UI for targetting code. More...
|#define||KEY_GRID_Y(K) ((int) (((K.mouse.y - ROW_MAP) / tile_height) + Term->offset_y))|
|Convert a "key event" into a "location" (Y) More...|
|#define||KEY_GRID_X(K) ((int) (((K.mouse.x - COL_MAP) / tile_width) + Term->offset_x))|
|Convert a "key event" into a "location" (X) More...|
|Height of the help screen; any higher than 4 will overlap the health bar which we want to keep in targeting mode. More...|
|Size of the array that is used for object names during targeting. More...|
|int||target_dir (struct keypress ch)|
|Extract a direction (or zero) from a character. More...|
|int||target_dir_allow (struct keypress ch, bool allow_5)|
|void||target_display_help (bool monster, bool free)|
|Display targeting help at the bottom of the screen. More...|
|Target command. More...|
|Target closest monster. More...|
|bool||target_set_interactive (int mode, int x, int y)|
|Handle "target" and "look". More...|
UI for targetting code.
Copyright (c) 1997-2014 Angband contributors
This work is free software; you can redistribute it and/or modify it under the terms of either:
a) the GNU General Public License as published by the Free Software Foundation, version 2, or
b) the "Angband licence": This software may be copied and distributed for educational, research, and not for profit purposes provided that this copyright and statement are included in all such copies. Other copyrights may also apply.
|#define HELP_HEIGHT 3|
Height of the help screen; any higher than 4 will overlap the health bar which we want to keep in targeting mode.
Referenced by target_display_help().
|#define TARGET_OUT_VAL_SIZE 256|
Size of the array that is used for object names during targeting.
Referenced by target_set_interactive_aux().
Handle "target" and "look".
Note that this code can be called from "get_aim_dir()".
Currently, when "flag" is true, that is, when "interesting" grids are being used, and a directional key is used, we only scroll by a single panel, in the direction requested, and check for any interesting grids on that panel. The "correct" solution would actually involve scanning a larger set of grids, including ones in panels which are adjacent to the one currently scanned, but this is overkill for this function. XXX XXX
Hack – targetting/observing an "outer border grid" may induce problems, so this is not currently allowed.
The player can use the direction keys to move among "interesting" grids in a heuristic manner, or the "space", "+", and "-" keys to move through the "interesting" grids in a sequential manner, or can enter "location" mode, and use the direction keys to move one grid at a time in any direction. The "t" (set target) command will only target a monster (as opposed to a location) if the monster is target_able and the "interesting" mode is being used.
The current grid is described using the "look" method above, and a new command may be entered at any time, but note that if the "TARGET_LOOK" bit flag is set (or if we are in "location" mode, where "space" has no obvious meaning) then "space" will scan through the description of the current grid until done, instead of immediately jumping to the next "interesting" grid. This allows the "target" command to retain its old semantics.
The "*", "+", and "-" keys may always be used to jump immediately to the next (or previous) interesting grid, in the proper mode.
The "return" key may always be used to scan through a complete grid description (forever).
This command will cancel any old target, even if used from inside the "look" command.
'mode' is one of TARGET_LOOK or TARGET_KILL. 'x' and 'y' are the initial position of the target to be highlighted, or -1 if no location is specified. Returns true if a target has been successfully set, false otherwise.
References adjust_panel_help(), allow_animations(), bell(), mouseclick::button, cave, change_panel(), CMD_PATHFIND, cmd_set_arg_point(), cmdq_peek(), cmdq_push(), keypress::code, COL_MAP, ddx, ddy, disallow_animations(), distance(), draw_path(), ESCAPE, EVT_MOUSE, flag, handle_stuff(), health_track(), chunk::height, term::hgt, i, KC_MOD_ALT, KC_MOD_CONTROL, ui_event::key, KEY_GRID_X, KEY_GRID_Y, load_path(), angband_constants::max_range, mem_free(), mem_zalloc(), modify_panel(), mouseclick::mods, monster_race_track(), ui_event::mouse, term::offset_x, term::offset_y, point_set_dispose(), point_set_size(), PR_BASIC, PR_DEPTH, PR_EQUIP, PR_EXTRA, PR_MAP, PR_STATUS, project_path(), PROJECT_THRU, prt(), point_set::pts, player::px, player::py, monster::race, player_upkeep::redraw, square_monster(), square_object(), target_able(), target_dir(), target_display_help(), target_get_monsters(), target_is_set(), TARGET_KILL, TARGET_LOOK, target_pick(), target_set_interactive_aux(), target_set_location(), target_set_monster(), Term, Term_clear(), Term_get_size(), ui_event::type, player::upkeep, verify_panel(), term::wid, chunk::width, loc::x, mouseclick::x, loc::y, mouseclick::y, and z_info.
Target closest monster.
XXX: Move to using CMD_TARGET_CLOSEST at some point instead of invoking target_set_closest() directly.
References move_cursor_relative(), target_get(), TARGET_KILL, target_set_closest(), Term_fresh(), Term_get_cursor(), Term_redraw_section(), Term_set_cursor(), Term_xtra(), TERM_XTRA_DELAY, and void().