Move ~4,100 lines of accessibility code from diablo.cpp into 6 new
modules, reducing diablo.cpp from ~7,700 to ~3,660 lines.
New modules:
- controls/accessibility_keys: UI key handlers and guard functions
(IsPlayerDead, IsGameRunning, CanPlayerTakeAction, etc.)
- utils/walk_path_speech: BFS pathfinding, PosOk variants, walk
direction helpers, and path-to-speech formatting
- utils/accessibility_announcements: periodic announcements for low
HP warning sound, durability, boss health, monsters, doors
- controls/town_npc_nav: town NPC selection cycling and auto-walk
- utils/navigation_speech: exit/stairs/portal/unexplored speech and
keyboard walk key handlers
- controls/tracker: target category cycling, candidate finding,
pathfinding navigation, and auto-walk tracker
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Remove slot tracking when entering/exiting the belt. Now consistently
returns to row 4 column 1 when navigating up from the belt.
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
- Always enter belt at slot 1 when navigating down from inventory
- Return to exact inventory position when navigating up from belt
- Keep left/right navigation within belt area only
- Track last inventory slot before entering belt with SlotBeforeBelt
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Fix inconsistent keyboard navigation when moving through multi-tile items
in the inventory. Previously, navigating into a large item (e.g., a 3x2 axe)
and then back out would exit from a different row than you entered from.
Changes:
- Add entry point tracking to remember which row/column you entered an item from
- Use tracked entry points when exiting items to maintain navigation consistency
- Add row and column position to accessibility speech (e.g., "Row 1, Column 3: Short Sword")
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
CancelAutoWalk() now sends a walk-to-current-position command to
immediately clear the walk path buffer, instead of only preventing new
segments. Move the M key cancellation check above the CanPlayerTakeAction
guard so it works mid-walk. Add CancelAutoWalk() calls to secondary
action (D), spell action (W), and arrow-key walk so all player inputs
properly cancel an in-progress auto-walk.
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
- Fix OBJ_SIGNCHEST validation mismatch (Chests case now uses
ValidateAutoWalkObjectTarget matching IsTrackedChestObject)
- Add spoken feedback for all silent early returns (bounds checks,
MyPlayer nullptr)
- M key now toggles: press again to cancel in-progress auto-walk
- A/Shift+A cancels auto-walk silently before attacking
- Auto-walk cancels when in-game menu opens
- Extract IsTrackedMonster() predicate (replaces 3 inline checks)
- Remove default: from Monsters switch cases to enable -Wswitch
exhaustiveness checking
- Add defensive re-validation in ResolveObjectTrackerTarget
- Add documentation comments
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
These files had mixed CRLF/LF line endings. Normalize to CRLF to
match the .editorconfig convention for C++ source files.
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Fixed an issue with the inventory when using a controller that was making 1x1 items clip to an invalid -1 location when picking them up if they are in the last inventory slot.
Gets rid of `orig_palette`, we now always have only 2 palettes:
1. `logical_palette`
This palette has color cycling / swapping applied but no global
effects such as brightness / fade-in.
2. `system_palette`
This palette is the actual palette used for rendering.
It is usually `logical_palette` with the global brightness setting
and fade-in/out applied.
Additionally, we now keep the k-d tree around and use it to
update single colors.
The colors that are color-cycled / swapped are never included
in the k-d tree, so the tree does not need updating on color
cycles/swaps.
The previous implementation didn't behave quite like A-* is supposed to.
After trying to figure out what's causing it and giving up,
I've reimplemented it in a straightforward manner.
Now it seems to work a lot better.
Also increases maximum player path length to 100 steps.
We still only store the first 25 steps in the save file for vanilla
compatibility.
In C++, globals initialization order accross translation units is not
defined. Accessing a global via a function ensures that it is initialized.
This will be needed for #7638, which will statically initialize change
handlers after the Options object has been initialized.
Untangles dependencies by splitting up `engine.{h,cpp}` into 3 files:
1. `primitive_render`
2. `ticks` -- only contains `GetAnimationFrame` for now.
3. `GetWidth2` renamed to `CalculateSpriteTileCenterX` and moved to `levels/dun_tile.hpp`.