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1327 lines
37 KiB
1327 lines
37 KiB
#include "accessibility/location_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 <optional> |
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#include <queue> |
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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_keycode.h> |
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#else |
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#include <SDL.h> |
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#endif |
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#include <fmt/format.h> |
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#include "accessibility/tracker.hpp" |
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#include "automap.h" |
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#include "control/control.hpp" |
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#include "controls/plrctrls.h" |
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#include "cursor.h" |
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#include "diablo.h" |
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#include "engine/path.h" |
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#include "help.h" |
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#include "inv.h" |
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#include "levels/gendung.h" |
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#include "levels/setmaps.h" |
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#include "levels/tile_properties.hpp" |
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#include "levels/trigs.h" |
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#include "minitext.h" |
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#include "missiles.h" |
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#include "multi.h" |
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#include "player.h" |
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#include "portal.h" |
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#include "qol/chatlog.h" |
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#include "qol/stash.h" |
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#include "quests.h" |
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#include "stores.h" |
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#include "tables/playerdat.hpp" |
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#include "utils/format_int.hpp" |
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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/sdl_compat.h" |
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#include "utils/str_cat.hpp" |
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namespace devilution { |
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namespace { |
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// Walk direction helpers (duplicated locally to avoid exposing them as public API). |
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Point NextPositionForWalkDirection(Point position, int8_t walkDir) |
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{ |
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switch (walkDir) { |
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case WALK_NE: |
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return { position.x, position.y - 1 }; |
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case WALK_NW: |
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return { position.x - 1, position.y }; |
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case WALK_SE: |
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return { position.x + 1, position.y }; |
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case WALK_SW: |
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return { position.x, position.y + 1 }; |
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case WALK_N: |
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return { position.x - 1, position.y - 1 }; |
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case WALK_E: |
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return { position.x + 1, position.y - 1 }; |
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case WALK_S: |
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return { position.x + 1, position.y + 1 }; |
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case WALK_W: |
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return { position.x - 1, position.y + 1 }; |
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default: |
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return position; |
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} |
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} |
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int8_t OppositeWalkDirection(int8_t walkDir) |
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{ |
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switch (walkDir) { |
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case WALK_NE: |
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return WALK_SW; |
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case WALK_SW: |
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return WALK_NE; |
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case WALK_NW: |
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return WALK_SE; |
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case WALK_SE: |
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return WALK_NW; |
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case WALK_N: |
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return WALK_S; |
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case WALK_S: |
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return WALK_N; |
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case WALK_E: |
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return WALK_W; |
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case WALK_W: |
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return WALK_E; |
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default: |
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return WALK_NONE; |
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} |
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} |
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using PosOkForSpeechFn = bool (*)(const Player &, Point); |
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template <size_t NumDirections> |
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std::optional<std::vector<int8_t>> FindKeyboardWalkPathForSpeechBfs(const Player &player, Point startPosition, Point destinationPosition, PosOkForSpeechFn posOk, const std::array<int8_t, NumDirections> &walkDirections, bool allowDiagonalSteps, bool allowDestinationNonWalkable) |
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{ |
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if (!InDungeonBounds(startPosition) || !InDungeonBounds(destinationPosition)) |
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return std::nullopt; |
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if (startPosition == destinationPosition) |
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return std::vector<int8_t> {}; |
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std::array<bool, MAXDUNX * MAXDUNY> visited {}; |
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std::array<int8_t, MAXDUNX * MAXDUNY> parentDir {}; |
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parentDir.fill(WALK_NONE); |
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std::queue<Point> queue; |
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const auto indexOf = [](Point position) -> size_t { |
