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o_init.c
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/* NetHack 3.7 o_init.c $NHDT-Date: 1672829455 2023/01/04 10:50:55 $ $NHDT-Branch: naming-overflow-fix $:$NHDT-Revision: 1.68 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Robert Patrick Rankin, 2011. */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.h"
static void setgemprobs(d_level *);
static void shuffle(int, int, boolean);
static void shuffle_all(void);
static int QSORTCALLBACK discovered_cmp(const genericptr, const genericptr);
static char *sortloot_descr(int, char *);
static char *disco_typename(int);
static void disco_append_typename(char *, int);
static char *oclass_to_name(char, char *);
#ifdef TILES_IN_GLYPHMAP
extern glyph_map glyphmap[MAX_GLYPH];
static void shuffle_tiles(void);
/* Shuffle tile assignments to match descriptions, so a red potion isn't
* displayed with a blue tile and so on.
*
* Tile assignments are not saved, and shouldn't be so that a game can
* be resumed on an otherwise identical non-tile-using binary, so we have
* to reshuffle the assignments from oc_descr_idx information when a game
* is restored. So might as well do that the first time instead of writing
* another routine.
*/
static void
shuffle_tiles(void)
{
int i;
short tmp_tilemap[2][NUM_OBJECTS];
for (i = 0; i < NUM_OBJECTS; i++) {
tmp_tilemap[0][i] = glyphmap[objects[i].oc_descr_idx
+ GLYPH_OBJ_OFF].tileidx;
tmp_tilemap[1][i] = glyphmap[objects[i].oc_descr_idx
+ GLYPH_OBJ_PILETOP_OFF].tileidx;
}
for (i = 0; i < NUM_OBJECTS; i++) {
glyphmap[i + GLYPH_OBJ_OFF].tileidx = tmp_tilemap[0][i];
glyphmap[i + GLYPH_OBJ_PILETOP_OFF].tileidx = tmp_tilemap[1][i];
}
}
#endif /* TILES_IN_GLYPHMAP */
static void
setgemprobs(d_level* dlev)
{
int j, first, lev, sum = 0;
if (dlev)
lev = (ledger_no(dlev) > maxledgerno()) ? maxledgerno()
: ledger_no(dlev);
else
lev = 0;
first = gb.bases[GEM_CLASS];
for (j = 0; j < 9 - lev / 3; j++)
objects[first + j].oc_prob = 0;
first += j;
if (first > LAST_REAL_GEM || objects[first].oc_class != GEM_CLASS
|| OBJ_NAME(objects[first]) == (char *) 0) {
raw_printf("Not enough gems? - first=%d j=%d LAST_GEM=%d", first, j,
LAST_REAL_GEM);
wait_synch();
}
for (j = first; j <= LAST_REAL_GEM; j++)
objects[j].oc_prob = (171 + j - first) / (LAST_REAL_GEM + 1 - first);
/* recompute GEM_CLASS total oc_prob - including rocks/stones */
for (j = gb.bases[GEM_CLASS]; j < gb.bases[GEM_CLASS + 1]; j++)
sum += objects[j].oc_prob;
go.oclass_prob_totals[GEM_CLASS] = sum;
}
/* shuffle descriptions on objects o_low to o_high */
static void
shuffle(int o_low, int o_high, boolean domaterial)
{
int i, j, num_to_shuffle;
short sw;
int color;
for (num_to_shuffle = 0, j = o_low; j <= o_high; j++)
if (!objects[j].oc_name_known)
num_to_shuffle++;
if (num_to_shuffle < 2)
return;
for (j = o_low; j <= o_high; j++) {
if (objects[j].oc_name_known)
continue;
do
i = j + rn2(o_high - j + 1);
while (objects[i].oc_name_known);
sw = objects[j].oc_descr_idx;
objects[j].oc_descr_idx = objects[i].oc_descr_idx;
objects[i].oc_descr_idx = sw;
sw = objects[j].oc_tough;
objects[j].oc_tough = objects[i].oc_tough;
objects[i].oc_tough = sw;
color = objects[j].oc_color;
objects[j].oc_color = objects[i].oc_color;
objects[i].oc_color = color;
/* shuffle material */
if (domaterial) {
sw = objects[j].oc_material;
objects[j].oc_material = objects[i].oc_material;
objects[i].oc_material = sw;
}
}
}
void
init_objects(void)
{
int i, first, last, prevoclass;
char oclass;
#ifdef TEXTCOLOR
#define COPY_OBJ_DESCR(o_dst, o_src) \
o_dst.oc_descr_idx = o_src.oc_descr_idx, o_dst.oc_color = o_src.oc_color
#else
#define COPY_OBJ_DESCR(o_dst, o_src) o_dst.oc_descr_idx = o_src.oc_descr_idx
#endif
for (i = 0; i <= MAXOCLASSES; i++) {
gb.bases[i] = 0;
if (i > 0 && i < MAXOCLASSES && objects[i].oc_class != i)
panic(
"init_objects: class for generic object #%d doesn't match (%d)",
i, objects[i].oc_class);
}
/* initialize object descriptions */
for (i = 0; i < NUM_OBJECTS; i++)
objects[i].oc_name_idx = objects[i].oc_descr_idx = i;
/* init base; if probs given check that they add up to 1000,
otherwise compute probs */
first = MAXOCLASSES;
prevoclass = -1;
while (first < NUM_OBJECTS) {
oclass = objects[first].oc_class;
/*
* objects[] sanity check: must be in ascending oc_class order to
* be able to use bases[class+1]-1 for the end of a class's range.
