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action.h
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action.h
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#pragma once
#ifndef CATA_SRC_ACTION_H
#define CATA_SRC_ACTION_H
#include <functional>
#include <map>
#include <optional>
#include <set>
#include <string>
#include <vector>
struct input_event;
struct point;
struct tripoint;
/**
* Enumerates all discrete actions that can be performed by player
*/
enum action_id : int {
/** Invalid action used for various lookup errors */
ACTION_NULL = 0,
// Mouse actions
/**@{*/
/** Click on a point with primary mouse button (usually left button) */
ACTION_SELECT,
/** Click on a point with secondary mouse button (usually right button) */
ACTION_SEC_SELECT,
/** action on left mouse button-down, for clicking and dragging */
ACTION_CLICK_AND_DRAG,
/**@}*/
// Character movement actions
/**@{*/
/** Pause an on-going activity. */
ACTION_PAUSE,
/** Input timeout */
ACTION_TIMEOUT,
/** Move towards top of screen / accelerate */
ACTION_MOVE_FORTH,
/** Move towards top-right of screen / accelerate and steer right */
ACTION_MOVE_FORTH_RIGHT,
/** Move / steer right */
ACTION_MOVE_RIGHT,
/** Move towards bottom-right of screen / decelerate and steer right */
ACTION_MOVE_BACK_RIGHT,
/** Move towards bottom of screen / decelerate */
ACTION_MOVE_BACK,
/** Move towards bottom-left of screen / decelerate and steer left */
ACTION_MOVE_BACK_LEFT,
/** Move / steer left */
ACTION_MOVE_LEFT,
/** Move towards top-left of screen / accelerate and steer left */
ACTION_MOVE_FORTH_LEFT,
/** Descend a staircase */
ACTION_MOVE_DOWN,
/** Ascend a staircase */
ACTION_MOVE_UP,
/** Cycle run/walk/crouch mode */
ACTION_CYCLE_MOVE,
/** Cycle run/walk/crouch mode in opposite direction */
ACTION_CYCLE_MOVE_REVERSE,
/** Reset movement mode to walk */
ACTION_RESET_MOVE,
/** Toggle run on/off */
ACTION_TOGGLE_RUN,
/** Toggle crouch on/off */
ACTION_TOGGLE_CROUCH,
/** Toggle lying down on/off */
ACTION_TOGGLE_PRONE,
/** Open movement mode menu */
ACTION_OPEN_MOVEMENT,
/**@}*/
// Viewport movement actions and related
/**@{*/
/** Toggle memorized tiles being shown */
ACTION_TOGGLE_MAP_MEMORY,
/** Center the viewport on character */
ACTION_CENTER,
/** Move viewport north */
ACTION_SHIFT_N,
/** Move viewport north-east */
ACTION_SHIFT_NE,
/** Move viewport east */
ACTION_SHIFT_E,
/** Move viewport south-east */
ACTION_SHIFT_SE,
/** Move viewport south */
ACTION_SHIFT_S,
/** Move viewport south-west */
ACTION_SHIFT_SW,
/** Move viewport west */
ACTION_SHIFT_W,
/** Move viewport north-west */
ACTION_SHIFT_NW,
/**@}*/
// Environment Interaction Actions
/**@{*/
/** Open an item (e.g. a door) */
ACTION_OPEN,
/** Close an item (e.g. a door) */
ACTION_CLOSE,
/** Smash something */
ACTION_SMASH,
/** Examine adjacent terrain or furniture */
ACTION_EXAMINE,
/** Examine adjacent terrain or furniture, or pick up items.