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return static_cast<size_t>(position.x) + static_cast<size_t>(position.y) * MAXDUNX; |
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}; |
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const auto enqueue = [&](Point current, int8_t dir) { |
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const Point next = NextPositionForWalkDirection(current, dir); |
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if (!InDungeonBounds(next)) |
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return; |
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const size_t idx = indexOf(next); |
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if (visited[idx]) |
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return; |
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const bool ok = posOk(player, next); |
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if (ok) { |
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if (!CanStep(current, next)) |
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return; |
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} else { |
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if (!allowDestinationNonWalkable || next != destinationPosition) |
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return; |
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} |
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visited[idx] = true; |
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parentDir[idx] = dir; |
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queue.push(next); |
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}; |
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visited[indexOf(startPosition)] = true; |
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queue.push(startPosition); |
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const auto hasReachedDestination = [&]() -> bool { |
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return visited[indexOf(destinationPosition)]; |
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}; |
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while (!queue.empty() && !hasReachedDestination()) { |
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const Point current = queue.front(); |
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queue.pop(); |
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const Displacement delta = destinationPosition - current; |
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const int deltaAbsX = delta.deltaX >= 0 ? delta.deltaX : -delta.deltaX; |
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const int deltaAbsY = delta.deltaY >= 0 ? delta.deltaY : -delta.deltaY; |
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std::array<int8_t, 8> prioritizedDirs; |
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size_t prioritizedCount = 0; |
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const auto addUniqueDir = [&](int8_t dir) { |
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if (dir == WALK_NONE) |
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return; |
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for (size_t i = 0; i < prioritizedCount; ++i) { |
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if (prioritizedDirs[i] == dir) |
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return; |
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} |
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prioritizedDirs[prioritizedCount++] = dir; |
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}; |
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const int8_t xDir = delta.deltaX > 0 ? WALK_SE : (delta.deltaX < 0 ? WALK_NW : WALK_NONE); |
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const int8_t yDir = delta.deltaY > 0 ? WALK_SW : (delta.deltaY < 0 ? WALK_NE : WALK_NONE); |
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if (allowDiagonalSteps && delta.deltaX != 0 && delta.deltaY != 0) { |
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const int8_t diagDir = delta.deltaX > 0 ? (delta.deltaY > 0 ? WALK_S : WALK_E) : (delta.deltaY > 0 ? WALK_W : WALK_N); |
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addUniqueDir(diagDir); |
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} |
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if (deltaAbsX >= deltaAbsY) { |
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addUniqueDir(xDir); |
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addUniqueDir(yDir); |
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} else { |
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addUniqueDir(yDir); |
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addUniqueDir(xDir); |
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} |
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for (const int8_t dir : walkDirections) { |
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addUniqueDir(dir); |
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} |
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for (size_t i = 0; i < prioritizedCount; ++i) { |
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enqueue(current, prioritizedDirs[i]); |
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} |
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} |
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if (!hasReachedDestination()) |
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return std::nullopt; |
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std::vector<int8_t> path; |
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Point position = destinationPosition; |
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while (position != startPosition) { |
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const int8_t dir = parentDir[indexOf(position)]; |
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if (dir == WALK_NONE) |
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return std::nullopt; |
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path.push_back(dir); |
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position = NextPositionForWalkDirection(position, OppositeWalkDirection(dir)); |
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} |
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std::reverse(path.begin(), path.end()); |
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return path; |
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} |
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std::optional<std::vector<int8_t>> FindKeyboardWalkPathForSpeechWithPosOk(const Player &player, Point startPosition, Point destinationPosition, PosOkForSpeechFn posOk, bool allowDestinationNonWalkable) |
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{ |
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constexpr std::array<int8_t, 4> AxisDirections = { |
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WALK_NE, |
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WALK_SW, |
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WALK_SE, |
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WALK_NW, |
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}; |
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constexpr std::array<int8_t, 8> AllDirections = { |
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WALK_NE, |
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WALK_SW, |
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WALK_SE, |
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WALK_NW, |
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WALK_N, |
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WALK_E, |
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WALK_S, |
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WALK_W, |
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}; |
