/** * Close an open door. */ void do_cmd_close(struct command *cmd) { int y, x, dir; int err; bool more = false; /* Get arguments */ err = cmd_get_arg_direction(cmd, "direction", &dir); if (err || dir == DIR_UNKNOWN) { int y2, x2; /* Count open doors */ if (count_feats(&y2, &x2, square_isopendoor, false) == 1) { dir = coords_to_dir(y2, x2); cmd_set_arg_direction(cmd, "direction", dir); } else if (cmd_get_direction(cmd, "direction", &dir, false)) { return; } } /* Get location */ y = player->py + ddy[dir]; x = player->px + ddx[dir]; /* Verify legality */ if (!do_cmd_close_test(y, x)) { /* Cancel repeat */ disturb(player, 0); return; } /* Take a turn */ player->upkeep->energy_use = z_info->move_energy; /* Apply confusion */ if (player_confuse_dir(player, &dir, false)) { /* Get location */ y = player->py + ddy[dir]; x = player->px + ddx[dir]; } /* Monster - alert, then attack */ if (cave->squares[y][x].mon > 0) { msg("There is a monster in the way!"); py_attack(y, x); } else /* Door - close it */ more = do_cmd_close_aux(y, x); /* Cancel repeat unless told not to */ if (!more) disturb(player, 0); }
int context_menu_cave(int cy, int cx, int adjacent, int mx, int my) { menu_type *m; rect_region r; int selected; char *labels; cave_type *c_ptr = area(cx,cy); pcave_type *pc_ptr = parea(cx,cy); feature_type *feat; object_type *o_ptr; /* paranoia */ if (!in_boundsp(cx,cy)) return 0; 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, "Look At", 'l', 1, labels); if (c_ptr->m_idx) { menu_dynamic_add_label(m, "Recall Info", '/', 18, labels); } menu_dynamic_add_label(m, "Use Item On", 'u', 2, labels); if (player_can_cast()) { menu_dynamic_add_label(m, "Cast On", 'm', 3, labels); } if (adjacent) { if (c_ptr->m_idx && m_list[c_ptr->m_idx].ml) { menu_dynamic_add_label(m, "Attack", '+', 4, labels); } else { menu_dynamic_add_label(m, "Alter", '+', 4, labels); } if (c_ptr->o_idx) { o_ptr = chest_check(cx,cy); if (o_ptr && o_ptr->pval) { //if (!squelch_item_ok(o_ptr)) { if (object_known_p(o_ptr)) { if (chest_traps[o_ptr->pval]) { menu_dynamic_add_label(m, "Disarm Chest", 'D', 5, labels); menu_dynamic_add_label(m, "Open Chest", 'o', 8, labels); } else { menu_dynamic_add_label(m, "Open Disarmed Chest", 'o', 8, labels); } } else { menu_dynamic_add_label(m, "Open Chest", 'o', 8, labels); } //} } } if (is_visible_trap(c_ptr)) { menu_dynamic_add_label(m, "Disarm", 'D', 5, labels); menu_dynamic_add_label(m, "Jump Onto", 'W', 6, labels); } if (pc_ptr->feat) { if ((feat->flags & FF_CLOSEABLE) || ((feat->flags & FF_BROKEN) && (feat->flags & FF_DOOR))) { menu_dynamic_add_label(m, "Close", 'c', 7, labels); } if (feat->flags & FF_CLOSED) { menu_dynamic_add_label(m, "Open", 'o', 8, labels); menu_dynamic_add_label(m, "Bash Open", 'B', 9, labels); menu_dynamic_add_label(m, "Lock", 'D', 5, labels); menu_dynamic_add_label(m, "Jam", 'j', 10, labels); } if (feat->flags & FF_DIG) { menu_dynamic_add_label(m, "Tunnel", 