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:
Pasi Kallinen
2016-08-31 22:00:45 +03:00
parent 2710106661
commit f82205c232
6 changed files with 57 additions and 16 deletions

View File

@@ -10,7 +10,7 @@ STATIC_DCL void NDECL(maybe_wail);
STATIC_DCL int NDECL(moverock);
STATIC_DCL int FDECL(still_chewing, (XCHAR_P, XCHAR_P));
STATIC_DCL void NDECL(dosinkfall);
STATIC_DCL boolean FDECL(findtravelpath, (BOOLEAN_P));
STATIC_DCL boolean FDECL(findtravelpath, (int));
STATIC_DCL boolean FDECL(trapmove, (int, int, struct trap *));
STATIC_DCL void NDECL(switch_terrain);
STATIC_DCL struct monst *FDECL(monstinroom, (struct permonst *, int));
@@ -19,6 +19,11 @@ STATIC_DCL void FDECL(move_update, (BOOLEAN_P));
#define IS_SHOP(x) (rooms[x].rtype >= SHOPBASE)
/* mode values for findtravelpath() */
#define TRAVP_TRAVEL 0
#define TRAVP_GUESS 1
#define TRAVP_VALID 2
static anything tmp_anything;
anything *
@@ -887,21 +892,25 @@ int wiz_debug_cmd_traveldisplay()
* Returns TRUE if a path was found.
*/
STATIC_OVL boolean
findtravelpath(guess)
boolean guess;
findtravelpath(mode)
int mode;
{
/* if travel to adjacent, reachable location, use normal movement rules */
if (!guess && context.travel1 && distmin(u.ux, u.uy, u.tx, u.ty) == 1
if ((mode == TRAVP_TRAVEL || mode == TRAVP_VALID) && context.travel1
&& distmin(u.ux, u.uy, u.tx, u.ty) == 1
&& !(u.ux != u.tx && u.uy != u.ty && NODIAG(u.umonnum))) {
context.run = 0;
if (test_move(u.ux, u.uy, u.tx - u.ux, u.ty - u.uy, TEST_MOVE)) {
u.dx = u.tx - u.ux;
u.dy = u.ty - u.uy;
nomul(0);
iflags.travelcc.x = iflags.travelcc.y = -1;
if (mode == TRAVP_TRAVEL) {
u.dx = u.tx - u.ux;
u.dy = u.ty - u.uy;
nomul(0);
iflags.travelcc.x = iflags.travelcc.y = -1;
}
return TRUE;
}
context.run = 8;
if (mode == TRAVP_TRAVEL)
context.run = 8;
}
if (u.tx != u.ux || u.ty != u.uy) {
xchar travel[COLNO][ROWNO];
@@ -917,7 +926,7 @@ boolean guess;
* goal is the position the player knows of, or might figure out
* (couldsee) that is closest to the target on a straight path.
*/
if (guess) {
if (mode == TRAVP_GUESS || mode == TRAVP_VALID) {
tx = u.ux;
ty = u.uy;
ux = u.tx;
@@ -987,7 +996,8 @@ boolean guess;
* example above is never included in it, preventing
* the cycle.
*/
if (!isok(nx, ny) || (guess && !couldsee(nx, ny)))
if (!isok(nx, ny)
|| ((mode == TRAVP_GUESS) && !couldsee(nx, ny)))
continue;
if ((!Passes_walls && !can_ooze(&youmonst)
&& closed_door(x, y)) || sobj_at(BOULDER, x, y)
@@ -1009,10 +1019,11 @@ boolean guess;
&& (levl[nx][ny].seenv
|| (!Blind && couldsee(nx, ny)))) {
if (nx == ux && ny == uy) {
if (!guess) {
if (mode == TRAVP_TRAVEL || mode == TRAVP_VALID) {
u.dx = x - ux;
u.dy = y - uy;
if (x == u.tx && y == u.ty) {
if (mode == TRAVP_TRAVEL
&& x == u.tx && y == u.ty) {
nomul(0);
/* reset run so domove run checks work */
context.run = 8;
@@ -1052,7 +1063,7 @@ boolean guess;
}
/* if guessing, find best location in travel matrix and go there */
if (guess) {
if (mode == TRAVP_GUESS) {
int px = tx, py = ty; /* pick location */
int dist, nxtdist, d2, nd2;
@@ -1107,7 +1118,7 @@ boolean guess;
uy = u.uy;
set = 0;
n = radius = 1;
guess = FALSE;
mode = TRAVP_TRAVEL;
goto noguess;
}
return FALSE;
@@ -1120,6 +1131,27 @@ found:
return FALSE;
}
boolean
is_valid_travelpt(x,y)
int x,y;
{
int tx = u.tx;
int ty = u.ty;
boolean ret;
int g = glyph_at(x,y);
if (x == u.ux && y == u.uy)
return TRUE;
if (isok(x,y) && glyph_is_cmap(g) && S_stone == glyph_to_cmap(g)
&& !levl[x][y].seenv)
return FALSE;
u.tx = x;
u.ty = y;
ret = findtravelpath(TRAVP_VALID);
u.tx = tx;
u.ty = ty;
return ret;
}
/* try to escape being stuck in a trapped state by walking out of it;
return true iff moving should continue to intended destination
(all failures and most successful escapes leave hero at original spot) */