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