'T', 11, labels); } } menu_dynamic_add_label(m, "Search", 's', 12, labels); menu_dynamic_add_label(m, "Walk Towards", ';', 14, labels); } else { menu_dynamic_add_label(m, "Pathfind To", ',', 13, labels); menu_dynamic_add_label(m, "Walk Towards", ';', 14, labels); menu_dynamic_add_label(m, "Run Towards", '.', 15, labels); } if (player_can_fire()) { menu_dynamic_add_label(m, "Fire On", 'f', 16, labels); } if (c_ptr->m_idx && m_list[c_ptr->m_idx].ml) { if (is_pet(&(m_list[c_ptr->m_idx]))) { menu_dynamic_add_label(m, "Pet Commands", 'p', 19, labels); } } menu_dynamic_add_label(m, "Throw To", 'v', 17, 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); /* if there is a monster, draw a target path, which will be erased by the * screen load below */ if (c_ptr->m_idx && m_list[c_ptr->m_idx].ml) { sint path_n; coord path_g[2*MAX_RANGE+1]; /* Find the path. */ path_n = project_path(path_g, p_ptr->px, p_ptr->py, cx, cy, PROJECT_THRU); /* Draw the path. */ draw_path(path_n, path_g, NULL, NULL, p_ptr->px, p_ptr->py); } menu_layout(m, &r); rect_region_erase_bordered(&r); /* display the prompt for the context menu */ target_look_grid_prompt(0, 0, cx, cy, format("($UEnter to select command$Y\n$V, $UESC$ to cancel$Y%c$V) You see", ESCAPE)); /* Hack - redraw stuff to show the target health bar */ health_redraw(); /* show the menu and pick from it */ selected = menu_dynamic_select(m); menu_dynamic_free(m); string_free(labels); button_restore(); screen_load(); if (selected == 1) { /* look at the spot */ if (target_set_interactive(TARGET_LOOK, cx, cy)) { msgf("Target Selected."); } } else if (selected == 2) { /* use an item on the spot */ p_ptr->cmd.dir = 5; p_ptr->cmd.cmd = 'u'; repeat_check(); do_cmd_use(); /*cmd_insert(CMD_USE_AIMED); cmd_set_arg_target(cmd_get_top(), 1, DIR_TARGET);*/ } else if (selected == 3) { /* cast a spell on the spot */ p_ptr->cmd.dir = 5; p_ptr->cmd.cmd = 'm'; repeat_check(); do_cmd_cast_wrapper(); /*if (textui_obj_cast_ret() >= 0) { cmd_set_arg_target(cmd_get_top(), 1, DIR_TARGET); }*/ } else if (selected == 4) { /* attack a spot adjacent to the player */ p_ptr->cmd.dir = coords_to_dir(cx, cy); p_ptr->cmd.arg = 16; p_ptr->cmd.cmd = '+'; repeat_check(); do_cmd_alter(); /*cmd_insert(CMD_ALTER); cmd_set_arg_direction(cmd_get_top(), 0, coords_to_dir(cy,cx));*/ } else if (selected == 5) { /* disarm an adjacent trap or chest */ p_ptr->cmd.dir = coords_to_dir(cx, cy); p_ptr->cmd.arg = 1; p_ptr->cmd.cmd = 'D'; repeat_check(); do_cmd_disarm(); /*cmd_insert(CMD_DISARM); cmd_set_arg_direction(cmd_get_top(), 0, coords_to_dir(cy,cx));*/ } else if (selected == 6) { /* walk onto an adjacent spot even if there is a trap there */ bool orig_disarm = easy_disarm; easy_disarm = always_pickup; p_ptr->cmd.dir = coords_to_dir(cx, cy); p_ptr->cmd.arg = 1; p_ptr->cmd.cmd = 'W'; repeat_check(); do_cmd_walk(always_pickup); easy_disarm = orig_disarm; /*cmd_insert(CMD_JUMP); cmd_set_arg_direction(cmd_get_top(), 