* Also catches a non-contiguous class because reverting to any
* earlier class would involve switching back to a lower class
* number after having moved on to one or more other classes.
*/
if ((int) oclass < prevoclass)
panic("objects[%d] class #%d not in order!", first, oclass);
last = first + 1;
while (last < NUM_OBJECTS && objects[last].oc_class == oclass)
last++;
gb.bases[(int) oclass] = first;
if (oclass == GEM_CLASS) {
setgemprobs((d_level *) 0);
if (rn2(2)) { /* change turquoise from green to blue? */
COPY_OBJ_DESCR(objects[TURQUOISE], objects[SAPPHIRE]);
}
if (rn2(2)) { /* change aquamarine from green to blue? */
COPY_OBJ_DESCR(objects[AQUAMARINE], objects[SAPPHIRE]);
}
switch (rn2(4)) { /* change fluorite from violet? */
case 0:
break;
case 1: /* blue */
COPY_OBJ_DESCR(objects[FLUORITE], objects[SAPPHIRE]);
break;
case 2: /* white */
COPY_OBJ_DESCR(objects[FLUORITE], objects[DIAMOND]);
break;
case 3: /* green */
COPY_OBJ_DESCR(objects[FLUORITE], objects[EMERALD]);
break;
}
}
first = last;
prevoclass = (int) oclass;
}
/* extra entry allows deriving the range of a class via
bases[class] through bases[class+1]-1 for all classes
(except for ILLOBJ_CLASS which is separated from WEAPON_CLASS
by generic objects) */
gb.bases[MAXOCLASSES] = NUM_OBJECTS;
/* hypothetically someone might remove all objects of some class,
or be adding a new class and not populated it yet, leaving gaps
in bases[]; guarantee that there are no such gaps */
for (last = MAXOCLASSES - 1; last >= 0; --last)
if (!gb.bases[last])
gb.bases[last] = gb.bases[last + 1];
/* check objects[].oc_name_known */
for (i = MAXOCLASSES; i < NUM_OBJECTS; ++i) {
int nmkn = objects[i].oc_name_known != 0;
if (!OBJ_DESCR(objects[i]) ^ nmkn) {
if (iflags.sanity_check) {
impossible(
"obj #%d (%s) name is %s despite%s alternate description",
i, OBJ_NAME(objects[i]),
nmkn ? "pre-known" : "not known",
nmkn ? "" : " no");
}
/* repair the mistake and keep going */
objects[i].oc_name_known = nmkn ? 0 : 1;
}
}
/* compute oclass_prob_totals */
init_oclass_probs();
/* shuffle descriptions */
shuffle_all();
#ifdef TILES_IN_GLYPHMAP
shuffle_tiles();
#endif
objects[WAN_NOTHING].oc_dir = rn2(2) ? NODIR : IMMEDIATE;
}
/* Compute the total probability of each object class.