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if (const std::optional<std::vector<int8_t>> axisPath = FindKeyboardWalkPathForSpeechBfs(player, startPosition, destinationPosition, posOk, AxisDirections, /*allowDiagonalSteps=*/false, allowDestinationNonWalkable); axisPath) { |
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return axisPath; |
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} |
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return FindKeyboardWalkPathForSpeechBfs(player, startPosition, destinationPosition, posOk, AllDirections, /*allowDiagonalSteps=*/true, allowDestinationNonWalkable); |
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} |
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template <size_t NumDirections> |
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std::optional<std::vector<int8_t>> FindKeyboardWalkPathToClosestReachableForSpeechBfs(const Player &player, Point startPosition, Point destinationPosition, PosOkForSpeechFn posOk, const std::array<int8_t, NumDirections> &walkDirections, bool allowDiagonalSteps, Point &closestPosition) |
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{ |
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if (!InDungeonBounds(startPosition) || !InDungeonBounds(destinationPosition)) |
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return std::nullopt; |
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if (startPosition == destinationPosition) { |
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closestPosition = destinationPosition; |
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return std::vector<int8_t> {}; |
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} |
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std::array<bool, MAXDUNX * MAXDUNY> visited {}; |
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std::array<int8_t, MAXDUNX * MAXDUNY> parentDir {}; |
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std::array<uint16_t, MAXDUNX * MAXDUNY> depth {}; |
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parentDir.fill(WALK_NONE); |
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depth.fill(0); |
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std::queue<Point> queue; |
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const auto indexOf = [](Point position) -> size_t { |
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return static_cast<size_t>(position.x) + static_cast<size_t>(position.y) * MAXDUNX; |
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}; |
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const auto enqueue = [&](Point current, int8_t dir) { |
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const Point next = NextPositionForWalkDirection(current, dir); |
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if (!InDungeonBounds(next)) |
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return; |
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const size_t nextIdx = indexOf(next); |
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if (visited[nextIdx]) |
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return; |
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if (!posOk(player, next)) |
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return; |
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if (!CanStep(current, next)) |
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return; |
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const size_t currentIdx = indexOf(current); |
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visited[nextIdx] = true; |
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parentDir[nextIdx] = dir; |
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depth[nextIdx] = static_cast<uint16_t>(depth[currentIdx] + 1); |
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queue.push(next); |
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}; |
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const size_t startIdx = indexOf(startPosition); |
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visited[startIdx] = true; |
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queue.push(startPosition); |
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Point best = startPosition; |
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int bestDistance = startPosition.WalkingDistance(destinationPosition); |
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uint16_t bestDepth = 0; |
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const auto considerBest = [&](Point position) { |
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const int distance = position.WalkingDistance(destinationPosition); |
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const uint16_t posDepth = depth[indexOf(position)]; |
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if (distance < bestDistance || (distance == bestDistance && posDepth < bestDepth)) { |
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best = position; |
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bestDistance = distance; |
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bestDepth = posDepth; |
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} |
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}; |
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while (!queue.empty()) { |
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const Point current = queue.front(); |
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queue.pop(); |
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considerBest(current); |
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const Displacement delta = destinationPosition - current; |
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const int deltaAbsX = delta.deltaX >= 0 ? delta.deltaX : -delta.deltaX; |
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const int deltaAbsY = delta.deltaY >= 0 ? delta.deltaY : -delta.deltaY; |
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std::array<int8_t, 8> prioritizedDirs; |
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size_t prioritizedCount = 0; |
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const auto addUniqueDir = [&](int8_t dir) { |
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if (dir == WALK_NONE) |
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return; |
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for (size_t i = 0; i < prioritizedCount; ++i) { |
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if (prioritizedDirs[i] == dir) |
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return; |
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} |
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prioritizedDirs[prioritizedCount++] = dir; |
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}; |
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const int8_t xDir = delta.deltaX > 0 ? WALK_SE : (delta.deltaX < 0 ? WALK_NW : WALK_NONE); |
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const int8_t yDir = delta.deltaY > 0 ? WALK_SW : (delta.deltaY < 0 ? WALK_NE : WALK_NONE); |
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if (allowDiagonalSteps && delta.deltaX != 0 && delta.deltaY != 0) { |
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const int8_t diagDir = delta.deltaX > 0 ? (delta.deltaY > 0 ? WALK_S : WALK_E) : (delta.deltaY > 0 ? WALK_W : WALK_N); |
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addUniqueDir(diagDir); |
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} |
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if (deltaAbsX >= deltaAbsY) { |
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addUniqueDir(xDir); |
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addUniqueDir(yDir); |
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} else { |
