
							message_format(MSG_HIT_SUPERB, 0, "The %s %s %s. %s", o_name, hit_verb, m_name,
										   "It was a superb hit!");
						}
					}
					/* Hack -- Track this monster race */
					if (m_ptr->ml) monster_race_track(m_ptr->r_idx);

					/* Hack -- Track this monster */
					if (m_ptr->ml) health_track(cave_m_idx[y][x]);

				}

				/* Complex message */
				if (p_ptr->wizard)
				{
					msg_format("You do %d (out of %d) damage.",
					           tdam, m_ptr->hp);
				}

				/* Hit the monster, check for death */
				if (mon_take_hit(cave_m_idx[y][x], tdam, &fear, note_dies))
				{
					/* Dead monster */
				}

				/* No death */
				else
				{
					/* Message */
					message_pain(cave_m_idx[y][x], tdam);

					/* Take note */
					if (fear && m_ptr->ml)
					{
						char m_name[80];

						/* Get the monster name (or "it") */
						monster_desc(m_name, sizeof(m_name), m_ptr, 0);

						/* Message */
						message_format(MSG_FLEE, m_ptr->r_idx,
						               "%^s flees in terror!", m_name);
					}
				}
			}

			/* Stop looking */
			break;
		}
	}



	/* Get local object */
	i_ptr = &object_type_body;

	/* Obtain a local object */
	object_copy(i_ptr, o_ptr);

	/* Single object */
	i_ptr->number = 1;

	if (item >= 0)
	{
		inven_item_increase(item, -1);
		inven_item_describe(item);
		inven_item_optimize(item);
	}

	/* Reduce and describe floor item */
	else
	{
		floor_item_increase(0 - item, -1);
		floor_item_optimize(0 - item);
	}


	/* Chance of breakage (during attacks) */
	j = (hit_body ? breakage_chance(i_ptr) : 0);

	/* Drop (or break) near that location */
	drop_near(i_ptr, j, y, x, TRUE);
}
コード例 #23
0
ファイル: target.c プロジェクト: EpicMan/angband
/*
 * Examine a grid, return a keypress.
 *
 * The "mode" argument contains the "TARGET_LOOK" bit flag, which
 * indicates that the "space" key should scan through the contents
 * of the grid, instead of simply returning immediately.  This lets
 * the "look" command get complete information, without making the
 * "target" command annoying.
 *
 * The "info" argument contains the "commands" which should be shown
 * inside the "[xxx]" text.  This string must never be empty, or grids
 * containing monsters will be displayed with an extra comma.
 *
 * Note that if a monster is in the grid, we update both the monster
 * recall info and the health bar info to track that monster.
 *
 * This function correctly handles multiple objects per grid, and objects
 * and terrain features in the same grid, though the latter never happens.
 *
 * This function must handle blindness/hallucination.
 */
static ui_event_data target_set_interactive_aux(int y, int x, int mode)
{
	s16b this_o_idx = 0, next_o_idx = 0;

	cptr s1, s2, s3;

	bool boring;

	bool floored;

	int feat;

	int floor_list[MAX_FLOOR_STACK];
	int floor_num;

	ui_event_data query;

	char out_val[256];

	char coords[20];
	
	/* Describe the square location */
	coords_desc(coords, sizeof(coords), y, x);

	/* Repeat forever */
	while (1)
	{
		/* Paranoia */
		query.key = ' ';

		/* Assume boring */
		boring = TRUE;

		/* Default */
		s1 = "You see ";
		s2 = "";
		s3 = "";


		/* The player */
		if (cave_m_idx[y][x] < 0)
		{
			/* Description */
			s1 = "You are ";

			/* Preposition */
			s2 = "on ";
		}

		/* Hack -- hallucination */
		if (p_ptr->timed[TMD_IMAGE])
		{
			cptr name = "something strange";

			/* Display a message */
			if (p_ptr->wizard)
			{
				strnfmt(out_val, sizeof(out_val),
						"%s%s%s%s, %s (%d:%d).", s1, s2, s3, name, coords, y, x);
			}
			else
			{
				strnfmt(out_val, sizeof(out_val),
						"%s%s%s%s, %s.", s1, s2, s3, name, coords);
			}

			prt(out_val, 0, 0);
			move_cursor_relative(y, x);
			query = inkey_ex();

			/* Stop on everything but "return" */
			if ((query.key != '\n') && (query.key != '\r')) break;

			/* Repeat forever */
			continue;
		}

		/* Actual monsters */
		if (cave_m_idx[y][x] > 0)
		{
			monster_type *m_ptr = &mon_list[cave_m_idx[y][x]];
			monster_race *r_ptr = &r_info[m_ptr->r_idx];

			/* Visible */
			if (m_ptr->ml)
			{
				bool recall = FALSE;

				char m_name[80];

				/* Not boring */
				boring = FALSE;

				/* Get the monster name ("a kobold") */
				monster_desc(m_name, sizeof(m_name), m_ptr, MDESC_IND2);

				/* Hack -- track this monster race */
				monster_race_track(m_ptr->r_idx);

				/* Hack -- health bar for this monster */
				health_track(cave_m_idx[y][x]);

				/* Hack -- handle stuff */
				handle_stuff();

				/* Interact */
				while (1)
				{
					/* Recall */
					if (recall)
					{
						/* Save screen */
						screen_save();

						/* Recall on screen */
						screen_roff(m_ptr->r_idx);