* Assumes gb.bases[] has already been set. */
void
init_oclass_probs(void)
{
int i;
short sum;
int oclass;
for (oclass = 0; oclass < MAXOCLASSES; ++oclass) {
sum = 0;
/* note: for ILLOBJ_CLASS, bases[oclass+1]-1 isn't the last item
in the class; but all the generic items have probability 0 so
adding them to 'sum' has no impact */
for (i = gb.bases[oclass]; i < gb.bases[oclass + 1]; ++i) {
sum += objects[i].oc_prob;
}
if (sum <= 0 && oclass != ILLOBJ_CLASS
&& gb.bases[oclass] != gb.bases[oclass + 1]) {
impossible("%s (%d) probability total for oclass %d",
!sum ? "zero" : "negative", sum, oclass);
/* gracefully fail by setting all members of this class to 1 */
for (i = gb.bases[oclass]; i < gb.bases[oclass + 1]; ++i) {
objects[i].oc_prob = 1;
sum++;
}
}
go.oclass_prob_totals[oclass] = sum;
}
}
/* retrieve the range of objects that otyp shares descriptions with */
void
obj_shuffle_range(
int otyp, /* input: representative item */
int *lo_p, int *hi_p) /* output: range that item belongs among */
{
int i, ocls = objects[otyp].oc_class;
/* default is just the object itself */
*lo_p = *hi_p = otyp;
switch (ocls) {
case ARMOR_CLASS:
if (otyp >= HELMET && otyp <= HELM_OF_TELEPATHY)
*lo_p = HELMET, *hi_p = HELM_OF_TELEPATHY;
else if (otyp >= LEATHER_GLOVES && otyp <= GAUNTLETS_OF_DEXTERITY)
*lo_p = LEATHER_GLOVES, *hi_p = GAUNTLETS_OF_DEXTERITY;
else if (otyp >= CLOAK_OF_PROTECTION && otyp <= CLOAK_OF_DISPLACEMENT)
*lo_p = CLOAK_OF_PROTECTION, *hi_p = CLOAK_OF_DISPLACEMENT;
else if (otyp >= SPEED_BOOTS && otyp <= LEVITATION_BOOTS)
*lo_p = SPEED_BOOTS, *hi_p = LEVITATION_BOOTS;
break;
case POTION_CLASS:
/* potion of water has the only fixed description */
*lo_p = gb.bases[POTION_CLASS];
*hi_p = POT_WATER - 1;
break;
case AMULET_CLASS:
case SCROLL_CLASS:
case SPBOOK_CLASS:
/* exclude non-magic types and also unique ones */
*lo_p = gb.bases[ocls];
for (i = *lo_p; objects[i].oc_class == ocls; i++)
if (objects[i].oc_unique || !objects[i].oc_magic)
break;
*hi_p = i - 1;
break;
case RING_CLASS:
case WAND_CLASS:
case VENOM_CLASS:
/* entire class */
*lo_p = gb.bases[ocls];
*hi_p = gb.bases[ocls + 1] - 1;
break;
}
/* artifact checking might ask about item which isn't part of any range
but fell within the classes that do have ranges specified above */
if (otyp < *lo_p || otyp > *hi_p)
*lo_p = *hi_p = otyp;
return;
}
/* randomize object descriptions */
static void
shuffle_all(void)
{
/* entire classes; obj_shuffle_range() handles their exceptions */
static char shuffle_classes[] = {
AMULET_CLASS, POTION_CLASS, RING_CLASS, SCROLL_CLASS,
SPBOOK_CLASS, WAND_CLASS, VENOM_CLASS,
};
/* sub-class type ranges (one item from each group) */
static short shuffle_types[] = {
HELMET, LEATHER_GLOVES, CLOAK_OF_PROTECTION, SPEED_BOOTS,
};
int first, last, idx;
/* do whole classes (amulets, &c) */
for (idx = 0; idx < SIZE(shuffle_classes); idx++) {
obj_shuffle_range(gb.bases[(int) shuffle_classes[idx]], &first, &last);
shuffle(first, last, TRUE);
}
/* do type ranges (helms, &c) */
for (idx = 0; idx < SIZE(shuffle_types); idx++) {
obj_shuffle_range(shuffle_types[idx], &first, &last);
shuffle(first, last, FALSE);
}
return;
}
/* Return TRUE if the provided string matches the unidentified description of
* the provided object. */
boolean
objdescr_is(struct obj* obj, const char * descr)
{
const char *objdescr;
if (!obj) {
impossible("objdescr_is: null obj");
return FALSE;
}
objdescr = OBJ_DESCR(objects[obj->otyp]);
if (!objdescr)
return FALSE; /* no obj description, no match */
return !strcmp(objdescr, descr);
}
/* level dependent initialization */
void
oinit(void)
{
setgemprobs(&u.uz);
}
void
savenames(NHFILE* nhfp)
{
int i;