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addUniqueDir(yDir); |
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addUniqueDir(xDir); |
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} |
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for (const int8_t dir : walkDirections) { |
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addUniqueDir(dir); |
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} |
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for (size_t i = 0; i < prioritizedCount; ++i) { |
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enqueue(current, prioritizedDirs[i]); |
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} |
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} |
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closestPosition = best; |
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if (best == startPosition) |
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return std::vector<int8_t> {}; |
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std::vector<int8_t> path; |
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Point position = best; |
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while (position != startPosition) { |
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const int8_t dir = parentDir[indexOf(position)]; |
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if (dir == WALK_NONE) |
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return std::nullopt; |
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path.push_back(dir); |
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position = NextPositionForWalkDirection(position, OppositeWalkDirection(dir)); |
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} |
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std::reverse(path.begin(), path.end()); |
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return path; |
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} |
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std::string TriggerLabelForSpeech(const TriggerStruct &trigger) |
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{ |
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switch (trigger._tmsg) { |
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case WM_DIABNEXTLVL: |
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if (leveltype == DTYPE_TOWN) |
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return std::string { _("Cathedral entrance") }; |
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return std::string { _("Stairs down") }; |
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case WM_DIABPREVLVL: |
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return std::string { _("Stairs up") }; |
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case WM_DIABTOWNWARP: |
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switch (trigger._tlvl) { |
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case 5: |
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return fmt::format(fmt::runtime(_("Town warp to {:s}")), _("Catacombs")); |
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case 9: |
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return fmt::format(fmt::runtime(_("Town warp to {:s}")), _("Caves")); |
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case 13: |
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return fmt::format(fmt::runtime(_("Town warp to {:s}")), _("Hell")); |
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case 17: |
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return fmt::format(fmt::runtime(_("Town warp to {:s}")), _("Nest")); |
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case 21: |
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return fmt::format(fmt::runtime(_("Town warp to {:s}")), _("Crypt")); |
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default: |
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return fmt::format(fmt::runtime(_("Town warp to level {:d}")), trigger._tlvl); |
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} |
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case WM_DIABTWARPUP: |
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return std::string { _("Warp up") }; |
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case WM_DIABRETOWN: |
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return std::string { _("Return to town") }; |
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case WM_DIABWARPLVL: |
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return std::string { _("Warp") }; |
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case WM_DIABSETLVL: |
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return std::string { _("Set level") }; |
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case WM_DIABRTNLVL: |
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return std::string { _("Return level") }; |
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default: |
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return std::string { _("Exit") }; |
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} |
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} |
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std::optional<int> LockedTownDungeonTriggerIndex; |
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std::vector<int> CollectTownDungeonTriggerIndices() |
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{ |
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std::vector<int> result; |
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result.reserve(static_cast<size_t>(std::max(0, numtrigs))); |
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for (int i = 0; i < numtrigs; ++i) { |
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if (IsAnyOf(trigs[i]._tmsg, WM_DIABNEXTLVL, WM_DIABTOWNWARP)) |
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result.push_back(i); |
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} |
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std::sort(result.begin(), result.end(), [](int a, int b) { |
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const TriggerStruct &ta = trigs[a]; |
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const TriggerStruct &tb = trigs[b]; |
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const int kindA = ta._tmsg == WM_DIABNEXTLVL ? 0 : (ta._tmsg == WM_DIABTOWNWARP ? 1 : 2); |
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const int kindB = tb._tmsg == WM_DIABNEXTLVL ? 0 : (tb._tmsg == WM_DIABTOWNWARP ? 1 : 2); |
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if (kindA != kindB) |
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return kindA < kindB; |
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if (ta._tmsg == WM_DIABTOWNWARP && tb._tmsg == WM_DIABTOWNWARP && ta._tlvl != tb._tlvl) |
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return ta._tlvl < tb._tlvl; |
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return a < b; |
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}); |
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return result; |
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} |
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std::optional<int> FindDefaultTownDungeonTriggerIndex(const std::vector<int> &candidates) |
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{ |
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for (const int index : candidates) { |
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if (trigs[index]._tmsg == WM_DIABNEXTLVL) |
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return index; |
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} |
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if (!candidates.empty()) |
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return candidates.front(); |
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return std::nullopt; |