						/* Command */
						query = inkey_ex();

						/* Load screen */
						screen_load();
					}

					/* Normal */
					else
					{
						char buf[80];

						/* Describe the monster */
						look_mon_desc(buf, sizeof(buf), cave_m_idx[y][x]);

						/* Describe, and prompt for recall */
						if (p_ptr->wizard)
						{
							strnfmt(out_val, sizeof(out_val),
									"%s%s%s%s (%s), %s (%d:%d).",
									s1, s2, s3, m_name, buf, coords, y, x);
						}
						else
						{
							strnfmt(out_val, sizeof(out_val),
									"%s%s%s%s (%s), %s.",
									s1, s2, s3, m_name, buf, coords);
						}

						prt(out_val, 0, 0);

						/* Place cursor */
						move_cursor_relative(y, x);

						/* Command */
						query = inkey_ex();
					}

					/* Normal commands */
					if (query.key != 'r') break;

					/* Toggle recall */
					recall = !recall;
				}

				/* Stop on everything but "return"/"space" */
				if ((query.key != '\n') && (query.key != '\r') && (query.key != ' ')) break;

				/* Sometimes stop at "space" key */
				if ((query.key == ' ') && !(mode & (TARGET_LOOK))) break;

				/* Change the intro */
				s1 = "It is ";

				/* Hack -- take account of gender */
				if (rf_has(r_ptr->flags, RF_FEMALE)) s1 = "She is ";
				else if (rf_has(r_ptr->flags, RF_MALE)) s1 = "He is ";

				/* Use a preposition */
				s2 = "carrying ";

				/* Scan all objects being carried */
				for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
				{
					char o_name[80];

					object_type *o_ptr;

					/* Get the object */
					o_ptr = &o_list[this_o_idx];

					/* Get the next object */
					next_o_idx = o_ptr->next_o_idx;

					/* Obtain an object description */
					object_desc(o_name, sizeof(o_name), o_ptr,
								ODESC_PREFIX | ODESC_FULL);

					/* Describe the object */
					if (p_ptr->wizard)
					{
						strnfmt(out_val, sizeof(out_val),
								"%s%s%s%s, %s (%d:%d).",
								s1, s2, s3, o_name, coords, y, x);
					}
					else
					{
						strnfmt(out_val, sizeof(out_val),
								"%s%s%s%s, %s.", s1, s2, s3, o_name, coords);
					}

					prt(out_val, 0, 0);
					move_cursor_relative(y, x);
					query = inkey_ex();

					/* Stop on everything but "return"/"space" */
					if ((query.key != '\n') && (query.key != '\r') && (query.key != ' ')) break;

					/* Sometimes stop at "space" key */
					if ((query.key == ' ') && !(mode & (TARGET_LOOK))) break;

					/* Change the intro */
					s2 = "also carrying ";
				}

				/* Double break */
				if (this_o_idx) break;

				/* Use a preposition */
				s2 = "on ";
			}
		}


		/* Assume not floored */
		floored = FALSE;

		floor_num = scan_floor(floor_list, N_ELEMENTS(floor_list), y, x, 0x02);

		/* Scan all marked objects in the grid */
		if ((floor_num > 0) &&
		    (!(p_ptr->timed[TMD_BLIND]) || (y == p_ptr->py && x == p_ptr->px)))
		{
			/* Not boring */
			boring = FALSE;

			track_object(-floor_list[0]);
			handle_stuff();

			/* If there is more than one item... */
			if (floor_num > 1) while (1)
			{
				floored = TRUE;

				/* Describe the pile */
				if (p_ptr->wizard)
				{
					strnfmt(out_val, sizeof(out_val),
							"%s%s%sa pile of %d objects, %s (%d:%d).",
							s1, s2, s3, floor_num, coords, y, x);
				}
				else
				{
					strnfmt(out_val, sizeof(out_val),
							"%s%s%sa pile of %d objects, %s.",
							s1, s2, s3, floor_num, coords);
				}

				prt(out_val, 0, 0);
				move_cursor_relative(y, x);
				query = inkey_ex();

				/* Display objects */
				if (query.key == 'r')
				{
					int rdone = 0;
					int pos;
					while (!rdone)
					{
						/* Save screen */
						screen_save();

						/* Display */
						show_floor(floor_list, floor_num, (OLIST_WEIGHT | OLIST_GOLD));

						/* Describe the pile */
						prt(out_val, 0, 0);
						query = inkey_ex();

						/* Load screen */
						screen_load();

						pos = query.key - 'a';
						if (0 <= pos && pos < floor_num)
						{
							track_object(-floor_list[pos]);
							handle_stuff();
							continue;
						}
						rdone = 1;
					}

					/* Now that the user's done with the display loop, let's */
					/* the outer loop over again */
					continue;
				}

				/* Done */
				break;
			}
			/* Only one object to display */
			else
			{

				char o_name[80];

				/* Get the single object in the list */
				object_type *o_ptr = &o_list[floor_list[0]];

				/* Not boring */
				boring = FALSE;

				/* Obtain an object description */
				object_desc(o_name, sizeof(o_name), o_ptr,
							ODESC_PREFIX | ODESC_FULL);

