12 changed files with 4148 additions and 2 deletions
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#pragma once |
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#include <cstdint> |
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#include <optional> |
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#include <string> |
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#include <vector> |
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#include "engine/displacement.hpp" |
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#include "engine/point.hpp" |
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namespace devilution { |
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struct Player; |
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// Path-finding utilities for speech/navigation (BFS over the dungeon grid).
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std::optional<std::vector<int8_t>> FindKeyboardWalkPathForSpeech(const Player &player, Point startPosition, Point destinationPosition, bool allowDestinationNonWalkable = false); |
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std::optional<std::vector<int8_t>> FindKeyboardWalkPathForSpeechRespectingDoors(const Player &player, Point startPosition, Point destinationPosition, bool allowDestinationNonWalkable = false); |
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std::optional<std::vector<int8_t>> FindKeyboardWalkPathForSpeechIgnoringMonsters(const Player &player, Point startPosition, Point destinationPosition, bool allowDestinationNonWalkable = false); |
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std::optional<std::vector<int8_t>> FindKeyboardWalkPathForSpeechRespectingDoorsIgnoringMonsters(const Player &player, Point startPosition, Point destinationPosition, bool allowDestinationNonWalkable = false); |
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std::optional<std::vector<int8_t>> FindKeyboardWalkPathForSpeechLenient(const Player &player, Point startPosition, Point destinationPosition, bool allowDestinationNonWalkable = false); |
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std::optional<std::vector<int8_t>> FindKeyboardWalkPathToClosestReachableForSpeech(const Player &player, Point startPosition, Point destinationPosition, Point &closestPosition); |
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void AppendKeyboardWalkPathForSpeech(std::string &message, const std::vector<int8_t> &path); |
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void AppendDirectionalFallback(std::string &message, const Displacement &delta); |
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// Key handler that speaks the nearest unexplored tile direction.
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void SpeakNearestUnexploredTileKeyPressed(); |
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[[nodiscard]] std::string BuildCurrentLocationForSpeech(); |
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// Key handlers for player status announcements.
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void SpeakPlayerHealthPercentageKeyPressed(); |
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void SpeakExperienceToNextLevelKeyPressed(); |
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void SpeakCurrentLocationKeyPressed(); |
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// Key handlers for navigation.
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void SpeakNearestExitKeyPressed(); |
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void SpeakNearestTownPortalInTownKeyPressed(); |
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void SpeakNearestStairsDownKeyPressed(); |
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void SpeakNearestStairsUpKeyPressed(); |
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// Keyboard directional walk.
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bool IsKeyboardWalkAllowed(); |
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void KeyboardWalkNorthKeyPressed(); |
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void KeyboardWalkSouthKeyPressed(); |
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void KeyboardWalkEastKeyPressed(); |
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void KeyboardWalkWestKeyPressed(); |
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} // namespace devilution
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@ -0,0 +1,490 @@
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#include "accessibility/speech.hpp" |
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#include <algorithm> |
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#include <array> |
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#include <cstdint> |
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#include <memory> |
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#include <optional> |
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#include <string> |
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#include <vector> |
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#ifdef USE_SDL3 |
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#include <SDL3/SDL_timer.h> |
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#else |
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#include <SDL.h> |
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#endif |
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#if !defined(USE_SDL3) && !defined(NOSOUND) |
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#include <Aulib/Stream.h> |
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#endif |
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#include <fmt/format.h> |
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#include "controls/plrctrls.h" |
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#include "engine/sound.h" |
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#include "inv.h" |
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#include "options.h" |
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#include "items.h" |
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#include "levels/gendung.h" |
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#include "monster.h" |
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#include "objects.h" |
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#include "player.h" |
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#include "utils/is_of.hpp" |
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#include "utils/language.h" |
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#include "utils/screen_reader.hpp" |
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#include "utils/str_cat.hpp" |
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namespace devilution { |
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#ifdef NOSOUND |
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void UpdatePlayerLowHpWarningSound() |
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{ |
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} |
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#else |
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namespace { |
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std::unique_ptr<TSnd> PlayerLowHpWarningSound; |
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bool TriedLoadingPlayerLowHpWarningSound = false; |
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TSnd *GetPlayerLowHpWarningSound() |
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{ |
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if (TriedLoadingPlayerLowHpWarningSound) |
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return PlayerLowHpWarningSound.get(); |
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TriedLoadingPlayerLowHpWarningSound = true; |
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if (!gbSndInited) |
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return nullptr; |
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PlayerLowHpWarningSound = std::make_unique<TSnd>(); |
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PlayerLowHpWarningSound->start_tc = SDL_GetTicks() - 80 - 1; |
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// Support both the new "playerhaslowhp" name and the older underscore version.