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} |
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std::optional<int> FindLockedTownDungeonTriggerIndex(const std::vector<int> &candidates) |
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{ |
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if (!LockedTownDungeonTriggerIndex) |
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return std::nullopt; |
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if (std::find(candidates.begin(), candidates.end(), *LockedTownDungeonTriggerIndex) != candidates.end()) |
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return *LockedTownDungeonTriggerIndex; |
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return std::nullopt; |
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} |
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std::optional<int> FindNextTownDungeonTriggerIndex(const std::vector<int> &candidates, int current) |
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{ |
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if (candidates.empty()) |
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return std::nullopt; |
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const auto it = std::find(candidates.begin(), candidates.end(), current); |
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if (it == candidates.end()) |
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return candidates.front(); |
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if (std::next(it) == candidates.end()) |
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return candidates.front(); |
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return *std::next(it); |
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} |
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std::optional<int> FindPreferredExitTriggerIndex() |
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{ |
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if (numtrigs <= 0) |
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return std::nullopt; |
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if (leveltype == DTYPE_TOWN && MyPlayer != nullptr) { |
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const Point playerPosition = MyPlayer->position.future; |
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std::optional<int> bestIndex; |
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int bestDistance = 0; |
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for (int i = 0; i < numtrigs; ++i) { |
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if (!IsAnyOf(trigs[i]._tmsg, WM_DIABNEXTLVL, WM_DIABTOWNWARP)) |
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continue; |
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const Point triggerPosition { trigs[i].position.x, trigs[i].position.y }; |
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const int distance = playerPosition.WalkingDistance(triggerPosition); |
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if (!bestIndex || distance < bestDistance) { |
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bestIndex = i; |
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bestDistance = distance; |
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} |
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} |
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if (bestIndex) |
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return bestIndex; |
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} |
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const Point playerPosition = MyPlayer->position.future; |
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std::optional<int> bestIndex; |
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int bestDistance = 0; |
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for (int i = 0; i < numtrigs; ++i) { |
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const Point triggerPosition { trigs[i].position.x, trigs[i].position.y }; |
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const int distance = playerPosition.WalkingDistance(triggerPosition); |
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if (!bestIndex || distance < bestDistance) { |
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bestIndex = i; |
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bestDistance = distance; |
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} |
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} |
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return bestIndex; |
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} |
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std::optional<int> FindNearestTriggerIndexWithMessage(int message) |
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{ |
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if (numtrigs <= 0 || MyPlayer == nullptr) |
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return std::nullopt; |
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const Point playerPosition = MyPlayer->position.future; |
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std::optional<int> bestIndex; |
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int bestDistance = 0; |
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for (int i = 0; i < numtrigs; ++i) { |
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if (trigs[i]._tmsg != message) |
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continue; |
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const Point triggerPosition { trigs[i].position.x, trigs[i].position.y }; |
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const int distance = playerPosition.WalkingDistance(triggerPosition); |
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if (!bestIndex || distance < bestDistance) { |
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bestIndex = i; |
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bestDistance = distance; |
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} |
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} |
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return bestIndex; |
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} |
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std::optional<Point> FindNearestTownPortalOnCurrentLevel() |
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{ |
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if (MyPlayer == nullptr || leveltype == DTYPE_TOWN) |
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return std::nullopt; |
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|
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const Point playerPosition = MyPlayer->position.future; |
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const int currentLevel = setlevel ? static_cast<int>(setlvlnum) : currlevel; |
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|
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std::optional<Point> bestPosition; |
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int bestDistance = 0; |
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for (int i = 0; i < MAXPORTAL; ++i) { |
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const Portal &portal = Portals[i]; |
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if (!portal.open) |
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continue; |
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if (portal.setlvl != setlevel) |
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continue; |
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if (portal.level != currentLevel) |
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continue; |
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|
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const int distance = playerPosition.WalkingDistance(portal.position); |