0, coords_to_dir(cy,cx));*/ } else if (selected == 7) { /* close a door */ p_ptr->cmd.dir = coords_to_dir(cx, cy); /*p_ptr->cmd.arg = 1;*/ p_ptr->cmd.cmd = 'c'; repeat_check(); do_cmd_close(); /*cmd_insert(CMD_CLOSE); cmd_set_arg_direction(cmd_get_top(), 0, coords_to_dir(cy,cx));*/ } else if (selected == 8) { /* open a door or chest */ p_ptr->cmd.dir = coords_to_dir(cx, cy); /*p_ptr->cmd.arg = 1;*/ p_ptr->cmd.cmd = 'o'; repeat_check(); do_cmd_open(); /*cmd_insert(CMD_OPEN); cmd_set_arg_direction(cmd_get_top(), 0, coords_to_dir(cy,cx));*/ } else if (selected == 9) { /* bash a door */ p_ptr->cmd.dir = coords_to_dir(cx, cy); /*p_ptr->cmd.arg = 1;*/ p_ptr->cmd.cmd = 'o'; repeat_check(); do_cmd_open(); /*p_ptr->cmd.cmd = 'B'; do_cmd_bash();*/ /*cmd_insert(CMD_BASH); cmd_set_arg_direction(cmd_get_top(), 0, coords_to_dir(cy,cx));*/ } else if (selected == 10) { /* jam a door */ p_ptr->cmd.dir = coords_to_dir(cx, cy); /*p_ptr->cmd.arg = 1;*/ p_ptr->cmd.cmd = 'j'; repeat_check(); do_cmd_spike(); /*cmd_insert(CMD_JAM); cmd_set_arg_direction(cmd_get_top(), 0, coords_to_dir(cy,cx));*/ } else if (selected == 11) { /* Tunnel in a direction */ p_ptr->cmd.dir = coords_to_dir(cx, cy); p_ptr->cmd.arg = 16; p_ptr->cmd.cmd = 'T'; repeat_check(); do_cmd_tunnel(); /*cmd_insert(CMD_TUNNEL); cmd_set_arg_direction(cmd_get_top(), 0, coords_to_dir(cy,cx));*/ } else if (selected == 12) { /* Search */ /*p_ptr->cmd.arg = 1;*/ p_ptr->cmd.cmd = 's'; repeat_check(); do_cmd_search(); /*cmd_insert(CMD_SEARCH);*/ } else if (selected == 13) { /* pathfind to the spot */ /*p_ptr->cmd.arg = 16;*/ p_ptr->cmd.cmd = ','; do_cmd_pathfind(cx,cy); /*cmd_insert(CMD_PATHFIND); cmd_set_arg_point(cmd_get_top(), 0, cx, cy);*/ } else if (selected == 14) { /* walk towards the spot */ p_ptr->cmd.dir = coords_to_dir(cx, cy); p_ptr->cmd.cmd = ';'; repeat_check(); do_cmd_walk(always_pickup); /*cmd_insert(CMD_WALK); cmd_set_arg_direction(cmd_get_top(), 0, coords_to_dir(cy,cx));*/ } else if (selected == 15) { /* run towards the spot */ p_ptr->cmd.dir = coords_to_dir(cx, cy); p_ptr->cmd.cmd = '.'; repeat_check(); do_cmd_run(); /*cmd_insert(CMD_RUN); cmd_set_arg_direction(cmd_get_top(), 0, coords_to_dir(cy,cx));*/ } else if (selected == 16) { /* Fire ammo towards the spot */ p_ptr->cmd.dir = 5; p_ptr->cmd.cmd = 'f'; repeat_check(); do_cmd_fire(); /*cmd_insert(CMD_FIRE); cmd_set_arg_target(cmd_get_top(), 1, DIR_TARGET);*/ } else if (selected == 17) { /* throw an item towards the spot */ p_ptr->cmd.dir = 5; p_ptr->cmd.cmd = 'v'; repeat_check(); do_cmd_throw(); /*cmd_insert(CMD_THROW); cmd_set_arg_target(cmd_get_top(), 1, DIR_TARGET);*/ } else if (selected == 18) { /* recall monster Info */ monster_type *m_ptr = &m_list[c_ptr->m_idx]; if (m_ptr) { /* Save screen */ screen_save(); button_backup_all(TRUE); /* Recall on screen */ screen_roff_mon(m_ptr->r_idx, 0); /* wait for a key or mouse press */ inkey(); /* Load screen */ button_restore(); screen_load(); } } else if (selected == 19) { /* issue a pet command */ p_ptr->cmd.cmd = 'p'; repeat_check(); do_cmd_pet(); } return 1; }