unsigned int len;
if (perform_bwrite(nhfp)) {
if (nhfp->structlevel) {
bwrite(nhfp->fd, (genericptr_t)gb.bases, sizeof gb.bases);
bwrite(nhfp->fd, (genericptr_t)gd.disco, sizeof gd.disco);
bwrite(nhfp->fd, (genericptr_t)objects,
sizeof(struct objclass) * NUM_OBJECTS);
}
}
/* as long as we use only one version of Hack we
need not save oc_name and oc_descr, but we must save
oc_uname for all objects */
for (i = 0; i < NUM_OBJECTS; i++)
if (objects[i].oc_uname) {
if (perform_bwrite(nhfp)) {
len = Strlen(objects[i].oc_uname) + 1;
if (nhfp->structlevel) {
bwrite(nhfp->fd, (genericptr_t)&len, sizeof len);
bwrite(nhfp->fd, (genericptr_t)objects[i].oc_uname, len);
}
}
if (release_data(nhfp)) {
free((genericptr_t) objects[i].oc_uname);
objects[i].oc_uname = 0;
}
}
}
void
restnames(NHFILE* nhfp)
{
int i;
unsigned int len = 0;
if (nhfp->structlevel) {
mread(nhfp->fd, (genericptr_t) gb.bases, sizeof gb.bases);
mread(nhfp->fd, (genericptr_t) gd.disco, sizeof gd.disco);
mread(nhfp->fd, (genericptr_t) objects,
sizeof(struct objclass) * NUM_OBJECTS);
}
for (i = 0; i < NUM_OBJECTS; i++) {
if (objects[i].oc_uname) {
if (nhfp->structlevel) {
mread(nhfp->fd, (genericptr_t) &len, sizeof len);
}
objects[i].oc_uname = (char *) alloc(len);
if (nhfp->structlevel) {
mread(nhfp->fd, (genericptr_t)objects[i].oc_uname, len);
}
}
}
#ifdef TILES_IN_GLYPHMAP
shuffle_tiles();
#endif
}
void
discover_object(
int oindx,
boolean mark_as_known,
boolean credit_hero)
{
if (!objects[oindx].oc_name_known
|| (Role_if(PM_SAMURAI)
&& Japanese_item_name(oindx, (const char *) 0))) {
int dindx, acls = objects[oindx].oc_class;
/* Loop thru disco[] 'til we find the target (which may have been
uname'd) or the next open slot; one or the other will be found
before we reach the next class...
*/
for (dindx = gb.bases[acls]; gd.disco[dindx] != 0; dindx++)
if (gd.disco[dindx] == oindx)
break;
gd.disco[dindx] = oindx;
/* if already known, we forced an item with a Japanese name into
disco[] but don't want to exercise wisdom or update perminv */
if (objects[oindx].oc_name_known)
return;
if (mark_as_known) {
objects[oindx].oc_name_known = 1;
if (credit_hero)
exercise(A_WIS, TRUE);
}
/* !in_moveloop => initial inventory, gameover => final disclosure */
if (gp.program_state.in_moveloop && !gp.program_state.gameover) {
if (objects[oindx].oc_class == GEM_CLASS)
gem_learned(oindx); /* could affect price of unpaid gems */
update_inventory();
}
}
}
/* if a class name has been cleared, we may need to purge it from disco[] */
void
undiscover_object(int oindx)
{
if (!objects[oindx].oc_name_known) {
register int dindx, acls = objects[oindx].oc_class;
register boolean found = FALSE;
/* find the object; shift those behind it forward one slot */
for (dindx = gb.bases[acls];
dindx < NUM_OBJECTS && gd.disco[dindx] != 0
&& objects[dindx].oc_class == acls;
dindx++)
if (found)
gd.disco[dindx - 1] = gd.disco[dindx];
else if (gd.disco[dindx] == oindx)
found = TRUE;
/* clear last slot */
if (found)
gd.disco[dindx - 1] = 0;
else
impossible("named object not in disco");
if (objects[oindx].oc_class == GEM_CLASS)
gem_learned(oindx); /* ok, it's actually been unlearned */
update_inventory();
}
}
boolean
interesting_to_discover(int i)
{
/* most players who don't speak Japanese manage to figure out what
gunyoki, osaku, and so forth mean, but treat them as pre-discovered
to be disclosed by '\' */
if (Role_if(PM_SAMURAI) && Japanese_item_name(i, (const char *) 0))
return TRUE;
/* Pre-discovered objects are now printed with a '*' */
return (boolean) (objects[i].oc_uname != (char *) 0
|| (objects[i].oc_name_known
&& OBJ_DESCR(objects[i]) != (char *) 0));
}