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if (PlayerLowHpWarningSound->DSB.SetChunkStream("audio\\playerhaslowhp.ogg", /*isMp3=*/false, /*logErrors=*/false) != 0 |
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&& PlayerLowHpWarningSound->DSB.SetChunkStream("..\\audio\\playerhaslowhp.ogg", /*isMp3=*/false, /*logErrors=*/false) != 0 |
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&& PlayerLowHpWarningSound->DSB.SetChunkStream("audio\\player_has_low_hp.ogg", /*isMp3=*/false, /*logErrors=*/false) != 0 |
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&& PlayerLowHpWarningSound->DSB.SetChunkStream("..\\audio\\player_has_low_hp.ogg", /*isMp3=*/false, /*logErrors=*/false) != 0 |
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&& PlayerLowHpWarningSound->DSB.SetChunkStream("audio\\playerhaslowhp.mp3", /*isMp3=*/true, /*logErrors=*/false) != 0 |
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&& PlayerLowHpWarningSound->DSB.SetChunkStream("..\\audio\\playerhaslowhp.mp3", /*isMp3=*/true, /*logErrors=*/false) != 0 |
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&& PlayerLowHpWarningSound->DSB.SetChunkStream("audio\\player_has_low_hp.mp3", /*isMp3=*/true, /*logErrors=*/false) != 0 |
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&& PlayerLowHpWarningSound->DSB.SetChunkStream("..\\audio\\player_has_low_hp.mp3", /*isMp3=*/true, /*logErrors=*/false) != 0 |
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&& PlayerLowHpWarningSound->DSB.SetChunkStream("audio\\playerhaslowhp.wav", /*isMp3=*/false, /*logErrors=*/false) != 0 |
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&& PlayerLowHpWarningSound->DSB.SetChunkStream("..\\audio\\playerhaslowhp.wav", /*isMp3=*/false, /*logErrors=*/false) != 0 |
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&& PlayerLowHpWarningSound->DSB.SetChunkStream("audio\\player_has_low_hp.wav", /*isMp3=*/false, /*logErrors=*/false) != 0 |
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&& PlayerLowHpWarningSound->DSB.SetChunkStream("..\\audio\\player_has_low_hp.wav", /*isMp3=*/false, /*logErrors=*/false) != 0) { |
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PlayerLowHpWarningSound = nullptr; |
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} |
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return PlayerLowHpWarningSound.get(); |
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} |
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void StopPlayerLowHpWarningSound() |
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{ |
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if (PlayerLowHpWarningSound != nullptr) |
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PlayerLowHpWarningSound->DSB.Stop(); |
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} |
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[[nodiscard]] uint32_t LowHpIntervalMs(int hpPercent) |
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{ |
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// The sound starts at 50% HP (slow) and speeds up every 10% down to 0%.
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if (hpPercent > 40) |
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return 1500; |
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if (hpPercent > 30) |
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return 1200; |
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if (hpPercent > 20) |
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return 900; |
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if (hpPercent > 10) |
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return 600; |
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return 300; |
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} |
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} // namespace
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void UpdatePlayerLowHpWarningSound() |
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{ |
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static uint32_t LastWarningStartMs = 0; |
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if (!gbSndInited || !gbSoundOn || MyPlayer == nullptr || InGameMenu()) { |
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StopPlayerLowHpWarningSound(); |
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LastWarningStartMs = 0; |
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return; |
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} |
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// Stop immediately when dead.
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if (MyPlayerIsDead || MyPlayer->_pmode == PM_DEATH || MyPlayer->hasNoLife()) { |
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StopPlayerLowHpWarningSound(); |
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LastWarningStartMs = 0; |
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return; |
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} |
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const int maxHp = MyPlayer->_pMaxHP; |
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if (maxHp <= 0) { |
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StopPlayerLowHpWarningSound(); |
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LastWarningStartMs = 0; |
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return; |
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} |
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const int hp = std::clamp(MyPlayer->_pHitPoints, 0, maxHp); |
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const int hpPercent = std::clamp(hp * 100 / maxHp, 0, 100); |
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// Only play below (or equal to) 50% and above 0%.
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if (hpPercent > 50 || hpPercent <= 0) { |
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StopPlayerLowHpWarningSound(); |
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LastWarningStartMs = 0; |
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return; |
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} |
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TSnd *snd = GetPlayerLowHpWarningSound(); |
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if (snd == nullptr || !snd->DSB.IsLoaded()) |
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return; |
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const uint32_t now = SDL_GetTicks(); |
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const uint32_t intervalMs = LowHpIntervalMs(hpPercent); |
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if (LastWarningStartMs == 0) |
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LastWarningStartMs = now - intervalMs; |
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if (now - LastWarningStartMs < intervalMs) |
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return; |
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// Restart the cue even if it's already playing so the "tempo" is controlled by HP.
