// 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); }
/* * Prepare the "temp" array for "target_interactive_set" * * Return the number of target_able monsters in the set. */ static void target_set_interactive_prepare(int mode) { int y, x; bool expand_look = (mode & (TARGET_LOOK)) ? TRUE : FALSE; /* Reset "temp" array */ clear_temp_array(); /* Scan the current panel */ for (y = Term->offset_y; y < Term->offset_y + SCREEN_HGT; y++) { for (x = Term->offset_x; x < Term->offset_x + SCREEN_WID; x++) { bool do_continue = FALSE; /* Check overflow */ if (temp_n >= TEMP_MAX) continue; /* Check bounds */ if (!in_bounds_fully(y, x)) continue; /* Require line of sight, unless "look" is "expanded" */ if (!player_has_los_bold(y, x) && (!expand_look)) continue; /* Require "interesting" contents */ if (!target_set_interactive_accept(y, x)) continue; /* Special mode */ if (mode & (TARGET_KILL)) { /* Must contain a monster */ if (!(cave_m_idx[y][x] > 0)) do_continue = TRUE; /* Must be a targettable monster */ if (!target_able(cave_m_idx[y][x])) do_continue = TRUE; } /* Don't continue on the trap exception, or if probing. */ if ((mode & (TARGET_TRAP)) && target_able_trap(y, x)) do_continue = FALSE; else if (mode & (TARGET_PROBE)) do_continue = FALSE; if (do_continue) continue; /* * Hack - don't go over redundant elemental terrain \ * (since we have large lakes and pools of the same terrain) */ if ((p_ptr->target_row > 0) || (p_ptr->target_col > 0)) { if (cave_feat[p_ptr->target_row][p_ptr->target_col] == cave_feat[y][x]) { if (cave_ff3_match(y, x, TERRAIN_MASK)) continue; } } /* Save the location */ temp_x[temp_n] = x; temp_y[temp_n] = y; temp_n++; } } /* Set the sort hooks */ ang_sort_comp = ang_sort_comp_distance; ang_sort_swap = ang_sort_swap_distance; /* Sort the positions */ ang_sort(temp_x, temp_y, temp_n); }
/* * 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); }
/* * Prepare the "temp" array for "target_interactive_set" * * Return the number of target_able monsters in the set. */ static void target_set_interactive_prepare(int mode) { int y, x; bool expand_look = (mode & (TARGET_LOOK)) ? TRUE : FALSE; /* Reset "temp" array */ target_grids.clear(); // Not needed. if (mode & (TARGET_GRID)) return; QRect vis = visible_dungeon(); /* Scan the current panel */ for (y = vis.y(); y <= vis.y() + vis.height(); y++) { for (x = vis.x(); x <= vis.x() + vis.width(); x++) { bool do_continue = FALSE; /* Check bounds */ if (!in_bounds_fully(y, x)) continue; /* Require line of sight, unless "look" is "expanded" */ if (!player_has_los_bold(y, x) && (!expand_look)) continue; /* Require "interesting" contents */ if (!target_set_interactive_accept(mode, y, x)) continue; /* Special mode */ if (mode & (TARGET_KILL)) { /* Must contain a monster */ if (!dungeon_info[y][x].has_monster()) do_continue = TRUE; /* Must be a targetable monster */ if (!target_able(dungeon_info[y][x].monster_idx, FALSE)) do_continue = TRUE; } /* Don't continue on the trap exception, or if probing. */ if ((mode & (TARGET_TRAP)) && target_able_trap(y, x)) do_continue = FALSE; else if (mode & (TARGET_PROBE)) do_continue = FALSE; if (do_continue) continue; /* * Hack - don't go over redundant elemental terrain \ * (since we have large lakes and pools of the same terrain) */ if ((p_ptr->target_row > 0) || (p_ptr->target_col > 0)) { if (dungeon_info[p_ptr->target_row][p_ptr->target_col].feature_idx == dungeon_info[y][x].feature_idx) { if (cave_ff3_match(y, x, TERRAIN_MASK)) continue; } } /* Save the location */ target_grids.append(make_coords(y, x)); } } // Sort by distance qSort(target_grids.begin(), target_grids.end(), coords_sort_distance); }
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); }