/* items that should stand out once they're known */
static const short uniq_objs[] = {
AMULET_OF_YENDOR, SPE_BOOK_OF_THE_DEAD, CANDELABRUM_OF_INVOCATION,
BELL_OF_OPENING,
};
/* discoveries qsort comparison function */
static int QSORTCALLBACK
discovered_cmp(const genericptr v1, const genericptr v2)
{
const char *s1 = *(const char **) v1;
const char *s2 = *(const char **) v2;
/* each element starts with "* " or " " but we don't sort by those */
int res = strcmpi(s1 + 2, s2 + 2);
if (res == 0) {
; /* no tie-breaker needed */
}
return res;
}
static char *
sortloot_descr(int otyp, char *outbuf)
{
Loot sl_cookie;
struct obj o;
o = cg.zeroobj;
o.otyp = otyp;
o.oclass = objects[otyp].oc_class;
o.dknown = 1;
o.known = (objects[otyp].oc_name_known || !objects[otyp].oc_uses_known)
? 1 : 0;
o.corpsenm = NON_PM; /* suppress statue and figurine details */
/* but suppressing fruit details leads to "bad fruit #0" */
if (otyp == SLIME_MOLD)
o.spe = gc.context.current_fruit;
(void) memset((genericptr_t) &sl_cookie, 0, sizeof sl_cookie);
sl_cookie.obj = (struct obj *) 0;
sl_cookie.str = (char *) 0;
loot_classify(&sl_cookie, &o);
Sprintf(outbuf, "%02d%02d%1d ",
sl_cookie.orderclass, sl_cookie.subclass, sl_cookie.disco);
return outbuf;
}
#define DISCO_BYCLASS 0 /* by discovery order within each class */
#define DISCO_SORTLOOT 1 /* by discovery order within each subclass */
#define DISCO_ALPHABYCLASS 2 /* alphabetized within each class */
#define DISCO_ALPHABETIZED 3 /* alphabetized across all classes */
/* also used in options.c (optfn_sortdiscoveries) */
const char disco_order_let[] = "osca";
const char *const disco_orders_descr[] = {
"by order of discovery within each class",
"sortloot order (by class with some sub-class groupings)",
"alphabetical within each class",
"alphabetical across all classes",
(char *) 0
};
int
choose_disco_sort(
int mode) /* 0 => 'O' cmd, 1 => full discoveries; 2 => class discoveries */
{
winid tmpwin;
menu_item *selected;
anything any;
int i, n, choice;
int clr = 0;
tmpwin = create_nhwindow(NHW_MENU);
start_menu(tmpwin, MENU_BEHAVE_STANDARD);
any = cg.zeroany; /* zero out all bits */
for (i = 0; disco_orders_descr[i]; ++i) {
any.a_int = disco_order_let[i];
add_menu(tmpwin, &nul_glyphinfo, &any, (char) any.a_int,
0, ATR_NONE, clr,
disco_orders_descr[i],
(disco_order_let[i] == flags.discosort)
? MENU_ITEMFLAGS_SELECTED
: MENU_ITEMFLAGS_NONE);
}
if (mode == 2) {
/* called via 'm `' where full alphabetize doesn't make sense
(only showing one class so can't span all classes) but the
chosen sort will stick and also apply to '\' usage */
any = cg.zeroany;
add_menu(tmpwin, &nul_glyphinfo, &any, 0, 0, ATR_NONE, clr,
"", MENU_ITEMFLAGS_NONE);
add_menu(tmpwin, &nul_glyphinfo, &any, 0, 0, ATR_NONE, clr,
"Note: full alphabetical and alphabetical within class",
MENU_ITEMFLAGS_NONE);
add_menu(tmpwin, &nul_glyphinfo, &any, 0, 0, ATR_NONE, clr,
" are equivalent for single class discovery, but",
MENU_ITEMFLAGS_NONE);
add_menu(tmpwin, &nul_glyphinfo, &any, 0, 0, ATR_NONE, clr,
" will matter for future use of total discoveries.",
MENU_ITEMFLAGS_NONE);
}
end_menu(tmpwin, "Ordering of discoveries");
n = select_menu(tmpwin, PICK_ONE, &selected);
destroy_nhwindow(tmpwin);
if (n > 0) {
choice = selected[0].item.a_int;
/* skip preselected entry if we have more than one item chosen */
if (n > 1 && choice == (int) flags.discosort)
choice = selected[1].item.a_int;
free((genericptr_t) selected);
flags.discosort = choice;
}
return n;
}
/* augment obj_typename() with explanation of Japanese item names */
static char *
disco_typename(int otyp)
{
char *result = obj_typename(otyp);
if (Role_if(PM_SAMURAI) && Japanese_item_name(otyp, (const char *) 0)) {
