expanded #terrain command (trunk only; 2nd try...)

Change the post-3.4.3 extended command "#terrain" so that it can be
used in normal play rather than just in wizard mode.  It's inspired by
a command in 'crawl' that lets you view the bare map without monsters,
objects, and traps so that you can see the floor at locations which have
been covered up by those things.

normal play
      redraw map to show the known portion of it without displaying
   monsters, objects, or traps; after player responds to --More--, the
   map returns to normal.

explore mode
      put up a menu so player can choose between the known portion of
   the map as above or the full map.  If the level isn't fully explored
   then the latter provides information to the player that he hasn't
   earned yet, but the _hero_ doesn't learn anything and after --More--
   the map reverts to what it showed before.  (In other words, unlike
   with magic mapping, the unknown portion doesn't become known.)

wizard mode
      put up a menu so player can choose among four alternatives:  the
   two above, the text representation of the map's internal levl[][].typ
   codes, or a legend explaining those codes.  (Originally, I wanted to
   be able to toggle back and forth between these last two, but looking
   at one and dismissing it, then reissuing #terrain to look at the
   other is much simpler to implement and is good enough.)
This commit is contained in:
nethack.rankin
2011-12-05 09:39:19 +00:00
parent 7c68beae81
commit eaf3819bc2
7 changed files with 215 additions and 14 deletions

View File

@@ -17,7 +17,6 @@ Debug-Mode Quick Reference:
#polyself == polymorph self
#seenv == show seen vectors
#stats == show memory statistics
#terrain == show map topology
#timeout == look at timeout queue
#vision == show vision array
#wmode == show wall modes

View File

@@ -843,8 +843,10 @@ Ride (or stop riding) a monster.
Rub a lamp or a stone.
.lp "#sit "
Sit down.
.lp #terrain
Show bare map without displaying monsters, objects, or traps.
.lp "#tip "
Tip over a container to pour out its contents.
Tip over a container (bag or box) to pour out its contents.
.lp #turn
Turn undead.
.lp #twoweapon

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@@ -33,7 +33,7 @@
\begin{document}
%
% input file: guidebook.mn
% $Revision: 1.118 $ $Date: 2011/12/05 09:15:45 $
% $Revision: 1.119 $ $Date: 2011/12/05 09:35:59 $
%
%.ds h0 "
%.ds h1 %.ds h2 \%
@@ -1053,8 +1053,10 @@ Rub a lamp or a stone.
\item[\tb{\#sit}]
Sit down.
%.lp
\item[\tb{\#terrain}]
Show bare map without displaying monsters, objects, or traps.
\item[\tb{\#tip}]
Tip over a container to pour out its contents.
Tip over a container (bag or box) to pour out its contents.
%.lp
\item[\tb{\#turn}]
Turn undead.

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@@ -468,7 +468,7 @@ display spell retention information in the spell menu
tame ghouls can eat old eggs
new effect for reading a scroll of light while confused
allow digging an adjacent pit with wand of digging while trapped in a pit
#terrain command for debug mode
#terrain command to show unobstructed view of map (w/o mons, objs, traps)
digging can activate or disarm some types of traps
some monsters can eat tins in addition to corpses to cure some ailments
add Roderick Schertler's pickup_thrown patch

View File

@@ -261,6 +261,7 @@ E void FDECL(find_trap, (struct trap *));
E int FDECL(dosearch0, (int));
E int NDECL(dosearch);
E void NDECL(sokoban_detect);
E void FDECL(reveal_terrain, (BOOLEAN_P));
/* ### dig.c ### */