/** * Disarms a trap, or a chest * * Traps must be visible, chests must be known trapped */ void do_cmd_disarm(struct command *cmd) { int y, x, dir; int err; struct object *obj; bool more = false; /* Get arguments */ err = cmd_get_arg_direction(cmd, "direction", &dir); if (err || dir == DIR_UNKNOWN) { int y2, x2; int n_traps, n_chests; n_traps = count_feats(&y2, &x2, square_isknowntrap, true); n_chests = count_chests(&y2, &x2, CHEST_TRAPPED); if (n_traps + n_chests == 1) { dir = coords_to_dir(y2, x2); cmd_set_arg_direction(cmd, "direction", dir); } else if (cmd_get_direction(cmd, "direction", &dir, n_chests > 0)) { /* If there are chests to disarm, 5 is allowed as a direction */ return; } } /* Get location */ y = player->py + ddy[dir]; x = player->px + ddx[dir]; /* Check for chests */ obj = chest_check(y, x, CHEST_TRAPPED); /* Verify legality */ if (!obj && !do_cmd_disarm_test(y, x)) { /* Cancel repeat */ disturb(player, 0); return; } /* Take a turn */ player->upkeep->energy_use = z_info->move_energy; /* Apply confusion */ if (player_confuse_dir(player, &dir, false)) { /* Get location */ y = player->py + ddy[dir]; x = player->px + ddx[dir]; /* Check for chests */ obj = chest_check(y, x, CHEST_TRAPPED); } /* Monster */ if (cave->squares[y][x].mon > 0) { msg("There is a monster in the way!"); py_attack(y, x); } else if (obj) /* Chest */ more = do_cmd_disarm_chest(y, x, obj); else if (square_iscloseddoor(cave, y, x) && !square_islockeddoor(cave, y, x)) /* Door to lock */ more = do_cmd_lock_door(y, x); else /* Disarm trap */ more = do_cmd_disarm_aux(y, x); /* Cancel repeat unless told not to */ if (!more) disturb(player, 0); }
/** * Open a closed/locked/jammed door or a closed/locked chest. * * Unlocking a locked chest is worth one experience point; since doors are * player lockable, there is no experience for unlocking doors. */ void do_cmd_open(struct command *cmd) { int y, x, dir; struct object *obj; bool more = false; int err; struct monster *m; /* Get arguments */ err = cmd_get_arg_direction(cmd, "direction", &dir); if (err || dir == DIR_UNKNOWN) { int y2, x2; int n_closed_doors, n_locked_chests; n_closed_doors = count_feats(&y2, &x2, square_iscloseddoor, false); n_locked_chests = count_chests(&y2, &x2, CHEST_OPENABLE); if (n_closed_doors + n_locked_chests == 1) { dir = coords_to_dir(y2, x2); cmd_set_arg_direction(cmd, "direction", dir); } else if (cmd_get_direction(cmd, "direction", &dir, false)) { return; } } /* Get location */ y = player->py + ddy[dir]; x = player->px + ddx[dir]; /* Check for chest */ obj = chest_check(y, x, CHEST_OPENABLE); /* Check for door */ if (!obj && !do_cmd_open_test(y, x)) { /* Cancel repeat */ disturb(player, 0); return; } /* Take a turn */ player->upkeep->energy_use = z_info->move_energy; /* Apply