				/* Describe the object */
				if (p_ptr->wizard)
				{
					strnfmt(out_val, sizeof(out_val),
							"%s%s%s%s, %s (%d:%d).",
							s1, s2, s3, o_name, coords, y, x);
				}
				else
				{
					strnfmt(out_val, sizeof(out_val),
							"%s%s%s%s, %s.", s1, s2, s3, o_name, coords);
				}

				prt(out_val, 0, 0);
				move_cursor_relative(y, x);
				query = inkey_ex();

				/* Stop on everything but "return"/"space" */
				if ((query.key != '\n') && (query.key != '\r') && (query.key != ' ')) break;

				/* Sometimes stop at "space" key */
				if ((query.key == ' ') && !(mode & (TARGET_LOOK))) break;

				/* Change the intro */
				s1 = "It is ";

				/* Plurals */
				if (o_ptr->number != 1) s1 = "They are ";

				/* Preposition */
				s2 = "on ";
			}

		}

		/* Double break */
		if (this_o_idx) break;


		/* Feature (apply "mimic") */
		feat = f_info[cave_feat[y][x]].mimic;

		/* Require knowledge about grid, or ability to see grid */
		if (!(cave_info[y][x] & (CAVE_MARK)) && !player_can_see_bold(y,x))
		{
			/* Forget feature */
			feat = FEAT_NONE;
		}

		/* Terrain feature if needed */
		if (boring || (feat > FEAT_INVIS))
		{
			cptr name = f_info[feat].name;

			/* Hack -- handle unknown grids */
			if (feat == FEAT_NONE) name = "unknown grid";

			/* Pick a prefix */
			if (*s2 && (feat >= FEAT_DOOR_HEAD)) s2 = "in ";

			/* Pick proper indefinite article */
			s3 = (is_a_vowel(name[0])) ? "an " : "a ";

			/* Hack -- special introduction for store doors */
			if ((feat >= FEAT_SHOP_HEAD) && (feat <= FEAT_SHOP_TAIL))
			{
				s3 = "the entrance to the ";
			}

			/* Display a message */
			if (p_ptr->wizard)
			{
				strnfmt(out_val, sizeof(out_val),
						"%s%s%s%s, %s (%d:%d).", s1, s2, s3, name, coords, y, x);
			}
			else
			{
				strnfmt(out_val, sizeof(out_val),
						"%s%s%s%s, %s.", s1, s2, s3, name, coords);
			}

			prt(out_val, 0, 0);
			move_cursor_relative(y, x);
			query = inkey_ex();

			/* Stop on everything but "return"/"space" */
			if ((query.key != '\n') && (query.key != '\r') && (query.key != ' ')) break;
		}

		/* Stop on everything but "return" */
		if ((query.key != '\n') && (query.key != '\r')) break;
	}

	/* Keep going */
	return (query);
}
コード例 #24
0
ファイル: attack.c プロジェクト: simongre/RePosBand
/*
 * Throw an object from the pack or floor.
 *
 * Note: "unseen" monsters are very hard to hit.
 *
 * Should throwing a weapon do full damage?  Should it allow the magic
 * to hit bonus of the weapon to have an effect?  Should it ever cause
 * the item to be destroyed?  Should it do any damage at all?
 */
void do_cmd_throw(cmd_code code, cmd_arg args[])
{
	int dir, item;
	int i, j, y, x;
	s16b ty, tx;
	int chance, tdam, tdis;
	int weight;

	object_type *o_ptr;

	object_type *i_ptr;
	object_type object_type_body;

	bool hit_body = FALSE;

	byte missile_attr;
	char missile_char;

	char o_name[80];

	u32b msg_type = 0;

	int path_n;
	u16b path_g[256];

	int msec = op_ptr->delay_factor * op_ptr->delay_factor;

	/* Get item to throw and direction in which to throw it. */
	item = args[0].item;
	dir = args[1].direction;

	/* Make sure the player isn't throwing wielded items */
	if (item >= INVEN_WIELD && item < QUIVER_START)
	{
		msg_print("You have cannot throw wielded items.");
		return;
	}

	/* Check the item being thrown is usable by the player. */
	if (!item_is_available(item, NULL, (USE_EQUIP | USE_INVEN | USE_FLOOR)))
	{
		msg_format("That item is not within your reach.");
		return;
	}

	/* Get the object */
	o_ptr = object_from_item_idx(item);
	object_notice_on_firing(o_ptr);

	/* Get local object */
	i_ptr = &object_type_body;

	/* Obtain a local object */
	object_copy(i_ptr, o_ptr);

	/* Distribute the charges of rods/wands/staves between the stacks */
	distribute_charges(o_ptr, i_ptr, 1);

	/* Single object */
	i_ptr->number = 1;

	/* Reduce and describe inventory */
	if (item >= 0)
	{
		inven_item_increase(item, -1);
		inven_item_describe(item);
		inven_item_optimize(item);
	}

	/* Reduce and describe floor item */
	else
	{
		floor_item_increase(0 - item, -1);
		floor_item_optimize(0 - item);
	}


	/* Description */
	object_desc(o_name, sizeof(o_name), i_ptr, ODESC_FULL);

	/* Find the color and symbol for the object for throwing */
	missile_attr = object_attr(i_ptr);
	missile_char = object_char(i_ptr);


	/* Enforce a minimum "weight" of one pound */
	weight = ((i_ptr->weight > 10) ? i_ptr->weight : 10);

	/* Hack -- Distance -- Reward strength, penalize weight */
	tdis = (adj_str_blow[p_ptr->state.stat_ind[A_STR]] + 20) * 10 / weight;