* Deprecated UX flow but still supported (for now). */
ACTION_EXAMINE_AND_PICKUP,
/** Pick up items from one current/adjacent square */
ACTION_PICKUP,
/** Pick up items from all current/adjacent squares */
ACTION_PICKUP_ALL,
/** Grab or let go of an object */
ACTION_GRAB,
/** Haul pile of items, or let go of them */
ACTION_HAUL,
/** Quickly toggle hauling on/off */
ACTION_HAUL_TOGGLE,
/** Butcher or disassemble objects in current square */
ACTION_BUTCHER,
/** Chat with something */
ACTION_CHAT,
/** Toggle look mode */
ACTION_LOOK,
/** Peek through something (e.g. out of a curtained window) */
ACTION_PEEK,
/** List items and monsters in a given square */
ACTION_LIST_ITEMS,
/** Open the zone manager */
ACTION_ZONES,
/** Sort out the loot */
ACTION_LOOT,
/**@}*/
// Inventory Interaction (including quasi-inventories like bionics)
/**@{*/
/** Open the primary inventory screen */
ACTION_INVENTORY,
/** Open the advanced inventory screen */
ACTION_ADVANCEDINV,
/** Open the item compare screen */
ACTION_COMPARE,
/** Swap inventory letters */
ACTION_ORGANIZE,
/** Open the use menu */
ACTION_USE,
/** Use currently wielded item */
ACTION_USE_WIELDED,
/** Open the wear clothing selection menu */
ACTION_WEAR,
/** Open the take-off clothing selection menu */
ACTION_TAKE_OFF,
/** Open the default consume item menu */
ACTION_EAT,
/** Open the custom consume item menu */
ACTION_OPEN_CONSUME,
/** Open the read menu */
ACTION_READ,
/** Open the wield menu */
ACTION_WIELD,
/** Open the martial-arts style menu */
ACTION_PICK_STYLE,
/** Open the load item (e.g. firearms) select menu */
ACTION_RELOAD_ITEM,
/** Attempt to reload wielded weapon, then fall back to the load item select menu */
ACTION_RELOAD_WEAPON,
/** Attempt to reload wielded object*/
ACTION_RELOAD_WIELDED,
/** Open the unload item (e.g. firearms) select menu */
ACTION_UNLOAD,
/** Open the mending menu (e.g. when using a sewing kit) */
ACTION_MEND,
/** Open the throw menu */
ACTION_THROW,
/** Fire the wielded weapon, or open fire menu if none */
ACTION_FIRE,
/** Burst-fire the current weapon */
ACTION_FIRE_BURST,
/** Change fire mode of the current weapon */
ACTION_SELECT_FIRE_MODE,
/** Cast a spell (only if any spells are known) */
ACTION_CAST_SPELL,
/** Open the insert-item menu */
ACTION_INSERT_ITEM,
/** Unload container in a given direction */
ACTION_UNLOAD_CONTAINER,
/** Open the drop-item menu */
ACTION_DROP,
/** Drop items in a given direction */
ACTION_DIR_DROP,
/** Open the bionics menu */
ACTION_BIONICS,
/** Open the mutations menu */
ACTION_MUTATIONS,
/** Open the armor sorting menu */
ACTION_SORT_ARMOR,
/** Auto select and attack hostile creature within range */
ACTION_AUTOATTACK,
/**@}*/
// Long-term / special actions
/**@{*/
/** Open wait menu */
ACTION_WAIT,
/** Open crafting menu */
ACTION_CRAFT,
/** Repeat last craft command */
ACTION_RECRAFT,
/** Open batch crafting menu */
ACTION_LONGCRAFT,
/** Open construct menu */
ACTION_CONSTRUCT,
/** Open disassemble menu */
ACTION_DISASSEMBLE,
/** Open sleep menu */
ACTION_SLEEP,
/** Open vehicle control menu */
ACTION_CONTROL_VEHICLE,
/** Turn auto travel mode on/off */
ACTION_TOGGLE_AUTO_TRAVEL_MODE,
/** Turn safemode on/off, while leaving autosafemode intact */
ACTION_TOGGLE_SAFEMODE,