165
src/cmd.c
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@@ -126,6 +126,7 @@ STATIC_PTR int NDECL(domonability);
STATIC_PTR int NDECL(dooverview_or_wiz_where);
#endif /* DUNGEON_OVERVIEW */
STATIC_PTR int NDECL(dotravel);
STATIC_PTR int NDECL(doterrain);
# ifdef WIZARD
STATIC_PTR int NDECL(wiz_wish);
STATIC_PTR int NDECL(wiz_identify);
@@ -142,7 +143,8 @@ STATIC_PTR int NDECL(wiz_show_vision);
STATIC_PTR int NDECL(wiz_smell);
STATIC_PTR int NDECL(wiz_mon_polycontrol);
STATIC_PTR int NDECL(wiz_show_wmodes);
STATIC_PTR int NDECL(wiz_map_terrain);
STATIC_DCL void NDECL(wiz_map_levltyp);
STATIC_DCL void NDECL(wiz_levltyp_legend);
#if defined(__BORLANDC__) && !defined(_WIN32)
extern void FDECL(show_borlandc_stats, (winid));
#endif
@@ -820,9 +822,9 @@ wiz_show_wmodes(VOID_ARGS)
return 0;
}
/* #terrain command */
STATIC_PTR int
wiz_map_terrain(VOID_ARGS)
/* wizard mode variant of #terrain; internal levl[][].typ values in base-36 */
STATIC_OVL void
wiz_map_levltyp(VOID_ARGS)
{
winid win;
int x, y, terrain;
@@ -921,10 +923,91 @@ wiz_map_terrain(VOID_ARGS)
}
display_nhwindow(win, TRUE);
/* TODO? create legend of levl[][].typ codes and allow switching
back and forth between it and coded map display */
destroy_nhwindow(win);
return 0;
return;
}
/* temporary? hack, since level type codes aren't the same as screen
symbols and only the latter have easily accessible descriptions */
static const char *levltyp[] = {
"stone",
"vertical wall",
"horizontal wall",
"top-left corner wall",
"top-right corner wall",
"bottom-left corner wall",
"bottom-right corner wall",
"cross wall",
"tee-up wall",
"tee-down wall",
"tee-left wall",
"tee-right wall",
"drawbridge wall",
"tree",
"secret door",
"secret corridor",
"pool",
"moat",
"water",
"drawbridge up",
"lava pool",
"iron bars",
"door",
"corridor",
"room",
"stairs",
"ladder",
"fountain",
"throne",
"sink",
"grave",
"altar",
"ice",
"drawbridge down",
"air",
"cloud",
/* not a real terrain type, but used for undiggable stone
by wiz_map_levltyp() */
"unreachable/undiggable",
/* padding in case the number of entries above is odd */
""
};
/* explanation of base-36 output from wiz_map_levltyp() */
STATIC_OVL void
wiz_levltyp_legend(VOID_ARGS)
{
winid win;
int i, j, last, c;
const char *dsc, *fmt;
char buf[BUFSZ];
win = create_nhwindow(NHW_TEXT);
putstr(win, 0, "#terrain encodings:");
putstr(win, 0, "");
fmt = " %c - %-28s"; /* TODO: include tab-separated variant for win32 */
*buf = '\0';
/* output in pairs, left hand column holds [0],[1],...,[N/2-1]
and right hand column holds [N/2],[N/2+1],...,[N-1];
N ('last') will always be even, and may or may not include
the empty string entry to pad out the final pair, depending
upon how many other entries are present in levltyp[] */
last = SIZE(levltyp) & ~1;
for (i = 0; i < last / 2; ++i)
for (j = i; j < last; j += last / 2) {
dsc = levltyp[j];
c = !*dsc ? ' ' : !strncmp(dsc, "unreachable", 11) ? '*' :
/* same int-to-char conversion as wiz_map_levltyp() */
(j < 10) ? '0' + j : (j < 36) ? 'a' + j - 10 : 'A' + j - 36;
Sprintf(eos(buf), fmt, c, dsc);
if (j > i) {
putstr(win, 0, buf);
*buf = '\0';
}
}
display_nhwindow(win, TRUE);
destroy_nhwindow(win);
return;
}
/* #wizsmell command - test usmellmon(). */
@@ -983,6 +1066,71 @@ wiz_rumor_check(VOID_ARGS)
}
#endif /* WIZARD */
/* #terrain command */
STATIC_PTR int
doterrain(VOID_ARGS)
{
int which = 1; /* show known map, ala crawl's '|' command */
if (discover || wizard) {
/* explore mode #terrain: choose between known map and full map;
wizard mode #terrain: choose between known map, full map,
a dump of the internal levl[][].typ codes w/ level flags,
and a legend for the levl[][].typ codes */
winid men;
menu_item *sel;
anything any;
int n;
men = create_nhwindow(NHW_MENU);
any = zeroany;
any.a_int = 1;
add_menu(men, NO_GLYPH, &any, 0, 0, ATR_NONE,
"known map without monsters, objects, and traps",
MENU_SELECTED);
any.a_int = 2;
add_menu(men, NO_GLYPH, &any, 0, 0, ATR_NONE,
"full map without monsters, objects, and traps",
MENU_UNSELECTED);
#ifdef WIZARD
if (wizard) {
any.a_int = 3;
add_menu(men, NO_GLYPH, &any, 0, 0, ATR_NONE,
"internal levl[][].typ codes in base-36",
MENU_UNSELECTED);
any.a_int = 4;
add_menu(men, NO_GLYPH, &any, 0, 0, ATR_NONE,
"legend of base-36 levl[][].typ codes",
MENU_UNSELECTED);
}
#endif
end_menu(men, "View which?");
n = select_menu(men, PICK_ONE, &sel);
destroy_nhwindow(men);
/*
* n < 0: player used ESC to cancel;
* n == 0: preselected entry was explicitly chosen and got toggled off;
* n == 1: preselected entry was implicitly chosen via <space>|<enter>;
* n == 2: another entry was explicitly chosen, so skip preselected one
*/
which = (n < 0) ? -1 : (n == 0) ? 1 : sel[0].item.a_int;
if (n > 1 && which == 1) which = sel[1].item.a_int;
if (n > 0) free((genericptr_t)sel);
} /* discover || wizard */
switch (which) {
case 1: reveal_terrain(FALSE); break; /* known map */
case 2: reveal_terrain(TRUE); break; /* full map */
#ifdef WIZARD
case 3: wiz_map_levltyp(); break; /* map internals */
case 4: wiz_levltyp_legend(); break; /* internal details */
#endif
default: break;
}
return 0; /* no time elapses */
}
/* -enlightenment and conduct- */
static winid en_win = WIN_ERR;
@@ -2330,6 +2478,7 @@ struct ext_func_tab extcmdlist[] = {
#endif
{"rub", "rub a lamp or a stone", dorub, FALSE},
{"sit", "sit down", dosit, FALSE},
{"terrain", "show map without obstructions", doterrain, TRUE},
{"tip", "empty a container", dotip, FALSE},
{"turn", "turn undead", doturn, TRUE},
{"twoweapon", "toggle two-weapon combat", dotwoweapon, FALSE},
@@ -2356,7 +2505,6 @@ struct ext_func_tab extcmdlist[] = {
#endif
{(char *)0, (char *)0, donull, TRUE}, /* seenv */
{(char *)0, (char *)0, donull, TRUE}, /* stats */
{(char *)0, (char *)0, donull, TRUE}, /* terrain */
{(char *)0, (char *)0, donull, TRUE}, /* timeout */
{(char *)0, (char *)0, donull, TRUE}, /* vanquished */
{(char *)0, (char *)0, donull, TRUE}, /* vision */
@@ -2386,7 +2534,6 @@ static const struct ext_func_tab debug_extcmdlist[] = {
#endif
{"seenv", "show seen vectors", wiz_show_seenv, TRUE},
{"stats", "show memory statistics", wiz_show_stats, TRUE},
{"terrain", "show map topology", wiz_map_terrain, TRUE},
{"timeout", "look at timeout queue", wiz_timeout_queue, TRUE},
{"vanquished", "list vanquished monsters", dovanquished, TRUE},
{"vision", "show vision array", wiz_show_vision, TRUE},