	/* Max distance of 10 */
	if (tdis > 10) tdis = 10;

	/* Hack -- Base damage from thrown object */
	tdam = damroll(i_ptr->dd, i_ptr->ds);
	if (!tdam) tdam = 1;
	tdam += i_ptr->to_d;

	/* Chance of hitting */
	chance = (p_ptr->state.skills[SKILL_TO_HIT_THROW] + (p_ptr->state.to_h * BTH_PLUS_ADJ));


	/* Take a turn */
	p_ptr->energy_use = 100;


	/* Start at the player */
	y = p_ptr->py;
	x = p_ptr->px;

	/* Predict the "target" location */
	ty = p_ptr->py + 99 * ddy[dir];
	tx = p_ptr->px + 99 * ddx[dir];

	/* Check for "target request" */
	if ((dir == 5) && target_okay())
	{
		target_get(&tx, &ty);
	}

	/* Calculate the path */
	path_n = project_path(path_g, tdis, p_ptr->py, p_ptr->px, ty, tx, 0);


	/* Hack -- Handle stuff */
	handle_stuff();

	/* Project along the path */
	for (i = 0; i < path_n; ++i)
	{
		int ny = GRID_Y(path_g[i]);
		int nx = GRID_X(path_g[i]);

		/* Hack -- Stop before hitting walls */
		if (!cave_floor_bold(ny, nx)) break;

		/* Advance */
		x = nx;
		y = ny;

		/* Only do visuals if the player can "see" the missile */
		if (player_can_see_bold(y, x))
		{
			/* Visual effects */
			print_rel(missile_char, missile_attr, y, x);
			move_cursor_relative(y, x);

			Term_fresh();
			if (p_ptr->redraw) redraw_stuff();

			Term_xtra(TERM_XTRA_DELAY, msec);
			light_spot(y, x);

			Term_fresh();
			if (p_ptr->redraw) redraw_stuff();
		}

		/* Delay anyway for consistency */
		else
		{
			/* Pause anyway, for consistancy */
			Term_xtra(TERM_XTRA_DELAY, msec);
		}

		/* Handle monster */
		if (cave_m_idx[y][x] > 0)
		{
			monster_type *m_ptr = &mon_list[cave_m_idx[y][x]];
			monster_race *r_ptr = &r_info[m_ptr->r_idx];

			int chance2 = chance - distance(p_ptr->py, p_ptr->px, y, x);

			int visible = m_ptr->ml;

			/* Note the collision */
			hit_body = TRUE;

			/* Did we hit it (penalize range) */
			if (test_hit(chance2, r_ptr->ac, m_ptr->ml))
			{
				const char *hit_verb = "hits";
				bool fear = FALSE;
				const slay_t *best_s_ptr = NULL;

				/* Assume a default death */
				cptr note_dies = " dies.";

				/* Some monsters get "destroyed" */
				if (monster_is_unusual(r_ptr))
				{
					/* Special note at death */
					note_dies = " is destroyed.";
				}

				/* Apply special damage  - brought forward to fill in hit_verb XXX XXX XXX */
				improve_attack_modifier(i_ptr, m_ptr, &best_s_ptr);
				if (best_s_ptr != NULL)
				{
					tdam *= best_s_ptr->mult;
					hit_verb = best_s_ptr->range_verb;
				}
				/* Apply special damage XXX XXX XXX */
				tdam = critical_shot(i_ptr->weight, i_ptr->to_h, tdam, &msg_type);

				/* No negative damage; change verb if no damage done */
				if (tdam <= 0)
				{
					tdam = 0;
					hit_verb = "fail to harm";
				}

				/* Handle unseen monster */
				if (!visible)
				{
					/* Invisible monster */
					msg_format("The %s finds a mark.", o_name);
				}

				/* Handle visible monster */
				else
				{
					char m_name[80];

					/* Get "the monster" or "it" */
					monster_desc(m_name, sizeof(m_name), m_ptr, 0);

					/* Tell the player what happened */
					if (msg_type == MSG_SHOOT_HIT)
						message_format(MSG_SHOOT_HIT, 0, "The %s %s %s.", o_name, hit_verb, m_name);
					else
					{
						if (msg_type == MSG_HIT_GOOD)
						{
							message_format(MSG_HIT_GOOD, 0, "The %s %s %s. %s", o_name, hit_verb, m_name,
										   "It was a good hit!");
						}
						else if (msg_type == MSG_HIT_GREAT)
						{
							message_format(MSG_HIT_GREAT, 0, "The %s %s %s. %s", o_name, hit_verb, m_name,
										   "It was a great hit!");
						}
						else if (msg_type == MSG_HIT_SUPERB)
						{
							message_format(MSG_HIT_SUPERB, 0, "The %s %s %s. %s", o_name, hit_verb, m_name,
										   "It was a superb hit!");
						}
					}
					/* Hack -- Track this monster race */
					if (m_ptr->ml) monster_race_track(m_ptr->r_idx);

					/* Hack -- Track this monster */
					if (m_ptr->ml) health_track(cave_m_idx[y][x]);
				}

				/* Learn the bonuses */
				/* XXX Eddie This is messed up, better done for firing, */
				/* should use that method [split last] instead */
				/* check if inven_optimize removed what o_ptr referenced */
				if (object_similar(i_ptr, o_ptr, OSTACK_PACK))
					object_notice_attack_plusses(o_ptr);
				object_notice_attack_plusses(i_ptr);