char buf[BUFSZ];
const char *actualn = (((otyp != MAGIC_HARP && otyp != WOODEN_HARP)
|| objects[otyp].oc_name_known)
? OBJ_NAME(objects[otyp])
/* undiscovered harp (since wooden harp is
non-magic so pre-discovered, only applies
to magic harp and will only be seen if
magic harp has been 'called' something) */
: "harp");
if (!actualn) { /* won't happen; used to pacify static analyzer */
;
} else if (strstri(result, " called")) {
Sprintf(buf, " [%s] called", actualn);
(void) strsubst(result, " called", buf);
} else if (strstri(result, " (")) {
Sprintf(buf, " [%s] (", actualn);
(void) strsubst(result, " (", buf);
} else {
Sprintf(eos(result), " [%s]", actualn);
}
}
return result;
}
/* append typename(dis) to buf[], possibly truncating in the process */
static void
disco_append_typename(char *buf, int dis)
{
unsigned len = (unsigned) strlen(buf);
char *p, *typnm = disco_typename(dis);
if (len + (unsigned) strlen(typnm) < BUFSZ) {
/* ordinary */
Strcat(buf, typnm);
} else if ((p = strrchr(typnm, '(')) != 0
&& p > typnm && p[-1] == ' ' && strchr(p, ')') != 0) {
/* typename() returned "really long user-applied name (actual type)"
and we want to truncate from "really long user-applied name" while
keeping " (actual type)" intact */
--p; /* back up to space in front of open paren */
(void) strncat(buf, typnm, BUFSZ - 1 - (len + (unsigned) strlen(p)));
Strcat(buf, p);
} else {
/* unexpected; just truncate from end of typename */
(void) strncat(buf, typnm, BUFSZ - 1 - len);
}
}
/* the #known command - show discovered object types */
int
dodiscovered(void) /* free after Robert Viduya */
{
winid tmpwin;
char *s, *p, oclass, prev_class,
classes[MAXOCLASSES], buf[BUFSZ],
*sorted_lines[NUM_OBJECTS]; /* overkill */
int i, j, dis, ct, uniq_ct, arti_ct, sorted_ct;
long sortindx; // should be ptrdiff_t, but we don't require that exists
boolean alphabetized, alphabyclass, lootsort;
if (!flags.discosort || !(p = strchr(disco_order_let, flags.discosort)))
flags.discosort = 'o';
if (iflags.menu_requested) {
if (choose_disco_sort(1) < 0)
return ECMD_OK;
}
alphabyclass = (flags.discosort == 'c');
alphabetized = (flags.discosort == 'a' || alphabyclass);
lootsort = (flags.discosort == 's');
sortindx = strchr(disco_order_let, flags.discosort) - disco_order_let;
tmpwin = create_nhwindow(NHW_MENU);
Sprintf(buf, "Discoveries, %s", disco_orders_descr[sortindx]);
putstr(tmpwin, 0, buf);
putstr(tmpwin, 0, "");
/* gather "unique objects" into a pseudo-class; note that they'll
also be displayed individually within their regular class */
uniq_ct = 0;
for (i = dis = 0; i < SIZE(uniq_objs); i++)
if (objects[uniq_objs[i]].oc_name_known) {
if (!dis++)
putstr(tmpwin, iflags.menu_headings, "Unique items");
++uniq_ct;
Sprintf(buf, " %s", OBJ_NAME(objects[uniq_objs[i]]));
putstr(tmpwin, 0, buf);
}
/* display any known artifacts as another pseudo-class */
arti_ct = disp_artifact_discoveries(tmpwin);
/* several classes are omitted from packorder; one is of interest here */
Strcpy(classes, flags.inv_order);
if (!strchr(classes, VENOM_CLASS))
(void) strkitten(classes, VENOM_CLASS); /* append char to string */
ct = uniq_ct + arti_ct;
sorted_ct = 0;
for (s = classes; *s; s++) {
oclass = *s;
prev_class = oclass + 1; /* forced different from oclass */
for (i = gb.bases[(int) oclass];
i < NUM_OBJECTS && objects[i].oc_class == oclass; i++) {
if ((dis = gd.disco[i]) != 0 && interesting_to_discover(dis)) {
ct++;
if (oclass != prev_class) {
if ((alphabyclass || lootsort) && sorted_ct) {
/* output previous class */
qsort(sorted_lines, sorted_ct, sizeof (char *),
discovered_cmp);
for (j = 0; j < sorted_ct; ++j) {