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snd->DSB.Stop(); |
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snd_play_snd(snd, /*lVolume=*/0, /*lPan=*/0, *GetOptions().Audio.soundVolume); |
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LastWarningStartMs = now; |
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} |
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#endif // NOSOUND
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namespace { |
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[[nodiscard]] bool IsBossMonsterForHpAnnouncement(const Monster &monster) |
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{ |
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return monster.isUnique() || monster.ai == MonsterAIID::Diablo; |
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} |
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} // namespace
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void UpdateLowDurabilityWarnings() |
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{ |
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static std::array<uint32_t, NUM_INVLOC> WarnedSeeds {}; |
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static std::array<bool, NUM_INVLOC> HasWarned {}; |
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if (MyPlayer == nullptr) |
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return; |
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if (MyPlayerIsDead || MyPlayer->_pmode == PM_DEATH || MyPlayer->hasNoLife()) |
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return; |
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std::vector<std::string> newlyLow; |
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newlyLow.reserve(NUM_INVLOC); |
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for (int slot = 0; slot < NUM_INVLOC; ++slot) { |
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const Item &item = MyPlayer->InvBody[slot]; |
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if (item.isEmpty() || item._iMaxDur <= 0 || item._iMaxDur == DUR_INDESTRUCTIBLE || item._iDurability == DUR_INDESTRUCTIBLE) { |
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HasWarned[slot] = false; |
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continue; |
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} |
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const int maxDur = item._iMaxDur; |
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const int durability = item._iDurability; |
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if (durability <= 0) { |
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HasWarned[slot] = false; |
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continue; |
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} |
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int threshold = std::max(2, maxDur / 10); |
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threshold = std::clamp(threshold, 1, maxDur); |
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const bool isLow = durability <= threshold; |
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if (!isLow) { |
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HasWarned[slot] = false; |
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continue; |
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} |
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if (HasWarned[slot] && WarnedSeeds[slot] == item._iSeed) |
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continue; |
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HasWarned[slot] = true; |
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WarnedSeeds[slot] = item._iSeed; |
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const StringOrView name = item.getName(); |
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if (!name.empty()) |
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newlyLow.emplace_back(name.str().data(), name.str().size()); |
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} |
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if (newlyLow.empty()) |
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return; |
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// Add ordinal numbers for duplicates (e.g. two rings with the same name).
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for (size_t i = 0; i < newlyLow.size(); ++i) { |
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int total = 0; |
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for (size_t j = 0; j < newlyLow.size(); ++j) { |
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if (newlyLow[j] == newlyLow[i]) |
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++total; |
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} |
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if (total <= 1) |
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continue; |
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int ordinal = 1; |
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for (size_t j = 0; j < i; ++j) { |
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if (newlyLow[j] == newlyLow[i]) |
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++ordinal; |
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} |
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newlyLow[i] = fmt::format("{} {}", newlyLow[i], ordinal); |
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} |
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std::string joined; |
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for (size_t i = 0; i < newlyLow.size(); ++i) { |
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if (i != 0) |
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joined += ", "; |
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joined += newlyLow[i]; |
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} |
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SpeakText(fmt::format(fmt::runtime(_("Low durability: {:s}")), joined), /*force=*/true); |
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} |
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void UpdateBossHealthAnnouncements() |
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{ |
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static dungeon_type LastLevelType = DTYPE_NONE; |