				/* Complex message */
				if (p_ptr->wizard)
					msg_format("You do %d (out of %d) damage.",
							   tdam, m_ptr->hp);

				/* Hit the monster, check for death */
				if (mon_take_hit(cave_m_idx[y][x], tdam, &fear, note_dies))
				{
					/* Dead monster */
				}

				/* No death */
				else
				{
					/* Message */
					message_pain(cave_m_idx[y][x], tdam);

					/* Take note */
					if (fear && m_ptr->ml)
					{
						char m_name[80];

						/* Get the monster name (or "it") */
						monster_desc(m_name, sizeof(m_name), m_ptr, 0);

						/* Message */
						message_format(MSG_FLEE, m_ptr->r_idx,
						               "%^s flees in terror!", m_name);
					}
				}
			}

			/* Stop looking */
			break;
		}
	}

	/* Chance of breakage (during attacks) */
	j = (hit_body ? breakage_chance(i_ptr) : 0);

	/* Drop (or break) near that location */
	drop_near(i_ptr, j, y, x, TRUE);
}
コード例 #25
0
ファイル: target.c プロジェクト: antoine-from-rgrd/Minimal
/*
 * Examine a grid, return a keypress.
 *
 * The "mode" argument contains the "TARGET_LOOK" bit flag, which
 * indicates that the "space" key should scan through the contents
 * of the grid, instead of simply returning immediately.  This lets
 * the "look" command get complete information, without making the
 * "target" command annoying.
 *
 * The "info" argument contains the "commands" which should be shown
 * inside the "[xxx]" text.  This string must never be empty, or grids
 * containing monsters will be displayed with an extra comma.
 *
 * Note that if a monster is in the grid, we update both the monster
 * recall info and the health bar info to track that monster.
 *
 * This function correctly handles multiple objects per grid, and objects
 * and terrain features in the same grid, though the latter never happens.
 *
 * This function must handle blindness/hallucination.
 */
static ui_event_data target_set_interactive_aux(int y, int x, int mode, cptr info, bool list_floor_objects)
{
	s16b this_o_idx, next_o_idx = 0;
	s16b this_x_idx, next_x_idx = 0;

	cptr s1, s2, s3;

	bool floored;

	u16b feat;

	ui_event_data query;

	char out_val[256];

	char coords[20];

	/* Describe the square location */
	coords_desc(coords, sizeof(coords), y, x);

	/* Repeat forever */
	while (1)
	{
		int i;

		char feat_name[80];
		/* Terrain suffix for monsters and objects */
		char terrain_suffix[200];

		/* Temporary array of visible effects */
		s16b x_seen[50];
		u16b size_x_seen = 0;

		/* Paranoia */
		query.key = ' ';

		/* Default */
		s1 = "You see ";
		s2 = "";
		s3 = "on ";


		/* The player */
		if (cave_m_idx[y][x] < 0)
		{
			/* Description */
			s1 = "You are ";

			/* Preposition */
			s2 = "on ";
		}

		/* Feature (apply "mimic") */
		feat = f_info[cave_feat[y][x]].f_mimic;

		/* Require knowledge about grid, or ability to see grid */
		if (!(cave_info[y][x] & (CAVE_MARK)) && !player_can_see_bold(y,x))
		{
			/* Forget feature */
			feat = FEAT_NONE;
		}

		else
		{
			/* Hack -- track the current feature */
			feature_kind_track(feat);

			/* Window stuff */
			p_ptr->redraw |= (PR_FEATURE);
		}

		/* Pick a prefix */
		if (*s2 && (!feat_ff1_match(feat, FF1_MOVE) ||
			!feat_ff1_match(feat, FF1_LOS) ||
			feat_ff1_match(feat, FF1_SHOP | FF1_DOOR) ||
			feat_ff2_match(feat, FF2_SHALLOW | FF2_DEEP) ||
			feat_ff3_match(feat, FF3_NEED_TREE)))
		{
			s3 = "in ";
		}

		/* Get a default name */
		if (feat <= FEAT_NONE)
		{
			my_strcpy(feat_name, "an unknown grid", sizeof(feat_name));
		}
		/* Get the real name */
		else
		{
			feature_desc(feat_name, sizeof (feat_name), feat, TRUE, FALSE);
		}

		/* List all effects in the grid */
		for (this_x_idx = cave_x_idx[y][x]; this_x_idx; this_x_idx = next_x_idx)
		{
			effect_type *x_ptr;

			/* Get the effect */
			x_ptr = &x_list[this_x_idx];

			/* Get the next effect */
			next_x_idx = x_ptr->next_x_idx;

			/* Describe it, if not hidden */
			if (!(x_ptr->x_flags & (EF1_HIDDEN)) && x_ptr->x_f_idx)
			{
				/* Check for available space */
				if (size_x_seen < N_ELEMENTS(x_seen))
				{
					x_seen[size_x_seen++] = x_ptr->x_f_idx;
				}
			}
		}

		/* Prepare the terrain suffix for monsters and objects */
		my_strcpy(terrain_suffix, format(" %s%s", s3, feat_name), sizeof(terrain_suffix));

		/* Concat the collected effect names */
		for (i = 0; i < size_x_seen; i++)
		{
			char x_name[80];

			/* Obtain an object description */
			feature_desc(x_name, sizeof(x_name), x_seen[i], TRUE, TRUE);