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if (!bestPosition || distance < bestDistance) { |
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bestPosition = portal.position; |
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bestDistance = distance; |
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} |
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} |
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return bestPosition; |
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} |
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|
|
struct TownPortalInTown { |
|
int portalIndex; |
|
Point position; |
|
int distance; |
|
}; |
|
|
|
std::optional<TownPortalInTown> FindNearestTownPortalInTown() |
|
{ |
|
if (MyPlayer == nullptr || leveltype != DTYPE_TOWN) |
|
return std::nullopt; |
|
|
|
const Point playerPosition = MyPlayer->position.future; |
|
|
|
std::optional<TownPortalInTown> best; |
|
int bestDistance = 0; |
|
|
|
for (const Missile &missile : Missiles) { |
|
if (missile._mitype != MissileID::TownPortal) |
|
continue; |
|
if (missile._misource < 0 || missile._misource >= MAXPORTAL) |
|
continue; |
|
if (!Portals[missile._misource].open) |
|
continue; |
|
|
|
const Point portalPosition = missile.position.tile; |
|
const int distance = playerPosition.WalkingDistance(portalPosition); |
|
if (!best || distance < bestDistance) { |
|
best = TownPortalInTown { |
|
.portalIndex = missile._misource, |
|
.position = portalPosition, |
|
.distance = distance, |
|
}; |
|
bestDistance = distance; |
|
} |
|
} |
|
|
|
return best; |
|
} |
|
|
|
[[nodiscard]] std::string TownPortalLabelForSpeech(const Portal &portal) |
|
{ |
|
if (portal.level <= 0) |
|
return std::string { _("Town portal") }; |
|
|
|
if (portal.setlvl) { |
|
const auto questLevel = static_cast<_setlevels>(portal.level); |
|
const char *questLevelName = QuestLevelNames[questLevel]; |
|
if (questLevelName == nullptr || questLevelName[0] == '\0') |
|
return std::string { _("Town portal to set level") }; |
|
|
|
return fmt::format(fmt::runtime(_(/* TRANSLATORS: {:s} is a set/quest level name. */ "Town portal to {:s}")), _(questLevelName)); |
|
} |
|
|
|
constexpr std::array<const char *, DTYPE_LAST + 1> DungeonStrs = { |
|
N_("Town"), |
|
N_("Cathedral"), |
|
N_("Catacombs"), |
|
N_("Caves"), |
|
N_("Hell"), |
|
N_("Nest"), |
|
N_("Crypt"), |
|
}; |
|
std::string dungeonStr; |
|
if (portal.ltype >= DTYPE_TOWN && portal.ltype <= DTYPE_LAST) { |
|
dungeonStr = _(DungeonStrs[static_cast<size_t>(portal.ltype)]); |
|
} else { |
|
dungeonStr = _(/* TRANSLATORS: type of dungeon (i.e. Cathedral, Caves)*/ "None"); |
|
} |
|
|
|
int floor = portal.level; |
|
if (portal.ltype == DTYPE_CATACOMBS) |
|
floor -= 4; |
|
else if (portal.ltype == DTYPE_CAVES) |
|
floor -= 8; |
|
else if (portal.ltype == DTYPE_HELL) |
|
floor -= 12; |
|
else if (portal.ltype == DTYPE_NEST) |
|
floor -= 16; |
|
else if (portal.ltype == DTYPE_CRYPT) |
|
floor -= 20; |
|
|
|
if (floor > 0) |
|
return fmt::format(fmt::runtime(_(/* TRANSLATORS: {:s} is a dungeon name and {:d} is a floor number. */ "Town portal to {:s} {:d}")), dungeonStr, floor); |
|
|
|
return fmt::format(fmt::runtime(_(/* TRANSLATORS: {:s} is a dungeon name. */ "Town portal to {:s}")), dungeonStr); |
|
} |
|
|
|
struct QuestSetLevelEntrance { |
|
_setlevels questLevel; |
|
Point entrancePosition; |
|
int distance; |
|
}; |
|
|
|
std::optional<QuestSetLevelEntrance> FindNearestQuestSetLevelEntranceOnCurrentLevel() |
|
{ |
|
if (MyPlayer == nullptr || setlevel) |
|
return std::nullopt; |
|
|
|
const Point playerPosition = MyPlayer->position.future; |
|
std::optional<QuestSetLevelEntrance> best; |
|
int bestDistance = 0; |
|
|
|
for (const Quest &quest : Quests) { |
|
if (quest._qslvl == SL_NONE) |
|
continue; |
|
if (quest._qactive == QUEST_NOTAVAIL) |
|
continue; |
|
if (quest._qlevel != currlevel) |
|
continue; |
|
if (!InDungeonBounds(quest.position)) |
|
continue; |
|
|
|
const int distance = playerPosition.WalkingDistance(quest.position); |
|
if (!best || distance < bestDistance) { |
|
best = QuestSetLevelEntrance { |
|
.questLevel = quest._qslvl, |
|
.entrancePosition = quest.position, |
|
.distance = distance, |
|
}; |
|
bestDistance = distance; |
|
} |
|
} |
|
|
|
return best; |
|
} |
|
|
|
std::optional<Point> FindNearestUnexploredTile(Point startPosition) |
|
{ |
|
if (!InDungeonBounds(startPosition)) |
|
return std::nullopt; |
|
|
|
std::array<bool, MAXDUNX * MAXDUNY> visited {}; |
|
std::queue<Point> queue; |
|
|
|
const auto enqueue = [&](Point position) { |
|
if (!InDungeonBounds(position)) |
|
return; |
|
|
|
const size_t index = static_cast<size_t>(position.x) + static_cast<size_t>(position.y) * MAXDUNX; |
|
if (visited[index]) |
|
return; |
|
|
|
if (!IsTileWalkable(position, /*ignoreDoors=*/true)) |
|
return; |
|
|
|
visited[index] = true; |
|
queue.push(position); |
|
}; |
|
|
|
enqueue(startPosition); |
|
|
|
constexpr std::array<Direction, 4> Neighbors = { |
|
Direction::NorthEast, |
|
Direction::SouthWest, |
|
Direction::SouthEast, |
|
Direction::NorthWest, |
|
}; |
|
|
|
while (!queue.empty()) { |
|
const Point position = queue.front(); |
|
queue.pop(); |
|
|
|
if (!HasAnyOf(dFlags[position.x][position.y], DungeonFlag::Explored)) |
|
return position; |
|
|
|
for (const Direction dir : Neighbors) { |
|
enqueue(position + dir); |
|
} |
|
} |
|
|
|
return std::nullopt; |
|
} |
|
|
|
void SpeakNearestStairsKeyPressed(int triggerMessage) |
|
{ |
|
if (!CanPlayerTakeAction()) |
|
return; |
|
if (AutomapActive) { |
|
SpeakText(_("Close the map first."), true); |
|
return; |
|
} |
|
if (leveltype == DTYPE_TOWN) { |
|
SpeakText(_("Not in a dungeon."), true); |
|
return; |
|
} |
|
if (MyPlayer == nullptr) |
|
return; |
|
|
|
const std::optional<int> triggerIndex = FindNearestTriggerIndexWithMessage(triggerMessage); |
|
if (!triggerIndex) { |
|
SpeakText(_("No exits found."), true); |
|
return; |
|
} |
|
|
|
const TriggerStruct &trigger = trigs[*triggerIndex]; |
|
const Point startPosition = MyPlayer->position.future; |
|
const Point targetPosition { trigger.position.x, trigger.position.y }; |
|
|
|
std::string message; |
|
const std::optional<std::vector<int8_t>> path = FindKeyboardWalkPathForSpeech(*MyPlayer, startPosition, targetPosition); |
|
if (!path) { |
|
AppendDirectionalFallback(message, targetPosition - startPosition); |
|
} else { |
|
AppendKeyboardWalkPathForSpeech(message, *path); |
|
} |
|
|
|
SpeakText(message, true); |
|
} |
|
|
|
} // namespace |
|
|
|
std::string BuildCurrentLocationForSpeech() |
|
{ |
|
// Quest Level Name |
|
if (setlevel) { |
|
const char *const questLevelName = QuestLevelNames[setlvlnum]; |
|
if (questLevelName == nullptr || questLevelName[0] == '\0') |
|
return std::string { _("Set level") }; |
|
|
|
return fmt::format("{:s}: {:s}", _("Set level"), _(questLevelName)); |
|
} |
|
|
|
// Dungeon Name |
|
constexpr std::array<const char *, DTYPE_LAST + 1> DungeonStrs = { |
|
N_("Town"), |
|
N_("Cathedral"), |
|
N_("Catacombs"), |
|
N_("Caves"), |
|
N_("Hell"), |
|
N_("Nest"), |
|
N_("Crypt"), |
|
}; |
|
std::string dungeonStr; |
|
if (leveltype >= DTYPE_TOWN && leveltype <= DTYPE_LAST) { |
|
dungeonStr = _(DungeonStrs[static_cast<size_t>(leveltype)]); |
|
} else { |
|
dungeonStr = _(/* TRANSLATORS: type of dungeon (i.e. Cathedral, Caves)*/ "None"); |
|
} |
|
|
|
if (leveltype == DTYPE_TOWN || currlevel <= 0) |
|
return dungeonStr; |
|
|
|
// Dungeon Level |
|
int level = currlevel; |
|
if (leveltype == DTYPE_CATACOMBS) |
|
level -= 4; |
|
else if (leveltype == DTYPE_CAVES) |
|
level -= 8; |
|
else if (leveltype == DTYPE_HELL) |
|
level -= 12; |
|
else if (leveltype == DTYPE_NEST) |
|
level -= 16; |
|
else if (leveltype == DTYPE_CRYPT) |
|
level -= 20; |
|
|
|
if (level <= 0) |
|
return dungeonStr; |
|
|
|
return fmt::format(fmt::runtime(_(/* TRANSLATORS: dungeon type and floor number i.e. "Cathedral 3"*/ "{} {}")), dungeonStr, level); |