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static int LastCurrLevel = -1; |
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static bool LastSetLevel = false; |
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static _setlevels LastSetLevelNum = SL_NONE; |
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static std::array<int8_t, MaxMonsters> LastAnnouncedBucket {}; |
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if (MyPlayer == nullptr) |
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return; |
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if (leveltype == DTYPE_TOWN) |
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return; |
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const bool levelChanged = LastLevelType != leveltype || LastCurrLevel != currlevel || LastSetLevel != setlevel || LastSetLevelNum != setlvlnum; |
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if (levelChanged) { |
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LastAnnouncedBucket.fill(-1); |
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LastLevelType = leveltype; |
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LastCurrLevel = currlevel; |
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LastSetLevel = setlevel; |
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LastSetLevelNum = setlvlnum; |
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} |
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for (size_t monsterId = 0; monsterId < MaxMonsters; ++monsterId) { |
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if (LastAnnouncedBucket[monsterId] < 0) |
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continue; |
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const Monster &monster = Monsters[monsterId]; |
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if (monster.isInvalid || monster.hitPoints <= 0 || !IsBossMonsterForHpAnnouncement(monster)) |
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LastAnnouncedBucket[monsterId] = -1; |
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} |
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for (size_t i = 0; i < ActiveMonsterCount; i++) { |
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const int monsterId = static_cast<int>(ActiveMonsters[i]); |
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const Monster &monster = Monsters[monsterId]; |
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if (monster.isInvalid) |
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continue; |
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if ((monster.flags & MFLAG_HIDDEN) != 0) |
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continue; |
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if (!IsBossMonsterForHpAnnouncement(monster)) |
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continue; |
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if (monster.hitPoints <= 0 || monster.maxHitPoints <= 0) |
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continue; |
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const int64_t hp = std::clamp<int64_t>(monster.hitPoints, 0, monster.maxHitPoints); |
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const int64_t maxHp = monster.maxHitPoints; |
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const int hpPercent = static_cast<int>(std::clamp<int64_t>(hp * 100 / maxHp, 0, 100)); |
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const int bucket = ((hpPercent + 9) / 10) * 10; |
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int8_t &lastBucket = LastAnnouncedBucket[monsterId]; |
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if (lastBucket < 0) { |
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lastBucket = static_cast<int8_t>(((hpPercent + 9) / 10) * 10); |
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continue; |
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} |
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if (bucket >= lastBucket) |
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continue; |
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lastBucket = static_cast<int8_t>(bucket); |
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SpeakText(fmt::format(fmt::runtime(_("{:s} health: {:d}%")), monster.name(), bucket), /*force=*/false); |
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} |
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} |
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void UpdateAttackableMonsterAnnouncements() |
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{ |
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static std::optional<int> LastAttackableMonsterId; |
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if (MyPlayer == nullptr) { |
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LastAttackableMonsterId = std::nullopt; |
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return; |
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} |
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if (leveltype == DTYPE_TOWN) { |
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LastAttackableMonsterId = std::nullopt; |
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return; |
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} |
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if (MyPlayerIsDead || MyPlayer->_pmode == PM_DEATH || MyPlayer->hasNoLife()) { |
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LastAttackableMonsterId = std::nullopt; |
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return; |
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} |
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if (InGameMenu() || invflag) { |
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LastAttackableMonsterId = std::nullopt; |
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return; |
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} |
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const Player &player = *MyPlayer; |
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const Point playerPosition = player.position.tile; |
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int bestRotations = 5; |
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std::optional<int> bestId; |