			/* First effect */
			if (i == 0)
			{
				if ((feat == FEAT_NONE) || !feat_ff1_match(feat, FF1_MOVE) ||
					cave_any_trap_bold(y, x))
				{
					/* Basic info */
					my_strcat(terrain_suffix, format(" with %s", x_name),
						sizeof(terrain_suffix));
				}
				else
				{
					/* Basic info */
					my_strcat(terrain_suffix, format(" beneath %s", x_name),
						sizeof(terrain_suffix));
				}
			}

			/* Basic info */
			else if (i < (size_x_seen - 1))
			{
				my_strcat(terrain_suffix, format(", %s", x_name), sizeof(terrain_suffix));
			}

			/* Basic info */
			else
			{
				my_strcat(terrain_suffix, format(" and %s", x_name), sizeof(terrain_suffix));
			}
		}

		/* Ignore the terrain suffix if certain things happen */
		if ((size_x_seen == 0) && (feat <= FEAT_FLOOR))
		{
			terrain_suffix[0] = '\0';
		}

		/* Hack -- hallucination */
		if (p_ptr->timed[TMD_IMAGE])
		{
			cptr name = "something strange";

			/* Display a message */
			if (p_ptr->wizard)
			{
				strnfmt(out_val, sizeof(out_val),
						"%s%s%s, [%s] %s (%d:%d).", s1, s2, name, info, coords, y, x);
			}
			else
			{
				strnfmt(out_val, sizeof(out_val),
						"%s%s%s [%s], %s.", s1, s2, name, info, coords);
			}

			prt(out_val, 0, 0);
			move_cursor_relative(y, x);

			query = inkey_ex();

			/* Stop on everything but "return" */
			if ((query.key != '\n') && (query.key != '\r')) break;

			/* Repeat forever */
			continue;
		}

		/* Actual monsters */
		if (cave_m_idx[y][x] > 0)
		{
			monster_type *m_ptr = &mon_list[cave_m_idx[y][x]];
			monster_race *r_ptr = &r_info[m_ptr->r_idx];

			/* Visible */
			if (m_ptr->ml)
			{
				bool recall = FALSE;

				char m_name[80];

				if (m_ptr->mimic_k_idx)
				{
					/*get the description*/
					mimic_desc_object(m_name, sizeof(m_name), m_ptr->mimic_k_idx);
				}

				else
				{
					/* Get the monster name ("a kobold") */
					monster_desc(m_name, sizeof(m_name), m_ptr, 0x08);

					/* Hack -- track this monster race */
					monster_race_track(m_ptr->r_idx);

					/* Hack -- health bar for this monster */
					health_track(cave_m_idx[y][x]);

					/*Track the feature*/
					feature_kind_track(cave_feat[y][x]);

					/* Window stuff */
					p_ptr->redraw |= (PR_FEATURE);

					/* Hack -- handle stuff */
					handle_stuff();
				}

				/* Interact */
				while (1)
				{
					if (recall)	button_add("[CLEAR_RECALL]", 'r');
					else 		button_add("[RECALL]", 'r');
					if (cave_o_idx[y][x] > 0)button_add("[VIEW_FLOOR]", 'f');
					event_signal(EVENT_MOUSEBUTTONS);

					/* Recall, but not mimics */
					if ((recall) && (!(m_ptr->mimic_k_idx)))
					{
						/* Save screen */
						screen_save();

						/* Recall on screen */
						screen_roff(m_ptr->r_idx);

						/* Hack -- Complete the prompt (again) */
						Term_addstr(-1, TERM_WHITE, format(" [r,%s]", info));

						/* Command */
						query = inkey_ex();

						/* Load screen */
						screen_load();
					}

					/* Normal */
					else
					{

						/* Basic info */
						strnfmt(out_val, sizeof(out_val),
							"%s%s%s", s1, s2, m_name);

						/* Describe the monster, unless a mimic */
						if (!(m_ptr->mimic_k_idx))
						{
							char buf[80];

							look_mon_desc(buf, sizeof(buf), cave_m_idx[y][x]);

							/* Monster state, terrain suffix, options  */
							my_strcat(out_val, format(" (%s)%s [r,%s]",
								buf, terrain_suffix, info),
								sizeof(out_val));
						}

						/* Mimics */
						else
						{
							/* Terrain suffix, options */
							my_strcat(out_val,
								format("%s [I,%s]", terrain_suffix,
								info), sizeof(out_val));
						}

						/* Wizards want coordinates */
						if (p_ptr->wizard)
						{
							my_strcat(out_val, format(" (%d:%d)", y, x),
								sizeof(out_val));
						}

						prt(out_val, 0, 0);

						/* Place cursor */
						move_cursor_relative(y, x);

						/* Command */
						query = inkey_ex();
					}

					button_kill('r');
					button_kill('f');
					event_signal(EVENT_MOUSEBUTTONS);

					/* Handle fake object recall */
					if (m_ptr->mimic_k_idx)
					{
						object_type body;
						object_type *o_ptr = &body;

						/* Validate input first */
						if (query.key != 'I') break;

						/* Paranoia */
						object_wipe(o_ptr);

						/* Prepare */
						object_prep(o_ptr, m_ptr->mimic_k_idx);

						/* Fake history */
						object_history(o_ptr, ORIGIN_FLOOR, 0);

						/* Clear prompt. Place cursor */
						prt("", 0, 0);

