/**
 * @file
 * @brief Orb-related functionality.
**/

#include "AppHdr.h"

#include "areas.h"
#include "message.h"
#include "orb.h"
#include "shout.h"
#include "view.h"

/**
 * Make a "noise" caused by the orb.
 *
 * Alerts monsters via fake_noisy. If the area is silenced, perform a "flashing
 * lights" visual effect.
 *
 * @param where      The location the "noise" comes from.
 * @param loudness   The loudness of the noise, determining distance travelled.
 * @returns          True if the area was unsilenced and thus an actual noise
 *                   occurred, otherwise false, denoting that flashing lights
 *                   occurred.
**/
static bool _orb_noise(const coord_def& where, int loudness)
{
    // XXX: Fake noisy doesn't work. Oops.
    fake_noisy(loudness, where);

    if (silenced(where))
    {
        flash_view_delay(MAGENTA, 100);
        flash_view_delay(LIGHTMAGENTA, 100);
        flash_view_delay(MAGENTA, 100);
        flash_view_delay(LIGHTMAGENTA, 100);

        return false;
    }

    return true;
}

/**
 * Make a "noise" upon picking up the orb.
 *
 * Calls orb_noise(where, loudness), and, depending on the result of that
 * function, prints one of two messages.
 *
 * @param where       Passed to orb_noise.
 * @param loudness    Passed to orb_noise.
 * @param msg         The message to be printed if orb_noise returned true.
 * @param msg2        The message to be printed if orb_noise returned false.
**/
void orb_pickup_noise(const coord_def& where, int loudness, const char* msg, const char* msg2)
{
    if (_orb_noise(where, loudness))
    {
        if (msg)
            mpr(msg, MSGCH_ORB);
        else
            mpr("The orb lets out a hideous shriek!", MSGCH_ORB);
    }
    else
    {
        if (msg2)
            mpr(msg2, MSGCH_ORB);
        else
            mpr("The orb lets out a furious burst of light!", MSGCH_ORB);
    }
}