/** Turn automatic triggering of safemode on/off */
ACTION_TOGGLE_AUTOSAFE,
/** Toggle permanent attitude to stealing */
ACTION_TOGGLE_THIEF_MODE,
/** Switch current language to English and back */
ACTION_TOGGLE_LANGUAGE_TO_EN,
/** Ignore the enemy that triggered safemode */
ACTION_IGNORE_ENEMY,
/** Whitelist the enemy that triggered safemode */
ACTION_WHITELIST_ENEMY,
/** Open workout menu */
ACTION_WORKOUT,
/** Save the game and quit */
ACTION_SAVE,
/** Quicksave the game */
ACTION_QUICKSAVE,
/** Quickload the game */
ACTION_QUICKLOAD,
/** Commit suicide */
ACTION_SUICIDE,
/**@}*/
// Info Screens
/**@{*/
/** Display player status screen */
ACTION_PL_INFO,
/** Display over-map */
ACTION_MAP,
/** Show sky state for trying to predict weather */
ACTION_SKY,
/** Display missions screen */
ACTION_MISSIONS,
/** Display factions screen */
ACTION_FACTIONS,
/** Displays morale menu */
ACTION_MORALE,
/** Displays medical menu */
ACTION_MEDICAL,
/** Display messages screen */
ACTION_MESSAGES,
/** Display help screen */
ACTION_HELP,
/** Display Diary window*/
ACTION_DIARY,
/** Open body status menu **/
ACTION_BODYSTATUS,
/** Display main menu */
ACTION_MAIN_MENU,
/** Display keybindings list */
ACTION_KEYBINDINGS,
/** Display options window */
ACTION_OPTIONS,
/** Open autopickup manager */
ACTION_AUTOPICKUP,
/** Open autonotes manager */
ACTION_AUTONOTES,
/** Open safemode manager */
ACTION_SAFEMODE,
/** Open color manager */
ACTION_COLOR,
/** Open active world mods */
ACTION_WORLD_MODS,
/** Open distraction manager */
ACTION_DISTRACTION_MANAGER,
/**@}*/
// Debug Functions
/**@{*/
/** Toggle full-screen mode */
ACTION_TOGGLE_FULLSCREEN,
/** Open debug menu */
ACTION_DEBUG,
/** Toggle scent map */
ACTION_DISPLAY_SCENT,
/** Toggle scent type map */
ACTION_DISPLAY_SCENT_TYPE,
/** Toggle debug mode */
ACTION_TOGGLE_DEBUG_MODE,
/** Zoom view in */
ACTION_ZOOM_OUT,
/** Zoom view out */
ACTION_ZOOM_IN,
/** Open the action menu */
ACTION_ACTIONMENU,
/** Open the item uses menu */
ACTION_ITEMACTION,
/** Turn pixel minimap on/off */
ACTION_TOGGLE_PIXEL_MINIMAP,
/** Turn admin panel on/off */
ACTION_TOGGLE_PANEL_ADM,
/** panels management */
ACTION_PANEL_MGMT,
/** Reload current tileset */
ACTION_RELOAD_TILESET,
/** Turn auto features on/off */
ACTION_TOGGLE_AUTO_FEATURES,
/** Change auto pulp/butcher mode */
ACTION_TOGGLE_AUTO_PULP_BUTCHER,
/** Turn auto mining on/off */
ACTION_TOGGLE_AUTO_MINING,
/** Turn auto foraging on/off */
ACTION_TOGGLE_AUTO_FORAGING,
/** Turn auto pickup on/off */
ACTION_TOGGLE_AUTO_PICKUP,
/** Toggle temperature map */
ACTION_DISPLAY_TEMPERATURE,
/** Toggle vehicle autopilot data */
ACTION_DISPLAY_VEHICLE_AI,
/** Toggle visibility map */
ACTION_DISPLAY_VISIBILITY,
/** Toggle lighting conditions map */
ACTION_DISPLAY_LIGHTING,
/** Toggle radiation map */
ACTION_DISPLAY_RADIATION,
/** Toggle transparency map */
ACTION_DISPLAY_TRANSPARENCY,
/** Toggle retracted/transparent high sprites */
ACTION_TOGGLE_PREVENT_OCCLUSION,
ACTION_DISPLAY_NPC_ATTACK_POTENTIAL,
/** Toggle timing of the game hours */
ACTION_TOGGLE_HOUR_TIMER,
/** Not an action, serves as count of enumerated actions */
NUM_ACTIONS
/**@}*/
};
/**
* Load keymap from disk
*
* Sets the state of a keymap in memory to the state of a keymap state saved to disk.
