Ejemplo n.º 1
0
int context_menu_player(int mx, int my)
{
	menu_type *m;
	rect_region r;
	int selected;
	char *labels;

	cave_type *c_ptr = area(p_ptr->px,p_ptr->py);
	pcave_type *pc_ptr = parea(p_ptr->px,p_ptr->py);
	feature_type *feat;

	m = menu_dynamic_new();
	if (!m) {
		return 0;
	}

	labels = (char*)string_make(lower_case);
	m->selections = labels;

	feat  = &(f_info[c_ptr->feat]);

	menu_dynamic_add_label(m, "Use Item", 'u', 1, labels);
	/* if player can cast, add casting option */
	if (player_is_caster()) {
		if (player_can_cast()) {
			menu_dynamic_add_label(m, "Cast", 'm', 2, labels);
		} else {
			menu_dynamic_add_label(m, "$Cast", 'm', 2, labels);
		}
	}
	/* if player can use racial powers or mutations, add option */
	if (player_has_power()) {
		if (player_can_use_power()) {
			menu_dynamic_add_label(m, "Use Power", 'U', 16, labels);
		} else {
			menu_dynamic_add_label(m, "$Use Power", 'U', 16, labels);
		}
	}
	/* if player is on stairs add option to use them */
	if (feat->flags & FF_EXIT_UP) {
		menu_dynamic_add_label(m, "Go Up", '<', 11, labels);
	}
	if (feat->flags & FF_EXIT_DOWN) {
		menu_dynamic_add_label(m, "Go Down", '>', 12, labels);
	}
	menu_dynamic_add_label(m, "Search", 's', 3, labels);
	menu_dynamic_add_label(m, "Look", 'l', 6, labels);
	menu_dynamic_add_label(m, "Rest", 'R', 4, labels);
	menu_dynamic_add_label(m, "Inventory", 'i', 5, labels);
	/* if object under player add pickup option */
	if (c_ptr->o_idx) {
		object_type *o_ptr = &(o_list[c_ptr->o_idx]);
		//if (!squelch_item_ok(o_ptr)) {
  			menu_dynamic_add_label(m, "Floor", 'i', 13, labels);
			if (inven_carry_okay(o_ptr)) {
  				menu_dynamic_add_label(m, "Pickup", 'g', 14, labels);
			} else {
  				menu_dynamic_add_label(m, "$Pickup", 'g', 14, labels);
			}
		//}
	}
	menu_dynamic_add_label(m, "Character", 'C', 7, labels);
	/* XXX Don't show the keymap line until the keymap list is implemented, to
	 * avoid confusion as to what should be there */
	/*menu_dynamic_add(m, "Keymaps", 10);*/
	if (!OPT(center_player)) {
		menu_dynamic_add_label(m, "^Center Map", 'L', 15, labels);
	}
	menu_dynamic_add_label(m, "Other", ' ', 9, labels);

	/* work out display region */
	r.width = menu_dynamic_longest_entry(m) + 3 + 2; /* +3 for tag, 2 for pad */
	if (mx > Term->wid - r.width - 1) {
		r.col = Term->wid - r.width - 1;
	} else {
		r.col = mx + 1;
	}
	r.page_rows = m->count;
	if (my > Term->hgt - r.page_rows - 1) {
		if (my - r.page_rows - 1 <= 0) {
			/* menu has too many items, so put in upper right corner */
			r.row = 1;
			r.col = Term->wid - r.width - 1;
		} else {
			r.row = Term->hgt - r.page_rows - 1;
		}
	} else {
		r.row = my + 1;
	}

	/* Hack -- no flush needed */
	msg_flag = FALSE;

	screen_save();
	button_backup_all(TRUE);

	menu_layout(m, &r);
	rect_region_erase_bordered(&r);

	prtf(0, 0, "($UEnter to select$Y\n$V, $UESC$Y%c$V) Command:", ESCAPE);
	selected = menu_dynamic_select(m);

	menu_dynamic_free(m);
	string_free(labels);

	button_restore();
	screen_load();