confusion */ if (player_confuse_dir(player, &dir, false)) { /* Get location */ y = player->py + ddy[dir]; x = player->px + ddx[dir]; /* Check for chest */ obj = chest_check(y, x, CHEST_OPENABLE); } /* Monster */ m = square_monster(cave, y, x); if (m) { /* Mimics surprise the player */ if (is_mimicking(m)) { become_aware(m); /* Mimic wakes up */ mon_clear_timed(m, MON_TMD_SLEEP, MON_TMD_FLG_NOMESSAGE, false); } else { /* Message */ msg("There is a monster in the way!"); /* Attack */ py_attack(y, x); } } else if (obj) { /* Chest */ more = do_cmd_open_chest(y, x, obj); } else { /* Door */ more = do_cmd_open_aux(y, x); } /* Cancel repeat unless we may continue */ if (!more) disturb(player, 0); }
int context_menu_cave(struct cave *c, int y, int x, int adjacent, 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; /* 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 At", cmdkey, MENU_VALUE_LOOK, labels); if (c->m_idx[y][x]) { /* '/' is used for recall in both keymaps. */ menu_dynamic_add_label(m, "Recall Info", '/', MENU_VALUE_RECALL, labels); } ADD_LABEL("Use Item On", CMD_USE_ANY, MN_ROW_VALID); if (player_can_cast(p_ptr, FALSE)) { ADD_LABEL("Cast On", CMD_CAST, MN_ROW_VALID); } if (adjacent) { ADD_LABEL((c->m_idx[y][x]) ? "Attack" : "Alter", CMD_ALTER, MN_ROW_VALID); if (c->o_idx[y][x]) { s16b o_idx = chest_check(y,x, CHEST_ANY); if (o_idx) { object_type *o_ptr = object_byid(o_idx); if (!squelch_item_ok(o_ptr)) { if (object_is_known(o_ptr)) { if (is_locked_chest(o_ptr)) { ADD_LABEL("Disarm Chest", CMD_DISARM, MN_ROW_VALID); ADD_LABEL("Open Chest", CMD_OPEN, MN_ROW_VALID); } else { ADD_LABEL("Open Disarmed Chest", CMD_OPEN, MN_ROW_VALID); } } else { ADD_LABEL("Open Chest", CMD_OPEN, MN_ROW_VALID); } } } } if (cave_istrap(c, y, x)) { ADD_LABEL("Disarm", CMD_DISARM, MN_ROW_VALID); ADD_LABEL("Jump Onto", CMD_JUMP, MN_ROW_VALID); } if (cave_isopendoor(c, y, x)) { ADD_LABEL("Close", CMD_CLOSE, MN_ROW_VALID); } else if (cave_iscloseddoor(c, y, x)) { ADD_LABEL("Open", CMD_OPEN, MN_ROW_VALID); ADD_LABEL("Lock", CMD_DISARM, MN_ROW_VALID); } else if (cave_isdiggable(c, y, x)) { ADD_LABEL("Tunnel", CMD_TUNNEL, MN_ROW_VALID); } ADD_LABEL("Search", CMD_SEARCH, MN_ROW_VALID); ADD_LABEL("Walk Towards", CMD_WALK, MN_ROW_VALID); } else { /* ',' is used for squelch in rogue keymap, so we'll just swap letters. */ cmdkey = (mode == KEYMAP_MODE_ORIG) ? ',' : '.'; menu_dynamic_add_label(m, "Pathfind To", cmdkey, CMD_PATHFIND, labels); ADD_LABEL("Walk Towards", CMD_WALK, MN_ROW_VALID); ADD_LABEL("Run Towards", CMD_RUN, MN_ROW_VALID); } if (player_can_fire(p_ptr, FALSE)) { ADD_LABEL("Fire On", CMD_FIRE, MN_ROW_VALID); } ADD_LABEL("Throw To", CMD_THROW, MN_ROW_VALID); /* 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); if (p_ptr->timed[TMD_IMAGE]) { prt("(Enter to select command, ESC to cancel) You see something strange:", 0, 0); } else if (c->m_idx[y][x]) { char m_name[80]; monster_type *m_ptr = cave_monster_at(c, y, x); /* Get the monster name ("a kobold") */ monster_desc(m_name, sizeof(m_name), m_ptr, MDESC_IND_VIS); prt(format("(Enter to select command, ESC to cancel) You see %s:", m_name), 0, 0); } else if (c->o_idx[y][x] && !squelch_item_ok(object_byid(c->o_idx[y][x]))) { char o_name[80]; /* Get the single object in the list */ object_type *o_ptr = object_byid(c->o_idx[y][x]); /* Obtain an object description */ object_desc(o_name, sizeof (o_name), o_ptr, ODESC_PREFIX | ODESC_FULL); prt(format("(Enter to select command, ESC to cancel) You see %s:", o_name), 0, 0); } else { /* Feature (apply mimic) */ const char *name = cave_apparent_name(c, p_ptr, y, x); /* Hack -- special introduction for store doors */ if (cave_isshop(cave, y, x)) { prt(format("(Enter to select command, ESC to cancel) You see the entrance to the %s:", name), 0, 0); } else { prt(format("(Enter to select command, ESC to cancel) You see %s %s:", (is_a_vowel(name[0])) ? "an" : "a", name), 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 MENU_VALUE_LOOK: case MENU_VALUE_RECALL: case CMD_PATHFIND: allowed = TRUE; break; case CMD_SEARCH: case CMD_ALTER: case CMD_DISARM: case CMD_JUMP: case CMD_CLOSE: case CMD_OPEN: case CMD_TUNNEL: case CMD_WALK: case CMD_RUN: case CMD_CAST: case CMD_FIRE: case CMD_THROW: case CMD_USE_ANY: /* Only check for ^ inscriptions, since we don't have an object selected (if we need one). */ allowed = key_confirm_command(cmdkey); 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 MENU_VALUE_LOOK: /* look at the spot */ if (target_set_interactive(TARGET_LOOK, x, y)) { msg("Target Selected."); } break; case MENU_VALUE_RECALL: { /* recall monster Info */ monster_type *m_ptr = cave_monster_at(c, y, x); if (m_ptr) { monster_lore *lore = get_lore(m_ptr->race); lore_show_interactive(m_ptr->race, lore); } } break; case CMD_SEARCH: cmd_insert(selected); break; case CMD_PATHFIND: cmd_insert(selected); cmd_set_arg_point(cmd_get_top(), 0, x, y); break; case CMD_ALTER: case CMD_DISARM: case CMD_JUMP: case CMD_CLOSE: case CMD_OPEN: case CMD_TUNNEL: case CMD_WALK: case CMD_RUN: cmd_insert(selected); cmd_set_arg_direction(cmd_get_top(), 0, coords_to_dir(y,x)); break; case CMD_CAST: if (textui_obj_cast_ret() >= 0) { cmd_set_arg_target(cmd_get_top(), 1, DIR_TARGET); } break; case CMD_FIRE: case CMD_THROW: case CMD_USE_ANY: cmd_insert(selected); cmd_set_arg_target(cmd_get_top(), 1, DIR_TARGET); break; default: break; } return 1; }
/* * Disarms a trap, a glyph, or a chest. */ void do_cmd_disarm(void) { int py = p_ptr->py; int px = p_ptr->px; int y, x, dir; s16b o_idx; bool more = FALSE; /* Option: Pick a direction -TNB- */ if (easy_disarm) { int num_traps, num_chests; /* Count visible traps */ num_traps = count_feats(&y, &x, is_trap, TRUE); /* Count chests (trapped) */ num_chests = count_chests(&y, &x, TRUE); /* See if there's only one target */ if (num_traps || num_chests) { if (num_traps + num_chests <= 1) p_ptr->command_dir = coords_to_dir(y, x); } } /* Get a direction (or abort) */ if (!get_rep_dir(&dir)) return; /* Get location */ y = py + ddy[dir]; x = px + ddx[dir]; /* Check for chests */ o_idx = chest_check(y, x); /* Verify legality */ if (!o_idx && !do_cmd_disarm_test(y, x)) return; /* Take a turn */ p_ptr->energy_use = 100; /* Apply confusion */ if (confuse_dir(&dir)) { /* Get location */ y = py + ddy[dir]; x = px + ddx[dir]; /* Check for chests */ o_idx = chest_check(y, x); } /* Allow repeated command */ if (p_ptr->command_arg) { /* Set repeat count */ p_ptr->command_rep = p_ptr->command_arg - 1; /* Redraw the state */ p_ptr->redraw |= (PR_STATE); /* Cancel the arg */ p_ptr->command_arg = 0; } /* Monster */ if (cave_m_idx[y][x] > 0) { /* Message */ msg_print("There is a monster in the way!"); /* Attack */ py_attack(y, x); } /* Chest */ else if (o_idx) { /* Disarm the chest */ more = do_cmd_disarm_chest(y, x, o_idx); } /* Disarm trap */ else { /* Disarm the trap */ more = do_cmd_disarm_aux(y, x); } /* Cancel repeat unless told not to */ if (!more) disturb(0, 0); }
/* * Close an open door. */ void do_cmd_close(void) { int py = p_ptr->py; int px = p_ptr->px; int y, x, dir; bool more = FALSE; /* Option: Pick a direction -TNB- */ if (easy_open) { /* See if there's only one closeable door */ if (count_feats(&y, &x, is_open, FALSE) == 1) { p_ptr->command_dir = coords_to_dir(y, x); } } /* Get a direction (or abort) */ if (!get_rep_dir(&dir)) return; /* Get location */ y = py + ddy[dir]; x = px + ddx[dir]; /* Verify legality */ if (!do_cmd_close_test(y, x)) return; /* Take a turn */ p_ptr->energy_use = 100; /* Apply confusion */ if (confuse_dir(&dir)) { /* Get location */ y = py + ddy[dir]; x = px + ddx[dir]; } /* Allow repeated command */ if (p_ptr->command_arg) { /* Set repeat count */ p_ptr->command_rep = p_ptr->command_arg - 1; /* Redraw the state */ p_ptr->redraw |= (PR_STATE); /* Cancel the arg */ p_ptr->command_arg = 0; } /* Monster */ if (cave_m_idx[y][x] > 0) { /* Message */ msg_print("There is a monster in the way!"); /* Attack */ py_attack(y, x); } /* Door */ else { /* Close door */ more = do_cmd_close_aux(y, x); } /* Cancel repeat unless told not to */ if (!more) disturb(0, 0); }
/** * Handle a textui mouseclick. */ static void textui_process_click(ui_event e) { int x, y; if (!OPT(mouse_movement)) return; y = KEY_GRID_Y(e); x = KEY_GRID_X(e); /* Check for a valid location */ if (!cave_in_bounds_fully(cave, y, x)) return; /* XXX show context menu here */ if ((p_ptr->py == y) && (p_ptr->px == x)) { if (e.mouse.mods & KC_MOD_SHIFT) { /* shift-click - cast magic */ if (e.mouse.button == 1) { textui_obj_cast(); } else if (e.mouse.button == 2) { Term_keypress('i',0); } } else if (e.mouse.mods & KC_MOD_CONTROL) { /* ctrl-click - use feature / use inventory item */ /* switch with default */ if (e.mouse.button == 1) { if (cave_isupstairs(cave, p_ptr->py, p_ptr->px)) cmd_insert(CMD_GO_UP); else if (cave_isdownstairs(cave, p_ptr->py, p_ptr->px)) cmd_insert(CMD_GO_DOWN); } else if (e.mouse.button == 2) { cmd_insert(CMD_USE_UNAIMED); } } else if (e.mouse.mods & KC_MOD_ALT) { /* alt-click - Search or show char screen */ /* XXX call a platform specific hook */ if (e.mouse.button == 1) { cmd_insert(CMD_SEARCH); } else if (e.mouse.button == 2) { Term_keypress('C',0); } } else { if (e.mouse.button == 1) { if (cave->o_idx[y][x]) { cmd_insert(CMD_PICKUP); } else { cmd_insert(CMD_HOLD); } } else if (e.mouse.button == 2) { // show a context menu context_menu_player(e.mouse.x, e.mouse.y); } } } else if (e.mouse.button == 1) { if (p_ptr->timed[TMD_CONFUSED]) { cmd_insert(CMD_WALK); } else { if (e.mouse.mods & KC_MOD_SHIFT) { /* shift-click - run */ cmd_insert(CMD_RUN); cmd_set_arg_direction(cmd_get_top(), 0, coords_to_dir(y,x)); /*if ((y-p_ptr->py >= -1) && (y-p_ptr->py <= 1) && (x-p_ptr->px >= -1) && (x-p_ptr->px <= 1)) { cmd_insert(CMD_JUMP); cmd_set_arg_direction(cmd_get_top(), 0, coords_to_dir(y,x)); } else { cmd_insert(CMD_RUN); cmd_set_arg_direction(cmd_get_top(), 0, coords_to_dir(y,x)); }*/ } else if (e.mouse.mods & KC_MOD_CONTROL) { /* control-click - alter */ cmd_insert(CMD_ALTER); cmd_set_arg_direction(cmd_get_top(), 0, coords_to_dir(y,x)); } else if (e.mouse.mods & KC_MOD_ALT) { /* alt-click - look */ if (target_set_interactive(TARGET_LOOK, x, y)) { msg("Target Selected."); } //cmd_insert(CMD_LOOK); //cmd_set_arg_point(cmd_get_top(), 0, y, x); } else { /* pathfind does not work well on trap detection borders, * so if the click is next to the player, force a walk step */ if ((y-p_ptr->py >= -1) && (y-p_ptr->py <= 1) && (x-p_ptr->px >= -1) && (x-p_ptr->px <= 1)) { cmd_insert(CMD_WALK); cmd_set_arg_direction(cmd_get_top(), 0, coords_to_dir(y,x)); } else { cmd_insert(CMD_PATHFIND); cmd_set_arg_point(cmd_get_top(), 0, y, x); } } } } else if (e.mouse.button == 2) { struct monster *m = cave_monster_at(cave, y, x); if (m && target_able(m)) { /* Set up target information */ monster_race_track(m->race); health_track(p_ptr, m); target_set_monster(m); } else { target_set_location(y,x); } if (e.mouse.mods & KC_MOD_SHIFT) { /* shift-click - cast spell at target */ if (textui_obj_cast_ret() >= 0) { cmd_set_arg_target(cmd_get_top(), 1, DIR_TARGET); } } else if (e.mouse.mods & KC_MOD_CONTROL) { /* control-click - fire at target */ cmd_insert(CMD_USE_AIMED); cmd_set_arg_target(cmd_get_top(), 1, DIR_TARGET); } else if (e.mouse.mods & KC_MOD_ALT) { /* alt-click - throw at target */ cmd_insert(CMD_THROW); cmd_set_arg_target(cmd_get_top(), 1, DIR_TARGET); } else { //msg("Target set."); /* see if the click was adjacent to the player */ if ((y-p_ptr->py >= -1) && (y-p_ptr->py <= 1) && (x-p_ptr->px >= -1) && (x-p_ptr->px <= 1)) { context_menu_cave(cave,y,x,1,e.mouse.x, e.mouse.y); } else { context_menu_cave(cave,y,x,0,e.mouse.x, e.mouse.y); } } } }