* The actual filename we read the keymap from is returned by reference, not specified in this
* function call. The filename used is set elsewhere (in a variety of places). Take a look at
* @ref path_info to see where this happens. The returned file name is used to detect errors, such
* as a non-existent file or a file that didn't actually contain a keymap.
*
* Output is returned as two separate maps:
* 1. The keymap parameter is used to store the set of keys that were mapped by the file. This
* is not a complete map of all available action IDs, rather it contains only those IDs explicitly
* set by the file.
*
* 2. The unbound_keymap parameter contains keys that the file specifically unmaps.
*
* The caller of this function is intended to set those keys explicitly set in parameter keymap, and
* unset those keys explicitly unbound in parameter unbound_keymap. Actions and/or keys that are not
* mentioned in either output are left in place. See @ref input_manager::init() for the current way
* that this is done.
*
* @param[out] keymap Place in which to store the keys explicitly bound by the file
* @param[out] keymap_file_loaded_from Name of file that keymap was loaded from
* @param[out] unbound_keymap Place to store the keys explicitly unbound by the file
*/
void load_keyboard_settings( std::map<char, action_id> &keymap,
std::string &keymap_file_loaded_from,
std::set<action_id> &unbound_keymap );
/**
* Get list of keys bound to an action ID.
*
* Returns a vector of all keys currently bound to the given action. If not keys are bound to the
* given action then the returned vector is simply left empty.
*
* @param act Action ID to lookup in keymap
* @param maximum_modifier_count Maximum number of modifiers allowed for
* the returned action. <0 means any number is allowed.
* @param restrict_to_printable If `true` the function returns the bound
* keys only if they are printable (space counts as non-printable
* here). If `false`, all keys (whether they are printable or not)
* are returned.
* @returns all keys (as input events) currently bound to a give action ID
*/
std::vector<input_event> keys_bound_to( action_id act,
int maximum_modifier_count = -1,
bool restrict_to_printable = true );
/**
* Get the key for an action, used in the action menu to give each action the hotkey it is bound to.
* @param action Action ID to lookup in keymap.
* @param maximum_modifier_count Maximum number of modifiers allowed for
* the returned action. <0 means any number is allowed.
* @param restrict_to_printable If `true` the function returns the bound
* keys only if they are printable (space counts as non-printable
* here). If `false`, all keys (whether they are printable or not)
* are returned.
* @returns the input event for the hotkey or std::nullopt if no key is associated with the given action.
*/
std::optional<input_event> hotkey_for_action( action_id action,
int maximum_modifier_count = -1, bool restrict_to_printable = true );
/**
* Lookup an action ID by its unique string identifier
*
* Translates a unique string identifier into an @ref action_id. This identifier is generally the
* value used in a keymap configuration file. If no corresponding action_id is found for this
* identifier then ACTION_NULL is returned instead.
*
* @param ident Unique string identifier corresponding to an @ref action_id
* @returns Corresponding action_id for the supplied string identifier
*/
action_id look_up_action( const std::string &ident );
/**
* Lookup a unique string identifier for a given action ID.
*
* Translates an @ref action_id into a unique string identifier. This is the value recorded in the
* keymap configuration file.
*
* @note The values we use here are more or less human-readable, but are not always suitable for
* display directly to the user.
*
* @param act The action ID to lookup an identifier for
* @returns The string identifier for the specified action ID.
*/
std::string action_ident( action_id act );
/**
* Lookup whether an action can affect the state of the game world.