						/* Show the fake info - EXPERIMENTAL */
						object_info_screen(o_ptr);
					}
					/* Regular monsters */
					else
					{
						/* Normal commands */
						if (query.key != 'r') break;

						/* Toggle recall */
						recall = !recall;
					}
				}

				/* Stop on everything but "return"/"space", or floor */
				if ((query.key != '\n') && (query.key != '\r') &&
					(query.key != ' ') && (query.key != 'f')) break;

				/* continue with 'f' only if there are floor items....*/
				if ((query.key == 'f') && (!cave_o_idx[y][x])) break;

				/* Sometimes stop at "space" key */
				if ((query.key == ' ') && !(mode & (TARGET_LOOK))) break;

				/* Change the intro */
				s1 = "It is ";

				/* Hack -- take account of gender */
				if (r_ptr->flags1 & (RF1_FEMALE)) s1 = "She is ";
				else if (r_ptr->flags1 & (RF1_MALE)) s1 = "He is ";

				/* Use a preposition */
				s2 = "carrying ";

				/* Scan all objects being carried */
				for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
				{
					char o_name[80];

					object_type *o_ptr;

					/* Get the object */
					o_ptr = &o_list[this_o_idx];

					/* Get the next object */
					next_o_idx = o_ptr->next_o_idx;

					/*Don't let the player see certain objects (used for vault treasure)*/
					if ((o_ptr->ident & (IDENT_HIDE_CARRY)) && (!p_ptr->wizard) &&
						(!cheat_peek))	 continue;

					/* Obtain an object description */
					object_desc(o_name, sizeof(o_name), o_ptr, ODESC_PREFIX | ODESC_FULL);

					/* Describe the object */
					strnfmt(out_val, sizeof(out_val),
						"%s%s%s [%s]", s1, s2, o_name, info);

					/* Wizards want coordinates */
					if (p_ptr->wizard)
					{
						my_strcat(out_val, format(" (%d:%d)", y, x), sizeof(out_val));
					}

					prt(out_val, 0, 0);
					move_cursor_relative(y, x);
					query = inkey_ex();

					/* Stop on everything but "return"/"space" */
					if ((query.key != '\n') && (query.key != '\r') && (query.key != ' ')) break;

					/* Sometimes stop at "space" key */
					if ((query.key == ' ') && !(mode & (TARGET_LOOK))) break;

					/* Change the intro */
					s2 = "also carrying ";
				}

				/* Double break */
				if (this_o_idx) break;

				/* Use a preposition */
				s2 = "on ";
			}
		}

		/* Assume not floored */
		floored = FALSE;

		/* Scan all objects in the grid */
		if (TRUE)
		{
			int floor_list[MAX_FLOOR_STACK];
			int floor_num;

			track_object(-floor_list[0]);
			handle_stuff();

			/* Scan for floor objects */
			floor_num = scan_floor(floor_list, MAX_FLOOR_STACK, y, x, 0x02);

			/* Actual pile */
			if (floor_num > 1)
			{
				/* Floored */
				floored = TRUE;

				/* Describe */
				while (1)
				{
					/* Basic info */
					strnfmt(out_val, sizeof(out_val),
						"%s%sa pile of %d objects%s [r,%s]", s1, s2,
						floor_num, terrain_suffix, info);

					/* Wizards want coordinates */
					if (p_ptr->wizard)
					{
						my_strcat(out_val, format(" (%d:%d)", y, x), sizeof(out_val));
					}

					prt(out_val, 0, 0);

					if (list_floor_objects)
					{
						/* Save screen */
						screen_save();

						/* Display */
						show_floor(floor_list, floor_num, (OLIST_WEIGHT | OLIST_GOLD));
					}
					move_cursor_relative(y, x);
					query = inkey_ex();

					if (list_floor_objects)
					{
						screen_load();
					}

					/* Display objects */
					if (query.key == 'r')
					{
						int pos;

						pos = query.key - 'a';
						if (0 <= pos && pos < floor_num)
						{
							track_object(-floor_list[pos]);
							handle_stuff();
						}
					}

					/* Done */
					break;
				}

				/* Stop on everything but "return"/"space" */
				if ((query.key != '\n') && (query.key != '\r') && (query.key != ' ')) break;

				/* Sometimes stop at "space" key */
				if ((query.key == ' ') && !(mode & (TARGET_LOOK))) break;

				/* Change the intro */
				s1 = "It is ";

				/* Preposition */
				s2 = "on ";
			}
		}

		/* Scan all objects in the grid */
		for (this_o_idx = cave_o_idx[y][x]; this_o_idx; this_o_idx = next_o_idx)
		{
			object_type *o_ptr;

			/* Get the object */
			o_ptr = &o_list[this_o_idx];

			/* Get the next object */
			next_o_idx = o_ptr->next_o_idx;

			/* Skip objects if floored */
			if (floored) continue;

			/* Describe it */
			if (o_ptr->marked)
			{
				char o_name[80];

				/* Obtain an object description */
				object_desc(o_name, sizeof(o_name), o_ptr, ODESC_PREFIX | ODESC_FULL);

				/* Basic info */
				strnfmt(out_val, sizeof(out_val), "%s%s%s%s [I,%s]",
					s1, s2, o_name, terrain_suffix, info);

				/* Wizards want coordinates */
				if (p_ptr->wizard)
				{
					my_strcat(out_val, format(" (%d:%d)", y, x),
						sizeof(out_val));
				}