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for (size_t i = 0; i < ActiveMonsterCount; i++) { |
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const int monsterId = static_cast<int>(ActiveMonsters[i]); |
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const Monster &monster = Monsters[monsterId]; |
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if (monster.isInvalid) |
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continue; |
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if ((monster.flags & MFLAG_HIDDEN) != 0) |
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continue; |
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if (monster.hitPoints <= 0) |
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continue; |
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if (monster.isPlayerMinion()) |
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continue; |
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if (!monster.isPossibleToHit()) |
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continue; |
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const Point monsterPosition = monster.position.tile; |
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if (playerPosition.WalkingDistance(monsterPosition) > 1) |
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continue; |
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const int d1 = static_cast<int>(player._pdir); |
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const int d2 = static_cast<int>(GetDirection(playerPosition, monsterPosition)); |
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int rotations = std::abs(d1 - d2); |
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if (rotations > 4) |
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rotations = 4 - (rotations % 4); |
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if (!bestId || rotations < bestRotations || (rotations == bestRotations && monsterId < *bestId)) { |
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bestRotations = rotations; |
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bestId = monsterId; |
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} |
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} |
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if (!bestId) { |
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LastAttackableMonsterId = std::nullopt; |
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return; |
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} |
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if (LastAttackableMonsterId && *LastAttackableMonsterId == *bestId) |
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return; |
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LastAttackableMonsterId = *bestId; |
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const std::string_view name = Monsters[*bestId].name(); |
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if (!name.empty()) |
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SpeakText(name, /*force=*/true); |
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} |
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[[nodiscard]] StringOrView DoorLabelForSpeech(const Object &door) |
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{ |
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if (!door.isDoor()) |
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return door.name(); |
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// Door state values are defined in `Source/objects.cpp` (DOOR_CLOSED=0, DOOR_OPEN=1, DOOR_BLOCKED=2).
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constexpr int DoorClosed = 0; |
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constexpr int DoorOpen = 1; |
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constexpr int DoorBlocked = 2; |
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// Catacombs doors are grates, so differentiate them for the screen reader / tracker.
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if (IsAnyOf(door._otype, _object_id::OBJ_L2LDOOR, _object_id::OBJ_L2RDOOR)) { |
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if (door._oVar4 == DoorOpen) |
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return _("Open Grate Door"); |
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if (door._oVar4 == DoorClosed) |
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return _("Closed Grate Door"); |
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if (door._oVar4 == DoorBlocked) |
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return _("Blocked Grate Door"); |
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return _("Grate Door"); |
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} |
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return door.name(); |
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} |
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void UpdateInteractableDoorAnnouncements() |
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{ |
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static std::optional<int> LastInteractableDoorId; |
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static std::optional<int> LastInteractableDoorState; |
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|
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if (MyPlayer == nullptr) { |
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LastInteractableDoorId = std::nullopt; |
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LastInteractableDoorState = std::nullopt; |
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return; |
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} |
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if (leveltype == DTYPE_TOWN) { |
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LastInteractableDoorId = std::nullopt; |
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LastInteractableDoorState = std::nullopt; |
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return; |
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} |
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if (MyPlayerIsDead || MyPlayer->_pmode == PM_DEATH || MyPlayer->hasNoLife()) { |
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LastInteractableDoorId = std::nullopt; |