|
} |
|
|
|
std::optional<std::vector<int8_t>> FindKeyboardWalkPathForSpeech(const Player &player, Point startPosition, Point destinationPosition, bool allowDestinationNonWalkable) |
|
{ |
|
return FindKeyboardWalkPathForSpeechWithPosOk(player, startPosition, destinationPosition, PosOkPlayerIgnoreDoors, allowDestinationNonWalkable); |
|
} |
|
|
|
std::optional<std::vector<int8_t>> FindKeyboardWalkPathForSpeechRespectingDoors(const Player &player, Point startPosition, Point destinationPosition, bool allowDestinationNonWalkable) |
|
{ |
|
return FindKeyboardWalkPathForSpeechWithPosOk(player, startPosition, destinationPosition, PosOkPlayer, allowDestinationNonWalkable); |
|
} |
|
|
|
std::optional<std::vector<int8_t>> FindKeyboardWalkPathForSpeechIgnoringMonsters(const Player &player, Point startPosition, Point destinationPosition, bool allowDestinationNonWalkable) |
|
{ |
|
return FindKeyboardWalkPathForSpeechWithPosOk(player, startPosition, destinationPosition, PosOkPlayerIgnoreDoorsAndMonsters, allowDestinationNonWalkable); |
|
} |
|
|
|
std::optional<std::vector<int8_t>> FindKeyboardWalkPathForSpeechRespectingDoorsIgnoringMonsters(const Player &player, Point startPosition, Point destinationPosition, bool allowDestinationNonWalkable) |
|
{ |
|
return FindKeyboardWalkPathForSpeechWithPosOk(player, startPosition, destinationPosition, PosOkPlayerIgnoreMonsters, allowDestinationNonWalkable); |
|
} |
|
|
|
std::optional<std::vector<int8_t>> FindKeyboardWalkPathForSpeechLenient(const Player &player, Point startPosition, Point destinationPosition, bool allowDestinationNonWalkable) |
|
{ |
|
return FindKeyboardWalkPathForSpeechWithPosOk(player, startPosition, destinationPosition, PosOkPlayerIgnoreDoorsMonstersAndBreakables, allowDestinationNonWalkable); |
|
} |
|
|
|
std::optional<std::vector<int8_t>> FindKeyboardWalkPathToClosestReachableForSpeech(const Player &player, Point startPosition, Point destinationPosition, Point &closestPosition) |
|
{ |
|
constexpr std::array<int8_t, 4> AxisDirections = { |
|
WALK_NE, |
|
WALK_SW, |
|
WALK_SE, |
|
WALK_NW, |
|
}; |
|
|
|
constexpr std::array<int8_t, 8> AllDirections = { |
|
WALK_NE, |
|
WALK_SW, |
|
WALK_SE, |
|
WALK_NW, |
|
WALK_N, |
|
WALK_E, |
|
WALK_S, |
|
WALK_W, |
|
}; |
|
|
|
Point axisClosest; |
|
const std::optional<std::vector<int8_t>> axisPath = FindKeyboardWalkPathToClosestReachableForSpeechBfs(player, startPosition, destinationPosition, PosOkPlayerIgnoreDoors, AxisDirections, /*allowDiagonalSteps=*/false, axisClosest); |
|
|
|
Point diagClosest; |
|
const std::optional<std::vector<int8_t>> diagPath = FindKeyboardWalkPathToClosestReachableForSpeechBfs(player, startPosition, destinationPosition, PosOkPlayerIgnoreDoors, AllDirections, /*allowDiagonalSteps=*/true, diagClosest); |
|
|
|
if (!axisPath && !diagPath) |
|
return std::nullopt; |
|
if (!axisPath) { |
|
closestPosition = diagClosest; |
|
return diagPath; |
|
} |
|
if (!diagPath) { |
|
closestPosition = axisClosest; |
|
return axisPath; |
|
} |
|
|
|
const int axisDistance = axisClosest.WalkingDistance(destinationPosition); |
|
const int diagDistance = diagClosest.WalkingDistance(destinationPosition); |
|
if (diagDistance < axisDistance) { |
|
closestPosition = diagClosest; |
|
return diagPath; |
|
} |
|
|
|
closestPosition = axisClosest; |
|
return axisPath; |
|
} |
|
|
|
void AppendKeyboardWalkPathForSpeech(std::string &message, const std::vector<int8_t> &path) |
|
{ |
|
if (path.empty()) { |
|
message.append(_("here")); |
|
return; |
|
} |
|
|
|
bool any = false; |
|
const auto appendPart = [&](std::string_view label, int distance) { |
|
if (distance == 0) |
|
return; |
|
if (any) |
|
message.append(", "); |
|
StrAppend(message, label, " ", distance); |
|
any = true; |
|
}; |
|
|
|
const auto labelForWalkDirection = [](int8_t dir) -> std::string_view { |
|
switch (dir) { |
|
case WALK_NE: |
|
return _("north"); |
|
case WALK_SW: |
|
return _("south"); |
|
case WALK_SE: |
|
return _("east"); |
|
case WALK_NW: |
|
return _("west"); |
|
case WALK_N: |
|
return _("northwest"); |
|
case WALK_E: |
|
return _("northeast"); |
|
case WALK_S: |
|
return _("southeast"); |
|
case WALK_W: |
|
return _("southwest"); |
|
default: |
|
return {}; |
|
} |
|
}; |
|
|
|
int8_t currentDir = path.front(); |
|
int runLength = 1; |
|
for (size_t i = 1; i < path.size(); ++i) { |
|
if (path[i] == currentDir) { |
|
++runLength; |
|
continue; |
|
} |
|
|
|
const std::string_view label = labelForWalkDirection(currentDir); |
|
if (!label.empty()) |
|
appendPart(label, runLength); |
|
|
|
currentDir = path[i]; |
|
runLength = 1; |
|
} |
|
|
|
const std::string_view label = labelForWalkDirection(currentDir); |
|
if (!label.empty()) |
|
appendPart(label, runLength); |
|
|
|
if (!any) |
|
message.append(_("here")); |
|
} |
|
|
|
void AppendDirectionalFallback(std::string &message, const Displacement &delta) |
|
{ |
|
bool any = false; |
|
const auto appendPart = [&](std::string_view label, int distance) { |
|
if (distance == 0) |
|
return; |
|
if (any) |
|
message.append(", "); |
|
StrAppend(message, label, " ", distance); |
|
any = true; |
|
}; |
|
|
|
if (delta.deltaY < 0) |
|
appendPart(_("north"), -delta.deltaY); |
|
else if (delta.deltaY > 0) |
|
appendPart(_("south"), delta.deltaY); |
|
|
|
if (delta.deltaX > 0) |
|
appendPart(_("east"), delta.deltaX); |
|
else if (delta.deltaX < 0) |
|
appendPart(_("west"), -delta.deltaX); |
|
|
|
if (!any) |
|
message.append(_("here")); |
|
} |
|
|
|
void SpeakNearestUnexploredTileKeyPressed() |
|
{ |
|
if (!CanPlayerTakeAction()) |
|
return; |
|
if (leveltype == DTYPE_TOWN) { |
|
SpeakText(_("Not in a dungeon."), true); |
|
return; |
|
} |
|
if (AutomapActive) { |
|
SpeakText(_("Close the map first."), true); |
|
return; |
|
} |
|
if (MyPlayer == nullptr) |
|
return; |
|
|
|
const Point startPosition = MyPlayer->position.future; |
|
const std::optional<Point> target = FindNearestUnexploredTile(startPosition); |
|
if (!target) { |
|
SpeakText(_("No unexplored areas found."), true); |
|
return; |
|
} |
|
const std::optional<std::vector<int8_t>> path = FindKeyboardWalkPathForSpeech(*MyPlayer, startPosition, *target); |
|
std::string message; |
|
if (!path) |
|
AppendDirectionalFallback(message, *target - startPosition); |
|
else |
|
AppendKeyboardWalkPathForSpeech(message, *path); |
|
|
|
SpeakText(message, true); |
|
} |
|
|
|
void SpeakPlayerHealthPercentageKeyPressed() |
|
{ |
|
if (!CanPlayerTakeAction()) |
|
return; |
|
if (MyPlayer == nullptr) |
|
return; |
|
|
|
const int maxHp = MyPlayer->_pMaxHP; |
|
if (maxHp <= 0) |
|
return; |
|
|
|
const int currentHp = std::max(MyPlayer->_pHitPoints, 0); |
|
int hpPercent = static_cast<int>((static_cast<int64_t>(currentHp) * 100 + maxHp / 2) / maxHp); |
|
hpPercent = std::clamp(hpPercent, 0, 100); |
|
SpeakText(fmt::format("{:d}%", hpPercent), /*force=*/true); |
|
} |
|
|
|
void SpeakExperienceToNextLevelKeyPressed() |
|
{ |
|
if (!CanPlayerTakeAction()) |
|
return; |
|
if (MyPlayer == nullptr) |
|
return; |
|
|
|
const Player &myPlayer = *MyPlayer; |
|
if (myPlayer.isMaxCharacterLevel()) { |
|
SpeakText(_("Max level."), /*force=*/true); |
|
return; |
|
} |
|
|
|
const uint32_t nextExperienceThreshold = myPlayer.getNextExperienceThreshold(); |
|
const uint32_t currentExperience = myPlayer._pExperience; |
|
const uint32_t remainingExperience = currentExperience >= nextExperienceThreshold ? 0 : nextExperienceThreshold - currentExperience; |
|
const int nextLevel = myPlayer.getCharacterLevel() + 1; |
|
SpeakText( |
|
fmt::format(fmt::runtime(_("{:s} to Level {:d}")), FormatInteger(remainingExperience), nextLevel), |
|
/*force=*/true); |
|
} |
|
|
|
void SpeakCurrentLocationKeyPressed() |
|
{ |
|
if (!CanPlayerTakeAction()) |
|
return; |
|
|
|
SpeakText(BuildCurrentLocationForSpeech(), /*force=*/true); |
|
} |
|
|
|
void SpeakNearestExitKeyPressed() |
|
{ |
|
if (!CanPlayerTakeAction()) |
|
return; |
|
if (AutomapActive) { |
|