				/* Show object. Handle object recall */
				while (TRUE)
				{
					/* Print the prompt */
					prt(out_val, 0, 0);

					/* Move cursor to that location */
					move_cursor_relative(y, x);

					/* Read input key */
					query = inkey_ex();

					/* No object recall */
					if (query.key != 'I') break;

					/* Object recall. Clear the first line */
					prt("", 0, 0);

					/* Do it */
					object_info_screen(o_ptr);
				}

				/* Stop on everything but "return"/"space" */
				if ((query.key != '\n') && (query.key != '\r') && (query.key != ' ')) break;

				/* Sometimes stop at "space" key */
				if ((query.key == ' ') && !(mode & (TARGET_LOOK))) break;

				/* Change the intro */
				s1 = "It is ";

				/* Plurals */
				if (o_ptr->number != 1) s1 = "They are ";

				/* Preposition */
				s2 = "on ";
			}
		}

		/* Double break */
		if (this_o_idx) break;

		/* Display terrain */
		if (TRUE)
		{
			u16b temp_feat;
			bool enable_recall;
			bool show_recall = FALSE;
			char temp_name[80];

			/*
			 * Display terrain and effects
			 */
			for (i = 0; i <= size_x_seen; i++)
			{
				/* Hack - This is the mark for the feature stored in cave_feat */
				if (i == size_x_seen)
				{
				       	temp_feat = feat;

					/* Just copy the feature name */
					my_strcpy(temp_name, feat_name, sizeof(temp_name));
				}
				/* Any other value is an effect stored x_list */
				else
				{
					temp_feat = x_seen[i];

					/* Get the effect's name */
					feature_desc(temp_name, sizeof(temp_name), temp_feat, TRUE, TRUE);
				}

				/* Don't display feature recall if the grid is unknown */
				enable_recall = (temp_feat != FEAT_NONE);

				/* Handle recall */
				while (TRUE)
				{

					/* Handle recall mode */
					if (show_recall && enable_recall)
					{
						/* Save screen */
						screen_save();

						/* Recall feature on screen */
						screen_feature_roff(temp_feat);
					}

					/* Display a message */
					strnfmt(out_val, sizeof(out_val),
						"%s%s%s [%s%s]%s", s1, s2, temp_name,
						(enable_recall ? "r,": ""), info,
						(i < size_x_seen) ? " (more)": "");

					/* Wizards want coordinates */
					if (p_ptr->wizard)
					{
						my_strcat(out_val, format(" (%d:%d)", y, x), sizeof(out_val));
					}

					/*Track this feature*/
					feature_kind_track(temp_feat);

					/* Hack -- handle stuff */
					handle_stuff();

					prt(out_val, 0, 0);
					move_cursor_relative(y, x);
					query = inkey_ex();

					/* Load screen if necessary */
					if (show_recall && enable_recall)
					{
						screen_load();
					}

					/* Stop on everything but the recall command, if enabled */
					if (!enable_recall || (query.key != 'r')) break;

					/* Toggle recall */
					show_recall = !show_recall;
				}

				/* Stop on everything but "return"/"space" */
				if ((query.key != '\n') && (query.key != '\r') && (query.key != ' ')) break;
			}
		}

		/* Hack -- handle stuff */
		handle_stuff();

		/* Stop on everything but "return" */
		if ((query.key != '\n') && (query.key != '\r')) break;
	}

	/* Keep going */
	return (query);
}
コード例 #26
0
ファイル: mon-make.c プロジェクト: datatypevoid/angband
/**
 * Deletes a monster by index.
 *
 * When a monster is deleted, all of its objects are deleted.
 */
void delete_monster_idx(int m_idx)
{
	assert(m_idx > 0);

	struct monster *mon = cave_monster(cave, m_idx);

	int y = mon->fy;
	int x = mon->fx;
	assert(square_in_bounds(cave, y, x));

	/* Hack -- Reduce the racial counter */
	mon->race->cur_num--;

	/* Hack -- count the number of "reproducers" */
	if (rf_has(mon->race->flags, RF_MULTIPLY))
		num_repro--;

	/* Hack -- remove target monster */
	if (target_get_monster() == mon)
		target_set_monster(NULL);

	/* Hack -- remove tracked monster */
	if (player->upkeep->health_who == mon)
		health_track(player->upkeep, NULL);

	/* Monster is gone */
	cave->squares[y][x].mon = 0;

	/* Delete objects */
	struct object *obj = mon->held_obj;
	while (obj) {
		struct object *next = obj->next;

		/* Preserve unseen artifacts (we assume they were created as this
		 * monster's drop) - this will cause unintended behaviour in preserve
		 * off mode if monsters can pick up artifacts */
		if (obj->artifact && !(obj->known && obj->known->artifact))
			obj->artifact->created = false;

		/* Delete the object */
		delist_object(cave, obj);
		object_delete(&obj);
		obj = next;
	}

	/* Delete mimicked objects */
	if (mon->mimicked_obj) {
		square_excise_object(cave, y, x, mon->mimicked_obj);
		delist_object(cave, mon->mimicked_obj);
		object_delete(&mon->mimicked_obj);
	}

	/* Wipe the Monster */
	memset(mon, 0, sizeof(struct monster));

	/* Count monsters */
	cave->mon_cnt--;

	/* Visual update */
	square_light_spot(cave, y, x);
}