View File

@@ -1377,5 +1377,55 @@ sokoban_detect()
}
}
/* idea from crawl; show known portion of map without any monsters,
objects, or traps occluding the view of the underlying terrain */
void
reveal_terrain(full)
boolean full; /* wizard|explore modes allow player to request full map */
{
int x, y, glyph, S_stone_glyph;
uchar seenv;
struct monst *mtmp;
if ((Hallucination || Stunned || Confusion) && !full) {
You("are too disoriented for this.");
} else {
iflags.save_uinwater = u.uinwater, iflags.save_uburied = u.uburied;
u.uinwater = u.uburied = 0;
S_stone_glyph = cmap_to_glyph(S_stone);
/* rewrite the map, displaying map background for seen spots
(all spots seen if 'full') and stone everywhere else */
for (x = 1; x < COLNO; x++)
for (y = 0; y < ROWNO; y++) {
seenv = levl[x][y].seenv;
if (full) {
levl[x][y].seenv = SVALL;
glyph = back_to_glyph(x, y);
levl[x][y].seenv = seenv;
} else {
if (!level.flags.hero_memory && !cansee(x, y))
seenv = 0;
glyph = seenv ? back_to_glyph(x, y) : S_stone_glyph;
/* need to show mimic-as-furniture so that #terrain can't
be used to spot mimics, but this is only approximate;
mimic might have moved and hid here after the player
last saw this spot as some other type of terrain */
if (seenv && (mtmp = m_at(x, y)) != 0 &&
mtmp->m_ap_type == M_AP_FURNITURE)
glyph = cmap_to_glyph(mtmp->mappearance);
}
show_glyph(x, y, glyph);
}
/* [TODO: highlight hero's location somehow] */
u.uinwater = iflags.save_uinwater, u.uburied = iflags.save_uburied;
flush_screen(1);
pline("Showing underlying terrain only...");
display_nhwindow(WIN_MAP, TRUE); /* give "--More--" prompt */
docrt(); /* redraw the screen, restoring regular map */
if (Underwater) under_water(2);
if (u.uburied) under_ground(2);
}
return;
}
/*detect.c*/