SpeakText(_("Close the map first."), true); |
|
return; |
|
} |
|
if (MyPlayer == nullptr) |
|
return; |
|
|
|
const Point startPosition = MyPlayer->position.future; |
|
|
|
const SDL_Keymod modState = SDL_GetModState(); |
|
const bool seekQuestEntrance = (modState & SDL_KMOD_SHIFT) != 0; |
|
const bool cycleTownDungeon = (modState & SDL_KMOD_CTRL) != 0; |
|
|
|
if (seekQuestEntrance) { |
|
if (setlevel) { |
|
const std::optional<int> triggerIndex = FindNearestTriggerIndexWithMessage(WM_DIABRTNLVL); |
|
if (!triggerIndex) { |
|
SpeakText(_("No quest exits found."), true); |
|
return; |
|
} |
|
|
|
const TriggerStruct &trigger = trigs[*triggerIndex]; |
|
const Point targetPosition { trigger.position.x, trigger.position.y }; |
|
const std::optional<std::vector<int8_t>> path = FindKeyboardWalkPathForSpeech(*MyPlayer, startPosition, targetPosition); |
|
std::string message = TriggerLabelForSpeech(trigger); |
|
if (!message.empty()) |
|
message.append(": "); |
|
if (!path) |
|
AppendDirectionalFallback(message, targetPosition - startPosition); |
|
else |
|
AppendKeyboardWalkPathForSpeech(message, *path); |
|
SpeakText(message, true); |
|
return; |
|
} |
|
|
|
if (const std::optional<QuestSetLevelEntrance> entrance = FindNearestQuestSetLevelEntranceOnCurrentLevel(); entrance) { |
|
const Point targetPosition = entrance->entrancePosition; |
|
const std::optional<std::vector<int8_t>> path = FindKeyboardWalkPathForSpeech(*MyPlayer, startPosition, targetPosition); |
|
|
|
std::string message = std::string(_(QuestLevelNames[entrance->questLevel])); |
|
message.append(": "); |
|
if (!path) |
|
AppendDirectionalFallback(message, targetPosition - startPosition); |
|
else |
|
AppendKeyboardWalkPathForSpeech(message, *path); |
|
SpeakText(message, true); |
|
return; |
|
} |
|
|
|
SpeakText(_("No quest entrances found."), true); |
|
return; |
|
} |
|
|
|
if (leveltype == DTYPE_TOWN) { |
|
const std::vector<int> dungeonCandidates = CollectTownDungeonTriggerIndices(); |
|
if (dungeonCandidates.empty()) { |
|
SpeakText(_("No exits found."), true); |
|
return; |
|
} |
|
|
|
if (cycleTownDungeon) { |
|
if (dungeonCandidates.size() <= 1) { |
|
SpeakText(_("No other dungeon entrances found."), true); |
|
return; |
|
} |
|
|
|
const int current = LockedTownDungeonTriggerIndex.value_or(-1); |
|
const std::optional<int> next = FindNextTownDungeonTriggerIndex(dungeonCandidates, current); |
|
if (!next) { |
|
SpeakText(_("No other dungeon entrances found."), true); |
|
return; |
|
} |
|
|
|
LockedTownDungeonTriggerIndex = *next; |
|
const std::string label = TriggerLabelForSpeech(trigs[*next]); |
|
if (!label.empty()) |
|
SpeakText(label, true); |
|
return; |
|
} |
|
|
|
const int triggerIndex = FindLockedTownDungeonTriggerIndex(dungeonCandidates) |
|
.value_or(FindDefaultTownDungeonTriggerIndex(dungeonCandidates).value_or(dungeonCandidates.front())); |
|
LockedTownDungeonTriggerIndex = triggerIndex; |
|
|
|
const TriggerStruct &trigger = trigs[triggerIndex]; |
|
const Point targetPosition { trigger.position.x, trigger.position.y }; |
|
|
|
const std::optional<std::vector<int8_t>> path = FindKeyboardWalkPathForSpeech(*MyPlayer, startPosition, targetPosition); |
|
std::string message = TriggerLabelForSpeech(trigger); |
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if (!message.empty()) |
|
message.append(": "); |
|
if (!path) |
|
AppendDirectionalFallback(message, targetPosition - startPosition); |
|
else |
|
AppendKeyboardWalkPathForSpeech(message, *path); |
|
|
|
SpeakText(message, true); |
|
return; |
|
} |
|
|
|
if (leveltype != DTYPE_TOWN) { |
|
if (const std::optional<Point> portalPosition = FindNearestTownPortalOnCurrentLevel(); portalPosition) { |
|
const std::optional<std::vector<int8_t>> path = FindKeyboardWalkPathForSpeech(*MyPlayer, startPosition, *portalPosition); |
|
std::string message { _("Return to town") }; |
|
message.append(": "); |
|
if (!path) |
|
AppendDirectionalFallback(message, *portalPosition - startPosition); |
|
else |
|
AppendKeyboardWalkPathForSpeech(message, *path); |
|
SpeakText(message, true); |
|
return; |
|
} |
|
|
|
const std::optional<int> triggerIndex = FindNearestTriggerIndexWithMessage(WM_DIABPREVLVL); |
|
if (!triggerIndex) { |
|
SpeakText(_("No exits found."), true); |
|
return; |
|
} |
|
|
|
const TriggerStruct &trigger = trigs[*triggerIndex]; |
|
const Point targetPosition { trigger.position.x, trigger.position.y }; |
|
const std::optional<std::vector<int8_t>> path = FindKeyboardWalkPathForSpeech(*MyPlayer, startPosition, targetPosition); |
|
std::string message = TriggerLabelForSpeech(trigger); |
|
if (!message.empty()) |
|
message.append(": "); |
|
if (!path) |
|
AppendDirectionalFallback(message, targetPosition - startPosition); |
|
else |
|
AppendKeyboardWalkPathForSpeech(message, *path); |
|
SpeakText(message, true); |
|
return; |
|
} |
|
|
|
const std::optional<int> triggerIndex = FindPreferredExitTriggerIndex(); |
|
if (!triggerIndex) { |
|
SpeakText(_("No exits found."), true); |
|
return; |
|
} |
|
|
|
const TriggerStruct &trigger = trigs[*triggerIndex]; |
|
const Point targetPosition { trigger.position.x, trigger.position.y }; |
|
|
|
const std::optional<std::vector<int8_t>> path = FindKeyboardWalkPathForSpeech(*MyPlayer, startPosition, targetPosition); |
|
std::string message = TriggerLabelForSpeech(trigger); |
|
if (!message.empty()) |
|
message.append(": "); |
|
if (!path) |
|
AppendDirectionalFallback(message, targetPosition - startPosition); |
|
else |
|
AppendKeyboardWalkPathForSpeech(message, *path); |
|
|
|
SpeakText(message, true); |
|
} |
|
|
|
void SpeakNearestTownPortalInTownKeyPressed() |
|
{ |
|
if (!CanPlayerTakeAction()) |
|
return; |
|
if (AutomapActive) { |
|
SpeakText(_("Close the map first."), true); |
|
return; |
|
} |
|
if (leveltype != DTYPE_TOWN) { |
|
SpeakText(_("Not in town."), true); |
|
return; |
|
} |
|
if (MyPlayer == nullptr) |
|
return; |
|
|
|
const std::optional<TownPortalInTown> portal = FindNearestTownPortalInTown(); |
|
if (!portal) { |
|
SpeakText(_("No town portals found."), true); |
|
return; |
|
} |
|
|
|
const Point startPosition = MyPlayer->position.future; |
|
const Point targetPosition = portal->position; |
|
|
|
const std::optional<std::vector<int8_t>> path = FindKeyboardWalkPathForSpeech(*MyPlayer, startPosition, targetPosition); |
|
|
|
std::string message = TownPortalLabelForSpeech(Portals[portal->portalIndex]); |
|
message.append(": "); |
|
if (!path) |
|
AppendDirectionalFallback(message, targetPosition - startPosition); |
|
else |
|
AppendKeyboardWalkPathForSpeech(message, *path); |
|
|
|
SpeakText(message, true); |
|
} |
|
|
|
void SpeakNearestStairsDownKeyPressed() |
|
{ |
|
SpeakNearestStairsKeyPressed(WM_DIABNEXTLVL); |
|
} |
|
|
|
void SpeakNearestStairsUpKeyPressed() |
|
{ |
|
SpeakNearestStairsKeyPressed(WM_DIABPREVLVL); |
|
} |
|
|
|
bool IsKeyboardWalkAllowed() |
|
{ |
|
return CanPlayerTakeAction() |
|
&& !InGameMenu() |
|
&& !IsPlayerInStore() |
|
&& !QuestLogIsOpen |
|
&& !HelpFlag |
|
&& !ChatLogFlag |
|
&& !ChatFlag |
|
&& !DropGoldFlag |
|
&& !IsStashOpen |
|
&& !IsWithdrawGoldOpen |
|
&& !AutomapActive |
|
&& !invflag |
|
&& !CharFlag |
|
&& !SpellbookFlag |
|
&& !SpellSelectFlag |
|
&& !qtextflag; |
|
} |
|
|
|
void KeyboardWalkKeyPressed(Direction direction) |
|
{ |
|
CancelAutoWalk(); |
|
if (!IsKeyboardWalkAllowed()) |
|
return; |
|
|
|
if (MyPlayer == nullptr) |
|
return; |
|
|
|
NetSendCmdLoc(MyPlayerId, true, CMD_WALKXY, MyPlayer->position.future + direction); |
|
} |
|
|
|
void KeyboardWalkNorthKeyPressed() |
|
{ |
|
KeyboardWalkKeyPressed(Direction::NorthEast); |
|
} |
|
|
|
void KeyboardWalkSouthKeyPressed() |
|
{ |
|
KeyboardWalkKeyPressed(Direction::SouthWest); |
|
} |
|
|
|
void KeyboardWalkEastKeyPressed() |
|
{ |
|
KeyboardWalkKeyPressed(Direction::SouthEast); |
|
} |
|
|
|
void KeyboardWalkWestKeyPressed() |
|
{ |
|
KeyboardWalkKeyPressed(Direction::NorthWest); |
|
} |
|
|
|
} // namespace devilution
|
|
|