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LastInteractableDoorState = std::nullopt; |
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return; |
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} |
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if (InGameMenu() || invflag) { |
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LastInteractableDoorId = std::nullopt; |
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LastInteractableDoorState = std::nullopt; |
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return; |
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} |
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const Player &player = *MyPlayer; |
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const Point playerPosition = player.position.tile; |
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std::optional<int> bestId; |
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int bestRotations = 5; |
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int bestDistance = 0; |
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|
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for (int dy = -1; dy <= 1; ++dy) { |
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for (int dx = -1; dx <= 1; ++dx) { |
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if (dx == 0 && dy == 0) |
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continue; |
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const Point pos = playerPosition + Displacement { dx, dy }; |
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if (!InDungeonBounds(pos)) |
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continue; |
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const int objectId = std::abs(dObject[pos.x][pos.y]) - 1; |
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if (objectId < 0 || objectId >= MAXOBJECTS) |
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continue; |
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const Object &door = Objects[objectId]; |
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if (!door.isDoor() || !door.canInteractWith()) |
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continue; |
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const int distance = playerPosition.WalkingDistance(door.position); |
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if (distance > 1) |
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continue; |
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|
||||
const int d1 = static_cast<int>(player._pdir); |
||||
const int d2 = static_cast<int>(GetDirection(playerPosition, door.position)); |
||||
|
||||
int rotations = std::abs(d1 - d2); |
||||
if (rotations > 4) |
||||
rotations = 4 - (rotations % 4); |
||||
|
||||
if (!bestId || rotations < bestRotations || (rotations == bestRotations && distance < bestDistance) |
||||
|| (rotations == bestRotations && distance == bestDistance && objectId < *bestId)) { |
||||
bestRotations = rotations; |
||||
bestDistance = distance; |
||||
bestId = objectId; |
||||
} |
||||
} |
||||
} |
||||
|
||||
if (!bestId) { |
||||
LastInteractableDoorId = std::nullopt; |
||||
LastInteractableDoorState = std::nullopt; |
||||
return; |
||||
} |
||||
|
||||
const Object &door = Objects[*bestId]; |
||||
const int state = door._oVar4; |
||||
if (LastInteractableDoorId && LastInteractableDoorState && *LastInteractableDoorId == *bestId && *LastInteractableDoorState == state) |
||||
return; |
||||
|
||||
LastInteractableDoorId = *bestId; |
||||
LastInteractableDoorState = state; |
||||
|
||||
const StringOrView label = DoorLabelForSpeech(door); |
||||
if (!label.empty()) |
||||
SpeakText(label.str(), /*force=*/true); |
||||
} |
||||
|
||||
} // namespace devilution
|
||||
@ -0,0 +1,17 @@
|
||||
#pragma once |
||||
|
||||
#include "utils/string_or_view.hpp" |
||||
|
||||
namespace devilution { |
||||
|
||||
struct Object; |
||||
|
||||
[[nodiscard]] StringOrView DoorLabelForSpeech(const Object &door); |
||||
|
||||
void UpdatePlayerLowHpWarningSound(); |
||||
void UpdateLowDurabilityWarnings(); |
||||
void UpdateBossHealthAnnouncements(); |
||||
void UpdateAttackableMonsterAnnouncements(); |
||||
void UpdateInteractableDoorAnnouncements(); |
||||
|
||||
} // namespace devilution
|
||||
@ -0,0 +1,358 @@
|
||||
#include "accessibility/town_navigation.hpp" |
||||
|
||||
#include <algorithm> |
||||
#include <array> |
||||
#include <cstddef> |
||||
#include <string> |
||||
#include <vector> |
||||
|
||||
#include <fmt/format.h> |
||||
|
||||
#include "controls/plrctrls.h" |
||||
#include "diablo.h" |
||||
#include "engine/path.h" |
||||
#include "help.h" |
||||
#include "levels/gendung.h" |
||||
#include "levels/tile_properties.hpp" |
||||
#include "multi.h" |
||||
#include "options.h" |
||||
#include "player.h" |
||||
#include "qol/chatlog.h" |
||||
#include "stores.h" |
||||
#include "towners.h" |
||||
#include "utils/language.h" |
||||
#include "utils/screen_reader.hpp" |
||||
#include "utils/str_cat.hpp" |
||||
|
||||
namespace devilution { |
||||
|
||||
namespace { |
||||
|
||||
std::vector<int> TownNpcOrder; |
||||
int SelectedTownNpc = -1; |
||||
int AutoWalkTownNpcTarget = -1; |
||||
|
||||
void ResetTownNpcSelection() |
||||
{ |
||||
TownNpcOrder.clear(); |
||||
SelectedTownNpc = -1; |
||||
} |
||||
|
||||
void RefreshTownNpcOrder(bool selectFirst = false) |
||||
{ |
||||
TownNpcOrder.clear(); |
||||
if (leveltype != DTYPE_TOWN) |
||||
return; |
||||
|
||||
const Point playerPosition = MyPlayer->position.future; |
||||
|
||||
for (size_t i = 0; i < GetNumTowners(); ++i) { |
||||
const Towner &towner = Towners[i]; |
||||
if (!IsTownerPresent(towner._ttype)) |
||||
continue; |
||||
if (towner._ttype == TOWN_COW) |
||||
continue; |
||||
TownNpcOrder.push_back(static_cast<int>(i)); |
||||
} |
||||
|
||||
if (TownNpcOrder.empty()) { |
||||
SelectedTownNpc = -1; |
||||
return; |
||||
} |
||||
|
||||
std::sort(TownNpcOrder.begin(), TownNpcOrder.end(), [&playerPosition](int a, int b) { |
||||
const Towner &townerA = Towners[a]; |
||||
const Towner &townerB = Towners[b]; |
||||
const int distanceA = playerPosition.WalkingDistance(townerA.position); |
||||
const int distanceB = playerPosition.WalkingDistance(townerB.position); |
||||
if (distanceA != distanceB) |
||||
return distanceA < distanceB; |
||||
return townerA.name < townerB.name; |
||||
}); |
||||
|
||||
if (selectFirst) { |
