For travel target location, report if no known travel path
Yet another accessibility feature. When asked for a location to travel, and autodescribe is on, the location description has "(no travel path)" appended, if there is no known path to that location.
This commit is contained in:
62
src/hack.c
62
src/hack.c
@@ -10,7 +10,7 @@ STATIC_DCL void NDECL(maybe_wail);
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STATIC_DCL int NDECL(moverock);
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STATIC_DCL int FDECL(still_chewing, (XCHAR_P, XCHAR_P));
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STATIC_DCL void NDECL(dosinkfall);
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STATIC_DCL boolean FDECL(findtravelpath, (BOOLEAN_P));
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STATIC_DCL boolean FDECL(findtravelpath, (int));
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STATIC_DCL boolean FDECL(trapmove, (int, int, struct trap *));
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STATIC_DCL void NDECL(switch_terrain);
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STATIC_DCL struct monst *FDECL(monstinroom, (struct permonst *, int));
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@@ -19,6 +19,11 @@ STATIC_DCL void FDECL(move_update, (BOOLEAN_P));
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#define IS_SHOP(x) (rooms[x].rtype >= SHOPBASE)
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/* mode values for findtravelpath() */
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#define TRAVP_TRAVEL 0
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#define TRAVP_GUESS 1
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#define TRAVP_VALID 2
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static anything tmp_anything;
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anything *
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@@ -887,21 +892,25 @@ int wiz_debug_cmd_traveldisplay()
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* Returns TRUE if a path was found.
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*/
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STATIC_OVL boolean
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findtravelpath(guess)
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boolean guess;
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findtravelpath(mode)
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int mode;
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{
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/* if travel to adjacent, reachable location, use normal movement rules */
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if (!guess && context.travel1 && distmin(u.ux, u.uy, u.tx, u.ty) == 1
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if ((mode == TRAVP_TRAVEL || mode == TRAVP_VALID) && context.travel1
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&& distmin(u.ux, u.uy, u.tx, u.ty) == 1
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&& !(u.ux != u.tx && u.uy != u.ty && NODIAG(u.umonnum))) {
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context.run = 0;
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if (test_move(u.ux, u.uy, u.tx - u.ux, u.ty - u.uy, TEST_MOVE)) {
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u.dx = u.tx - u.ux;
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u.dy = u.ty - u.uy;
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nomul(0);
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iflags.travelcc.x = iflags.travelcc.y = -1;
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if (mode == TRAVP_TRAVEL) {
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u.dx = u.tx - u.ux;
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u.dy = u.ty - u.uy;
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nomul(0);
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iflags.travelcc.x = iflags.travelcc.y = -1;
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}
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return TRUE;
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}
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context.run = 8;
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if (mode == TRAVP_TRAVEL)
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context.run = 8;
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}
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if (u.tx != u.ux || u.ty != u.uy) {
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xchar travel[COLNO][ROWNO];
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@@ -917,7 +926,7 @@ boolean guess;
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* goal is the position the player knows of, or might figure out
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* (couldsee) that is closest to the target on a straight path.
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*/
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if (guess) {
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if (mode == TRAVP_GUESS || mode == TRAVP_VALID) {
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tx = u.ux;
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ty = u.uy;
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ux = u.tx;
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@@ -987,7 +996,8 @@ boolean guess;
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* example above is never included in it, preventing
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* the cycle.
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*/
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if (!isok(nx, ny) || (guess && !couldsee(nx, ny)))
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if (!isok(nx, ny)
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|| ((mode == TRAVP_GUESS) && !couldsee(nx, ny)))
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continue;
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if ((!Passes_walls && !can_ooze(&youmonst)
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&& closed_door(x, y)) || sobj_at(BOULDER, x, y)
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@@ -1009,10 +1019,11 @@ boolean guess;
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&& (levl[nx][ny].seenv
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|| (!Blind && couldsee(nx, ny)))) {
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if (nx == ux && ny == uy) {
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if (!guess) {
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if (mode == TRAVP_TRAVEL || mode == TRAVP_VALID) {
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u.dx = x - ux;
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u.dy = y - uy;
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if (x == u.tx && y == u.ty) {
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if (mode == TRAVP_TRAVEL
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&& x == u.tx && y == u.ty) {
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nomul(0);
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/* reset run so domove run checks work */
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context.run = 8;
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@@ -1052,7 +1063,7 @@ boolean guess;
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}
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/* if guessing, find best location in travel matrix and go there */
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if (guess) {
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if (mode == TRAVP_GUESS) {
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int px = tx, py = ty; /* pick location */
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int dist, nxtdist, d2, nd2;
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@@ -1107,7 +1118,7 @@ boolean guess;
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uy = u.uy;
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set = 0;
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n = radius = 1;
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guess = FALSE;
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mode = TRAVP_TRAVEL;
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goto noguess;
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}
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return FALSE;
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@@ -1120,6 +1131,27 @@ found:
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return FALSE;
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}
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boolean
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is_valid_travelpt(x,y)
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int x,y;
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{
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int tx = u.tx;
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int ty = u.ty;
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boolean ret;
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int g = glyph_at(x,y);
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if (x == u.ux && y == u.uy)
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return TRUE;
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if (isok(x,y) && glyph_is_cmap(g) && S_stone == glyph_to_cmap(g)
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&& !levl[x][y].seenv)
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return FALSE;
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u.tx = x;
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u.ty = y;
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ret = findtravelpath(TRAVP_VALID);
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u.tx = tx;
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u.ty = ty;
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return ret;
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}
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/* try to escape being stuck in a trapped state by walking out of it;
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return true iff moving should continue to intended destination
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(all failures and most successful escapes leave hero at original spot) */
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