	switch(selected) {
	case 1:
		{
			/* use an item */
			p_ptr->cmd.cmd = 'u';
			repeat_check();
			do_cmd_use();
		} break;
	case 2:
		{
			/* Cast a spell */
			p_ptr->cmd.cmd = 'm';
			repeat_check();
			do_cmd_cast_wrapper();
		} break;
	case 3:
		{
			/* search */
			p_ptr->cmd.cmd = 's';
			repeat_check();
			do_cmd_search();
		} break;
	case 4:
		{
			/* rest */
			p_ptr->cmd.cmd = 'R';
			repeat_check();
			do_cmd_rest();
		} break;
	case 5:
		{
			/* show inventory screen */
			Term_keypress('i');//,0);
		} break;
	case 6:
		{
			/* look mode */
			if (target_set(TARGET_LOOK)) {
			//if (target_set_interactive(TARGET_LOOK, p_ptr->px, p_ptr->py)) {
				msgf("Target Selected.");
			}
		} break;
	case 7:
		{
			/* show character screen */
			do_cmd_character();
		} break;
	case 9:
		{
			/* show another layer of menu options screen */
			int res;
			while ((res = context_menu_player_2(mx,my)) == 3);
			if (res == 2) return 3;
		} break;
	case 10:
		{
			/* show the commands */
			int res;
			while ((res = context_menu_command(mx,my)) == 3);
			if (res == 2) return 3;
		} break;
	case 11:
		{
			/* go up stairs */
			p_ptr->cmd.cmd = '<';
			repeat_check();
			do_cmd_go_up();
		} break;
	case 12:
		{
			/* go down stairs */
			p_ptr->cmd.cmd = '>';
			repeat_check();
			do_cmd_go_down();
		} break;
	case 13:
		{
			if (c_ptr->o_idx) {
				object_type *o_ptr = &(o_list[c_ptr->o_idx]);
				/* there is an item on the floor, show the inventory screen starting
				 * from the floor */
				if (o_ptr->next_o_idx) {
					do_cmd_inven_floor();
				} else {
					/* if  we only have one item, show the context menu directly */
					if (o_ptr->k_idx) {
						/* Track the object kind */
						object_kind_track(o_ptr->k_idx);

						while (context_menu_object(o_ptr) == 2);
					}
				}
			}
		} break;
	case 14:
		{
			/* pick the item up */
			//cmd_insert(CMD_PICKUP);
			//cmd_set_arg_item(cmd_get_top(), 0, -1);
			carry(TRUE);
		} break;
	case 15:
		{
			/* center the map on the player */
			/*panel_center(p_ptr->px, p_ptr->py);*/
			do_cmd_center_map();
		} break;
	case 16:
		{
			/* use character powers */
			p_ptr->cmd.cmd = 'U';
			repeat_check();
			do_cmd_racial_power();
		} break;

	}

	return 1;
}
Ejemplo n.º 2
0
int context_menu_player(int mx, int my)
{
	menu_type *m;
	region r;
	int selected;
	char *labels;
	bool allowed = TRUE;
	int mode = OPT(rogue_like_commands) ? KEYMAP_MODE_ROGUE : KEYMAP_MODE_ORIG;
	unsigned char cmdkey;

	m = menu_dynamic_new();
	if (!m) {
		return 0;
	}

	labels = string_make(lower_case);
	m->selections = labels;

	ADD_LABEL("Use", CMD_USE_ANY, MN_ROW_VALID);

	/* if player can cast, add casting option */
	if (player_can_cast(p_ptr, FALSE)) {
		ADD_LABEL("Cast", CMD_CAST, MN_ROW_VALID);
	}

	/* if player is on stairs add option to use them */
	if (cave_isupstairs(cave, p_ptr->py, p_ptr->px)) {
		ADD_LABEL("Go Up", CMD_GO_UP, MN_ROW_VALID);
	}
	else if (cave_isdownstairs(cave, p_ptr->py, p_ptr->px)) {
		ADD_LABEL("Go Down", CMD_GO_DOWN, MN_ROW_VALID);
	}

	ADD_LABEL("Search", CMD_SEARCH, MN_ROW_VALID);

	/* Looking has different keys, but we don't have a way to look them up (see cmd-process.c). */
	cmdkey = (mode == KEYMAP_MODE_ORIG) ? 'l' : 'x';
	menu_dynamic_add_label(m, "Look", cmdkey, MENU_VALUE_LOOK, labels);

	/* 'R' is used for resting in both keymaps. */
	menu_dynamic_add_label(m, "Rest", 'R', MENU_VALUE_REST, labels);

	/* 'i' is used for inventory in both keymaps. */
	menu_dynamic_add_label(m, "Inventory", 'i', MENU_VALUE_INVENTORY, labels);

	/* if object under player add pickup option */
	if (cave->o_idx[p_ptr->py][p_ptr->px]) {
		object_type *o_ptr = object_byid(cave->o_idx[p_ptr->py][p_ptr->px]);
		if (!squelch_item_ok(o_ptr)) {
			menu_row_validity_t valid;