p = sorted_lines[j];
if (lootsort) {
p[6] = p[0]; /* '*' or ' ' */
p += 6;
}
putstr(tmpwin, 0, p);
free(sorted_lines[j]), sorted_lines[j] = 0;
}
sorted_ct = 0;
}
if (!alphabetized || alphabyclass) {
/* header for new class */
putstr(tmpwin, iflags.menu_headings,
let_to_name(oclass, FALSE, FALSE));
prev_class = oclass;
}
}
Strcpy(buf, objects[dis].oc_pre_discovered ? "* " : " ");
if (lootsort)
(void) sortloot_descr(dis, &buf[2]);
disco_append_typename(buf, dis);
if (!alphabetized && !lootsort)
putstr(tmpwin, 0, buf);
else
sorted_lines[sorted_ct++] = dupstr(buf);
}
}
}
if (ct == 0) {
You("haven't discovered anything yet...");
} else {
if (sorted_ct) {
/* if we're alphabetizing by class, we've already shown the
relevant header above; if we're alphabetizing across all
classes, we normally don't need a header; but it we showed
any unique items or any artifacts then we do need one */
if ((uniq_ct || arti_ct) && alphabetized && !alphabyclass)
putstr(tmpwin, iflags.menu_headings, "Discovered items");
qsort(sorted_lines, sorted_ct, sizeof (char *), discovered_cmp);
for (j = 0; j < sorted_ct; ++j) {
p = sorted_lines[j];
if (lootsort) {
p[6] = p[0]; /* '*' or ' ' */
p += 6;
}
putstr(tmpwin, 0, p);
free(sorted_lines[j]), sorted_lines[j] = 0;
}
}
display_nhwindow(tmpwin, TRUE);
}
destroy_nhwindow(tmpwin);
return ECMD_OK;
}
/* lower case let_to_name() output, which differs from def_oc_syms[].name */
static char *
oclass_to_name(char oclass, char *buf)
{
char *s;
Strcpy(buf, let_to_name(oclass, FALSE, FALSE));
for (s = buf; *s; ++s)
*s = lowc(*s);
return buf;
}
/* the #knownclass command - show discovered object types for one class */
int
doclassdisco(void)
{
static NEARDATA const char
prompt[] = "View discoveries for which sort of objects?",
havent_discovered_any[] = "haven't discovered any %s yet.",
unique_items[] = "unique items",
artifact_items[] = "artifacts";
winid tmpwin = WIN_ERR;
menu_item *pick_list = 0;
anything any;
char *p, *s, c, oclass, menulet, allclasses[MAXOCLASSES],
discosyms[2 + MAXOCLASSES + 1], buf[BUFSZ],
*sorted_lines[NUM_OBJECTS]; /* overkill */
int i, ct, dis, xtras, sorted_ct;
boolean traditional, alphabetized, lootsort;
int clr = 0;
if (!flags.discosort || !(p = strchr(disco_order_let, flags.discosort)))
flags.discosort = 'o';
if (iflags.menu_requested) {
if (choose_disco_sort(2) < 0)
return ECMD_OK;
}
alphabetized = (flags.discosort == 'a' || flags.discosort == 'c');
lootsort = (flags.discosort == 's');
discosyms[0] = '\0';
traditional = (flags.menu_style == MENU_TRADITIONAL
|| flags.menu_style == MENU_COMBINATION);
if (!traditional) {
tmpwin = create_nhwindow(NHW_MENU);
start_menu(tmpwin, MENU_BEHAVE_STANDARD);
}
any = cg.zeroany;
menulet = 'a';
/* check whether we've discovered any unique objects */
for (i = 0; i < SIZE(uniq_objs); i++)
if (objects[uniq_objs[i]].oc_name_known) {
Strcat(discosyms, "u");
if (!traditional) {
any.a_int = 'u';
add_menu(tmpwin, &nul_glyphinfo, &any, menulet++,
0, ATR_NONE, clr, unique_items, MENU_ITEMFLAGS_NONE);
}
break;
}
/* check whether we've discovered any artifacts */
if (disp_artifact_discoveries(WIN_ERR) > 0) {
Strcat(discosyms, "a");
if (!traditional) {
any.a_int = 'a';
add_menu(tmpwin, &nul_glyphinfo, &any, menulet++,
0, ATR_NONE, clr, artifact_items, MENU_ITEMFLAGS_NONE);
}
}
/* collect classes with discoveries, in packorder ordering; several
classes are omitted from packorder and one is of interest here */
Strcpy(allclasses, flags.inv_order);
if (!strchr(allclasses, VENOM_CLASS))
(void) strkitten(allclasses, VENOM_CLASS); /* append char to string */
/* construct discosyms[] */
for (s = allclasses; *s; ++s) {
oclass = *s;