*
* Looks an action ID up and determines if that action can change world state in any case. This
* is a static determination from a hard-coded list.
*
* This function can be used to count the number of user actions that actually affected the game
* state separate from other actions that only result in view and menu navigation. The only current
* example of this is @ref game::user_action_counter.
*
* @param act action ID to lookup in table
* @returns true if action has potential to alter world state, otherwise returns false.
*/
bool can_action_change_worldstate( action_id act );
/**
* Request player input of adjacent tile, possibly including vertical tiles
*
* Asks the player to input desired direction of an adjacent tile, for example when executing
* an examine or directional item drop. This version of the function supports selection of tiles
* above and below the player if an appropriate flag is set.
*
* @param[in] message Message used in assembling the prompt to the player
* @param[in] allow_vertical Allows player to select tiles above/below them if true
*/
std::optional<tripoint> choose_adjacent( const std::string &message, bool allow_vertical = false );
std::optional<tripoint> choose_adjacent( const tripoint &pos, const std::string &message,
bool allow_vertical = false );
/**
* Request player input of a direction, possibly including vertical component
*
* Asks the player to input a desired direction. This differs from @ref choose_adjacent in that
* the selected direction is returned as an offset to the player's current position rather than
* coordinate of a tile. This version of the function allows selection of the tile above and below
* the player if the appropriate flag is set.
*
* @param[in] message Message used in assembling the prompt to the player
* @param[in] allow_vertical Allows direction vector to have vertical component if true
*/
std::optional<tripoint> choose_direction( const std::string &message,
bool allow_vertical = false );
/**
* Request player input of adjacent tile with highlighting, possibly on different z-level
*
* Asks the player to input desired direction of an adjacent tile, for example when executing
* an examine or directional item drop. This version of the function allows the player to select
* a tile above or below.
*
* This function is identical to @ref choose_adjacent except that squares are highlighted for
* the player to indicate valid squares for a given @ref action_id
*
* @param[in] message Message used in assembling the prompt to the player
* @param[in] failure_message Message used if there is no valid adjacent tile
* @param[in] action An action ID to drive the highlighting output
* @param[in] allow_vertical Allows direction vector to have vertical component if true
* @param[in] allow_autoselect Automatically select location if there's only one valid option and the appropriate setting is enabled
*/
std::optional<tripoint> choose_adjacent_highlight( const std::string &message,
const std::string &failure_message, action_id action,
bool allow_vertical = false, bool allow_autoselect = true );
/**
* Request player input of adjacent tile with highlighting, possibly on different z-level
*
* Asks the player to input desired direction of an adjacent tile, for example when executing
* an examine or directional item drop. This version of the function allows the player to select
* a tile above or below.
*
* This function is identical to @ref choose_adjacent except that squares are highlighted for
* the player to indicate valid squares, based on the result of the provided @ref should_highlight
* function.
*
* @param[in] message Message used in assembling the prompt to the player
* @param[in] failure_message Message used if there is no valid adjacent tile
* @param[in] allowed A function that will be called to determine if a given location is allowed for selection
* @param[in] allow_vertical Allows direction vector to have vertical component if true
* @param[in] allow_autoselect Automatically select location if there's only one valid option and the appropriate setting is enabled
*/
std::optional<tripoint> choose_adjacent_highlight( const std::string &message,
const std::string &failure_message, const std::function<bool( const tripoint & )> &allowed,
bool allow_vertical = false, bool allow_autoselect = true );
std::optional<tripoint> choose_adjacent_highlight( const tripoint &pos, const std::string &message,
const std::string &failure_message, const std::function<bool( const tripoint & )> &allowed,
bool allow_vertical = false, bool allow_autoselect = true );
// (Press X (or Y)|Try) to Z
std::string press_x( action_id act );
std::string press_x( action_id act, const std::string &key_bound,
const std::string &key_unbound );
std::string press_x( action_id act, const std::string &key_bound_pre,
const std::string &key_bound_suf, const std::string &key_unbound );
// ('Z'ing|zing) (X( or Y)))
std::string press_x( action_id act, const std::string &act_desc );
// Return "Press X" or nullopt if not bound
std::optional<std::string> press_x_if_bound( action_id act );
// only has effect in iso mode
enum class iso_rotate : int {
no,
yes
};
// Helper function to convert coordinate delta to a movement action
/**
* Translate coordinate delta into movement action
*
* For a given coordinate delta, this function returns the associated user movement action
* that would generated that delta. See @ref action_id for the list of available movement
* commands that may be generated. This function takes iso mode into account.