			/* 'f' isn't in rogue keymap, so we can use it here. */
  			menu_dynamic_add_label(m, "Floor", 'f', MENU_VALUE_FLOOR, labels);
			valid = (inven_carry_okay(o_ptr)) ? MN_ROW_VALID : MN_ROW_INVALID;
			ADD_LABEL("Pick up", CMD_PICKUP, valid);
		}
	}

	/* 'C' is used for the character sheet in both keymaps. */
	menu_dynamic_add_label(m, "Character", 'C', MENU_VALUE_CHARACTER, labels);

	/* XXX Don't show the keymap line until the keymap list is implemented, to
	 * avoid confusion as to what should be there */
	/*menu_dynamic_add(m, "Keymaps", 10);*/

	if (!OPT(center_player)) {
		menu_dynamic_add_label(m, "^Center Map", 'L', MENU_VALUE_CENTER_MAP, labels);
	}

	menu_dynamic_add_label(m, "Other", ' ', MENU_VALUE_OTHER, labels);

	/* work out display region */
	r.width = (int)menu_dynamic_longest_entry(m) + 3 + 2; /* +3 for tag, 2 for pad */
	if (mx > Term->wid - r.width - 1) {
		r.col = Term->wid - r.width - 1;
	} else {
		r.col = mx + 1;
	}
	r.page_rows = m->count;
	if (my > Term->hgt - r.page_rows - 1) {
		if (my - r.page_rows - 1 <= 0) {
			/* menu has too many items, so put in upper right corner */
			r.row = 1;
			r.col = Term->wid - r.width - 1;
		} else {
			r.row = Term->hgt - r.page_rows - 1;
		}
	} else {
		r.row = my + 1;
	}

	/* Hack -- no flush needed */
	msg_flag = FALSE;
	screen_save();

	menu_layout(m, &r);
	region_erase_bordered(&r);

	prt("(Enter to select, ESC) Command:", 0, 0);
	selected = menu_dynamic_select(m);

	menu_dynamic_free(m);
	string_free(labels);

	screen_load();

	cmdkey = cmd_lookup_key(selected, mode);

	/* Check the command to see if it is allowed. */
	switch(selected) {
		case -1:
			/* User cancelled the menu. */
			return 3;

		case CMD_USE_ANY:
		case CMD_CAST:
		case CMD_SEARCH:
		case CMD_GO_UP:
		case CMD_GO_DOWN:
		case CMD_PICKUP:
			/* Only check for ^ inscriptions, since we don't have an object selected (if we need one). */
			allowed = key_confirm_command(cmdkey);
			break;

		case MENU_VALUE_REST:
			allowed = key_confirm_command('R');
			break;

		case MENU_VALUE_INVENTORY:
		case MENU_VALUE_LOOK:
		case MENU_VALUE_CHARACTER:
		case MENU_VALUE_OTHER:
		case MENU_VALUE_FLOOR:
		case MENU_VALUE_CENTER_MAP:
			allowed = TRUE;
			break;

		default:
			/* Invalid command; prevent anything from happening. */
			bell("Invalid context menu command.");
			allowed = FALSE;
			break;
	}

	if (!allowed)
		return 1;

	/* Perform the command. */
	switch(selected) {
		case CMD_USE_ANY:
		case CMD_CAST:
			cmdkey = cmd_lookup_key(selected, mode);
			Term_keypress(cmdkey, 0);
			break;

		case CMD_SEARCH:
		case CMD_GO_UP:
		case CMD_GO_DOWN:
		case CMD_PICKUP:
			cmd_insert(selected);
			break;

		case MENU_VALUE_REST:
			Term_keypress('R', 0);
			break;

		case MENU_VALUE_INVENTORY:
			Term_keypress('i', 0);
			break;

		case MENU_VALUE_LOOK:
			if (target_set_interactive(TARGET_LOOK, p_ptr->px, p_ptr->py)) {
				msg("Target Selected.");
			}
			break;

		case MENU_VALUE_CHARACTER:
			Term_keypress('C', 0);
			break;

		case MENU_VALUE_OTHER:
			context_menu_player_2(mx, my);
			break;

		case MENU_VALUE_FLOOR:
			context_menu_player_display_floor();
			break;

		case MENU_VALUE_CENTER_MAP:
			do_cmd_center_map();
			break;

		default:
			break;
	}

	return 1;
}