c = def_oc_syms[(int) oclass].sym;
for (i = gb.bases[(int) oclass];
i < NUM_OBJECTS && objects[i].oc_class == oclass; ++i)
if ((dis = gd.disco[i]) != 0 && interesting_to_discover(dis)) {
if (!strchr(discosyms, c)) {
Sprintf(eos(discosyms), "%c", c);
if (!traditional) {
any.a_int = c;
add_menu(tmpwin, &nul_glyphinfo, &any,
menulet++, c, ATR_NONE, clr,
oclass_to_name(oclass, buf),
MENU_ITEMFLAGS_NONE);
}
}
}
}
/* there might not be anything for us to do... */
if (!discosyms[0]) {
You(havent_discovered_any, "items");
if (tmpwin != WIN_ERR)
destroy_nhwindow(tmpwin);
return ECMD_OK;
}
/* have player choose a class */
c = '\0'; /* class not chosen yet */
if (traditional) {
char allclasses_plustwo[sizeof allclasses + 2];
/* we'll prompt even if there's only one viable class; we add all
nonviable classes as unseen acceptable choices so player can ask
for discoveries of any class whether it has discoveries or not */
Sprintf(allclasses_plustwo, "%s%c%c", allclasses, 'u', 'a');
for (s = allclasses_plustwo, xtras = 0; *s; ++s) {
c = (*s == 'u' || *s == 'a') ? *s : def_oc_syms[(int) *s].sym;
if (!strchr(discosyms, c)) {
if (!xtras++)
(void) strkitten(discosyms, '\033');
(void) strkitten(discosyms, c);
}
}
/* get the class (via its symbol character) */
c = yn_function(prompt, discosyms, '\0', TRUE);
if (!c)
clear_nhwindow(WIN_MESSAGE);
} else {
/* menustyle:full or menustyle:partial */
if (!discosyms[1] && flags.menu_style == MENU_PARTIAL) {
/* only one class; menustyle:partial normally jumps past class
filtering straight to final menu so skip class filter here */
c = discosyms[0];
} else {
/* more than one choice, or menustyle:full which normally has
an intermediate class selection menu before the final menu */
end_menu(tmpwin, prompt);
i = select_menu(tmpwin, PICK_ONE, &pick_list);
if (i > 0) {
c = pick_list[0].item.a_int;
free((genericptr_t) pick_list);
} /* else c stays 0 */
}
destroy_nhwindow(tmpwin);
}
if (!c)
return ECMD_OK; /* player declined to make a selection */
/*
* show discoveries for object class c
*/
tmpwin = create_nhwindow(NHW_MENU);
ct = 0;
switch (c) {
case 'u':
putstr(tmpwin, iflags.menu_headings,
upstart(strcpy(buf, unique_items)));
for (i = 0; i < SIZE(uniq_objs); i++)
if (objects[uniq_objs[i]].oc_name_known) {
++ct;
Sprintf(buf, " %s", OBJ_NAME(objects[uniq_objs[i]]));
putstr(tmpwin, 0, buf);
}
if (!ct)
You(havent_discovered_any, unique_items);
break;
case 'a':
/* note: this will work all the time for menustyle traditional
but requires at least one artifact discovery for other styles
[could fix that by forcing the 'a' choice into the pick-class
menu when running in wizard mode] */
if (wizard && y_n("Dump information about all artifacts?") == 'y') {
dump_artifact_info(tmpwin);
ct = NROFARTIFACTS; /* non-zero vs zero is what matters below */
break;
}
/* disp_artifact_discoveries() includes a header */
ct = disp_artifact_discoveries(tmpwin);
if (!ct)
You(havent_discovered_any, artifact_items);
break;
default:
oclass = def_char_to_objclass(c);
Sprintf(buf, "Discovered %s in %s", let_to_name(oclass, FALSE, FALSE),
(flags.discosort == 'o') ? "order of discovery"
: (flags.discosort == 's') ? "'sortloot' order"
: "alphabetical order");
putstr(tmpwin, 0, buf); /* skip iflags.menu_headings */
sorted_ct = 0;
for (i = gb.bases[(int) oclass]; i <= gb.bases[oclass + 1] - 1; ++i) {
if ((dis = gd.disco[i]) != 0 && interesting_to_discover(dis)) {
++ct;
Strcpy(buf, objects[dis].oc_pre_discovered ? "* " : " ");
if (lootsort)
(void) sortloot_descr(dis, &buf[2]);
disco_append_typename(buf, dis);
if (!alphabetized && !lootsort)
putstr(tmpwin, 0, buf);
else
sorted_lines[sorted_ct++] = dupstr(buf);
}