||||
SelectedTownNpc = TownNpcOrder.front(); |
||||
return; |
||||
} |
||||
|
||||
const auto it = std::find(TownNpcOrder.begin(), TownNpcOrder.end(), SelectedTownNpc); |
||||
if (it == TownNpcOrder.end()) |
||||
SelectedTownNpc = TownNpcOrder.front(); |
||||
} |
||||
|
||||
void EnsureTownNpcOrder() |
||||
{ |
||||
if (leveltype != DTYPE_TOWN) { |
||||
ResetTownNpcSelection(); |
||||
return; |
||||
} |
||||
if (TownNpcOrder.empty()) { |
||||
RefreshTownNpcOrder(true); |
||||
return; |
||||
} |
||||
if (SelectedTownNpc < 0 || SelectedTownNpc >= static_cast<int>(GetNumTowners())) { |
||||
RefreshTownNpcOrder(true); |
||||
return; |
||||
} |
||||
const auto it = std::find(TownNpcOrder.begin(), TownNpcOrder.end(), SelectedTownNpc); |
||||
if (it == TownNpcOrder.end()) |
||||
SelectedTownNpc = TownNpcOrder.front(); |
||||
} |
||||
|
||||
void SelectTownNpcRelative(int delta) |
||||
{ |
||||
if (!IsTownNpcActionAllowed()) |
||||
return; |
||||
|
||||
EnsureTownNpcOrder(); |
||||
if (TownNpcOrder.empty()) { |
||||
SpeakText(_("No town NPCs found."), true); |
||||
return; |
||||
} |
||||
|
||||
auto it = std::find(TownNpcOrder.begin(), TownNpcOrder.end(), SelectedTownNpc); |
||||
int currentIndex = (it != TownNpcOrder.end()) ? static_cast<int>(it - TownNpcOrder.begin()) : 0; |
||||
|
||||
const int size = static_cast<int>(TownNpcOrder.size()); |
||||
int newIndex = (currentIndex + delta) % size; |
||||
if (newIndex < 0) |
||||
newIndex += size; |
||||
SelectedTownNpc = TownNpcOrder[static_cast<size_t>(newIndex)]; |
||||
SpeakSelectedTownNpc(); |
||||
} |
||||
|
||||
Point NextPositionForWalkDirection(Point position, int8_t walkDir) |
||||
{ |
||||
switch (walkDir) { |
||||
case WALK_NE: |
||||
return { position.x, position.y - 1 }; |
||||
case WALK_NW: |
||||
return { position.x - 1, position.y }; |
||||
case WALK_SE: |
||||
return { position.x + 1, position.y }; |
||||
case WALK_SW: |
||||
return { position.x, position.y + 1 }; |
||||
case WALK_N: |
||||
return { position.x - 1, position.y - 1 }; |
||||
case WALK_E: |
||||
return { position.x + 1, position.y - 1 }; |
||||
case WALK_S: |
||||
return { position.x + 1, position.y + 1 }; |
||||
case WALK_W: |
||||
return { position.x - 1, position.y + 1 }; |
||||
default: |
||||
return position; |
||||
} |
||||
} |
||||
|
||||
Point PositionAfterWalkPathSteps(Point start, const int8_t *path, int steps) |
||||
{ |
||||
Point position = start; |
||||
for (int i = 0; i < steps; ++i) { |
||||
position = NextPositionForWalkDirection(position, path[i]); |
||||
} |
||||
return position; |
||||
} |
||||
|
||||
} // namespace
|
||||
|
||||
bool IsTownNpcActionAllowed() |
||||
{ |
||||
return CanPlayerTakeAction() |
||||
&& leveltype == DTYPE_TOWN |
||||
&& !IsPlayerInStore() |
||||
&& !ChatLogFlag |
||||
&& !HelpFlag; |
||||
} |
||||
|
||||
void SpeakSelectedTownNpc() |
||||
{ |
||||
EnsureTownNpcOrder(); |
||||
|
||||
if (SelectedTownNpc < 0 || SelectedTownNpc >= static_cast<int>(GetNumTowners())) { |
||||
SpeakText(_("No NPC selected."), true); |
||||
return; |
||||
} |
||||
|
||||
const Towner &towner = Towners[SelectedTownNpc]; |
||||
const Point playerPosition = MyPlayer->position.future; |
||||
const int distance = playerPosition.WalkingDistance(towner.position); |
||||
|
||||
std::string msg; |
||||
StrAppend(msg, towner.name); |
||||
StrAppend(msg, "\n", _("Distance: "), distance); |
||||
StrAppend(msg, "\n", _("Position: "), towner.position.x, ", ", towner.position.y); |
||||
SpeakText(msg, true); |
||||
} |
||||
|
||||
void CancelTownNpcAutoWalk() |
||||
{ |
||||
AutoWalkTownNpcTarget = -1; |
||||
} |
||||
|
||||
void SelectNextTownNpcKeyPressed() |
||||
{ |
||||
SelectTownNpcRelative(+1); |
||||
} |
||||
|
||||
void SelectPreviousTownNpcKeyPressed() |
||||
{ |
||||
SelectTownNpcRelative(-1); |
||||
} |
||||
|
||||
void GoToSelectedTownNpcKeyPressed() |
||||
{ |
||||
if (!IsTownNpcActionAllowed()) |
||||
return; |
||||
|
||||
EnsureTownNpcOrder(); |
||||
if (SelectedTownNpc < 0 || SelectedTownNpc >= static_cast<int>(GetNumTowners())) { |
||||
SpeakText(_("No NPC selected."), true); |
||||
return; |
||||
} |
||||
|
||||
const Towner &towner = Towners[SelectedTownNpc]; |
||||
|
||||
std::string msg; |
||||
StrAppend(msg, _("Going to: "), towner.name); |
||||
SpeakText(msg, true); |
||||
|
||||
AutoWalkTownNpcTarget = SelectedTownNpc; |
||||
UpdateAutoWalkTownNpc(); |
||||
} |
||||
|
||||
void UpdateAutoWalkTownNpc() |
||||
{ |
||||
if (AutoWalkTownNpcTarget < 0) |
||||
return; |
||||
if (leveltype != DTYPE_TOWN || IsPlayerInStore() || ChatLogFlag || HelpFlag) { |
||||
AutoWalkTownNpcTarget = -1; |
||||
return; |
||||
} |
||||
if (!CanPlayerTakeAction()) |
||||
return; |
||||
|
||||
if (MyPlayer->_pmode != PM_STAND) |
||||
return; |
||||
if (MyPlayer->walkpath[0] != WALK_NONE) |
||||
return; |
||||
if (MyPlayer->destAction != ACTION_NONE) |
||||
return; |
||||
|
||||
if (AutoWalkTownNpcTarget >= static_cast<int>(GetNumTowners())) { |
||||
AutoWalkTownNpcTarget = -1; |
||||
SpeakText(_("No NPC selected."), true); |
||||
return; |
||||
} |
||||
|
||||
const Towner &towner = Towners[AutoWalkTownNpcTarget]; |
||||
if (!IsTownerPresent(towner._ttype) || towner._ttype == TOWN_COW) { |
||||
AutoWalkTownNpcTarget = -1; |
||||
SpeakText(_("No NPC selected."), true); |
||||
return; |
||||
} |
||||
|
||||
Player &myPlayer = *MyPlayer; |
||||
const Point playerPosition = myPlayer.position.future; |
||||
if (playerPosition.WalkingDistance(towner.position) < 2) { |
||||
const int townerIdx = AutoWalkTownNpcTarget; |
||||
AutoWalkTownNpcTarget = -1; |
||||
NetSendCmdLocParam1(true, CMD_TALKXY, towner.position, static_cast<uint16_t>(townerIdx)); |
||||
return; |
||||
} |
||||
|
||||
constexpr size_t MaxAutoWalkPathLength = 512; |
||||
std::array<int8_t, MaxAutoWalkPathLength> path; |
||||
path.fill(WALK_NONE); |
||||
|
||||
const int steps = FindPath(CanStep, [&myPlayer](Point position) { return PosOkPlayer(myPlayer, position); }, playerPosition, towner.position, path.data(), path.size()); |
||||
if (steps == 0) { |
||||
AutoWalkTownNpcTarget = -1; |
||||
std::string error; |
||||
StrAppend(error, _("Can't find a path to: "), towner.name); |
||||
SpeakText(error, true); |
||||
return; |
||||
} |
||||
|
||||
// FindPath returns 0 if the path length is equal to the maximum.
|
||||
// The player walkpath buffer is MaxPathLengthPlayer, so keep segments strictly shorter.