*
* The only valid values for the coordinates of \p d are -1, 0 and 1
*
* @note: This function does not sanitize its inputs, which can result in some strange behavior:
* 1. If d.z is valid and non-zero, then d.x and d.y are ignored.
* 2. If d.z is invalid, it is treated as if it were zero.
* 3. If d.z is 0 or invalid, then any invalid d.x or d.y results in @ref ACTION_MOVE_FORTH_LEFT
* 4. If d.z is 0 or invalid, then a d.x == d.y == 0 results in @ref ACTION_MOVE_FORTH_LEFT
*
* @param[in] d coordinate delta, each coordinate should be -1, 0, or 1
* @returns ID of corresponding move action (usually... see note above)
*/
action_id get_movement_action_from_delta( const tripoint &d, iso_rotate rot );
// Helper function to convert movement action to coordinate delta point
point get_delta_from_movement_action( action_id act, iso_rotate rot );
/**
* Show the action menu
*
* Prompts the user with the action menu, and returns any action requested by user input at
* that menu.
*
* @returns action_id ID of action requested by user at menu.
*/
action_id handle_action_menu();
/**
* Show in-game main menu
*
* Prompts the user with the main game menu, and returns any action requested by user input at
* that menu.
*
* @returns action_id ID of action requested by user at menu.
*/
action_id handle_main_menu();
/**
* Test whether it is possible to perform a given action.
*
* Checks whether we can interact with something using the specified action and the given tile.
*
* @note: This is part of a new API that will allow for a more robust user interface. Possible
* features include: Extending the "select a nearby tile" widget to highlight tiles that can be
* interacted with, "suggest" context-sensitive actions to the user that are currently relevant.
*
* @param action The action ID to perform the test for
* @param p Point to perform test at
* @returns true if movement is possible in the indicated direction
*/
bool can_interact_at( action_id action, const tripoint &p );
/**
* Test whether it is possible to perform butcher action
*
* Checks whether the butcher action makes sense at a given point. Checks for both corpses
* and items that can be disassembled.
*
* This is part of a new API that will allow for a more robust user interface. See the note in
* @ref can_interact_at()
*
* @param p Point to perform the test at
* @returns true if there is a corpse or item that can be disassembled at a point, otherwise false
*/
bool can_butcher_at( const tripoint &p );
/**
* Test whether vertical movement is possible
*
* Checks whether it is possible to perform up or down movement actions at this location, defined
* as whether it is possible to swim up/down at this location, or if there is an up or down
* staircase at this location.
*
* This is part of a new API that will allow for a more robust user interface. See the note in
* @ref can_interact_at()
*
* @param p Point to perform test at
* @param movez Direction to move. -1 for down, all other values for up
* @returns true if movement is possible in the indicated direction, otherwise false
*/
bool can_move_vertical_at( const tripoint &p, int movez );
/**
* Test whether examine is possible
*
* Checks whether the examine action makes sense at a given point.
*
* This is part of a new API that will allow for a more robust user interface. See the note in
* @ref can_interact_at()
*
* @param p Point to perform the test at
* @param with_pickup True if the presence of items to pick up is sufficient eligibility
* @returns true if the examine action is possible at this point, otherwise false
*/
bool can_examine_at( const tripoint &p, bool with_pickup = false );
#endif // CATA_SRC_ACTION_H