|
||||
if (steps < static_cast<int>(MaxPathLengthPlayer)) { |
||||
const int townerIdx = AutoWalkTownNpcTarget; |
||||
AutoWalkTownNpcTarget = -1; |
||||
NetSendCmdLocParam1(true, CMD_TALKXY, towner.position, static_cast<uint16_t>(townerIdx)); |
||||
return; |
||||
} |
||||
|
||||
const int segmentSteps = std::min(steps - 1, static_cast<int>(MaxPathLengthPlayer - 1)); |
||||
const Point waypoint = PositionAfterWalkPathSteps(playerPosition, path.data(), segmentSteps); |
||||
NetSendCmdLoc(MyPlayerId, true, CMD_WALKXY, waypoint); |
||||
} |
||||
|
||||
void ListTownNpcsKeyPressed() |
||||
{ |
||||
if (leveltype != DTYPE_TOWN) { |
||||
ResetTownNpcSelection(); |
||||
SpeakText(_("Not in town."), true); |
||||
return; |
||||
} |
||||
if (IsPlayerInStore()) |
||||
return; |
||||
|
||||
std::vector<const Towner *> townNpcs; |
||||
std::vector<const Towner *> cows; |
||||
|
||||
townNpcs.reserve(Towners.size()); |
||||
cows.reserve(Towners.size()); |
||||
|
||||
const Point playerPosition = MyPlayer->position.future; |
||||
|
||||
for (const Towner &towner : Towners) { |
||||
if (!IsTownerPresent(towner._ttype)) |
||||
continue; |
||||
|
||||
if (towner._ttype == TOWN_COW) { |
||||
cows.push_back(&towner); |
||||
continue; |
||||
} |
||||
|
||||
townNpcs.push_back(&towner); |
||||
} |
||||
|
||||
if (townNpcs.empty() && cows.empty()) { |
||||
ResetTownNpcSelection(); |
||||
SpeakText(_("No town NPCs found."), true); |
||||
return; |
||||
} |
||||
|
||||
std::sort(townNpcs.begin(), townNpcs.end(), [&playerPosition](const Towner *a, const Towner *b) { |
||||
const int distanceA = playerPosition.WalkingDistance(a->position); |
||||
const int distanceB = playerPosition.WalkingDistance(b->position); |
||||
if (distanceA != distanceB) |
||||
return distanceA < distanceB; |
||||
return a->name < b->name; |
||||
}); |
||||
|
||||
std::string output; |
||||
StrAppend(output, _("Town NPCs:")); |
||||
for (size_t i = 0; i < townNpcs.size(); ++i) { |
||||
StrAppend(output, "\n", i + 1, ". ", townNpcs[i]->name); |
||||
} |
||||
if (!cows.empty()) { |
||||
StrAppend(output, "\n", _("Cows: "), static_cast<int>(cows.size())); |
||||
} |
||||
|
||||
RefreshTownNpcOrder(true); |
||||
if (SelectedTownNpc >= 0 && SelectedTownNpc < static_cast<int>(GetNumTowners())) { |
||||
const Towner &towner = Towners[SelectedTownNpc]; |
||||
StrAppend(output, "\n", _("Selected: "), towner.name); |
||||
StrAppend(output, "\n", _("PageUp/PageDown: select. Home: go. End: repeat.")); |
||||
} |
||||
const std::string_view exitKey = GetOptions().Keymapper.KeyNameForAction("SpeakNearestExit"); |
||||
if (!exitKey.empty()) { |
||||
StrAppend(output, "\n", fmt::format(fmt::runtime(_("Cathedral entrance: press {:s}.")), exitKey)); |
||||
} |
||||
|
||||
SpeakText(output, true); |
||||
} |
||||
|
||||
} // namespace devilution
|
||||
@ -0,0 +1,15 @@
|
||||
#pragma once |
||||
|
||||
namespace devilution { |
||||
|
||||
bool IsTownNpcActionAllowed(); |
||||
void SpeakSelectedTownNpc(); |
||||
|
||||
void SelectNextTownNpcKeyPressed(); |
||||
void SelectPreviousTownNpcKeyPressed(); |
||||
void GoToSelectedTownNpcKeyPressed(); |
||||
void ListTownNpcsKeyPressed(); |
||||
void UpdateAutoWalkTownNpc(); |
||||
void CancelTownNpcAutoWalk(); |
||||
|
||||
} // namespace devilution
|
||||
File diff suppressed because it is too large
Load Diff
@ -0,0 +1,39 @@
|
||||
#pragma once |
||||
|
||||
#include <cstdint> |
||||
#include <optional> |
||||
#include <vector> |
||||
|
||||
#include "engine/point.hpp" |
||||
|
||||
namespace devilution { |
||||
|
||||
struct Player; |
||||
|
||||
enum class TrackerTargetCategory : uint8_t { |
||||
Items, |
||||
Chests, |
||||
Doors, |
||||
Shrines, |
||||
Objects, |
||||
Breakables, |
||||
Monsters, |
||||
DeadBodies, |
||||
}; |
||||
|
||||
extern TrackerTargetCategory SelectedTrackerTargetCategory; |
||||
extern TrackerTargetCategory AutoWalkTrackerTargetCategory; |
||||
extern int AutoWalkTrackerTargetId; |
||||
|
||||
// Position-check predicates used by both tracker and location_speech path-finding.
|
||||
bool PosOkPlayerIgnoreDoors(const Player &player, Point position); |
||||
bool PosOkPlayerIgnoreMonsters(const Player &player, Point position); |
||||
bool PosOkPlayerIgnoreDoorsAndMonsters(const Player &player, Point position); |
||||
bool PosOkPlayerIgnoreDoorsMonstersAndBreakables(const Player &player, Point position); |
||||
|
||||
void CycleTrackerTargetKeyPressed(); |
||||
void NavigateToTrackerTargetKeyPressed(); |
||||
void AutoWalkToTrackerTargetKeyPressed(); |
||||
void UpdateAutoWalkTracker(); |
||||
|
||||
} // namespace devilution
|
||||
Loading…
Reference in new issue