/** * Examine a grid, return a keypress. * * The "mode" argument contains the "TARGET_LOOK" bit flag, which * indicates that the "space" key should scan through the contents * of the grid, instead of simply returning immediately. This lets * the "look" command get complete information, without making the * "target" command annoying. * * The "info" argument contains the "commands" which should be shown * inside the "[xxx]" text. This string must never be empty, or grids * containing monsters will be displayed with an extra comma. * * Note that if a monster is in the grid, we update both the monster * recall info and the health bar info to track that monster. * * This function correctly handles multiple objects per grid, and objects * and terrain features in the same grid, though the latter never happens. * * This function must handle blindness/hallucination. */ static ui_event target_set_interactive_aux(int y, int x, int mode) { struct object *obj = NULL; const char *s1, *s2, *s3; bool boring; int floor_max = z_info->floor_size; struct object **floor_list = mem_zalloc(floor_max * sizeof(*floor_list)); int floor_num; ui_event press; char out_val[TARGET_OUT_VAL_SIZE]; char coords[20]; const char *name; /* Describe the square location */ coords_desc(coords, sizeof(coords), y, x); /* Repeat forever */ while (1) { /* Paranoia */ press.type = EVT_KBRD; press.key.code = ' '; press.key.mods = 0; /* Assume boring */ boring = TRUE; /* Default */ s1 = "You see "; s2 = ""; s3 = ""; /* The player */ if (cave->squares[y][x].mon < 0) { /* Description */ s1 = "You are "; /* Preposition */ s2 = "on "; } /* Hallucination messes things up */ if (player->timed[TMD_IMAGE]) { const char *name = "something strange"; /* Display a message */ if (player->wizard) strnfmt(out_val, sizeof(out_val), "%s%s%s%s, %s (%d:%d, cost=%d, when=%d).", s1, s2, s3, name, coords, y, x, (int)cave->squares[y][x].cost, (int)cave->squares[y][x].when); else strnfmt(out_val, sizeof(out_val), "%s%s%s%s, %s.", s1, s2, s3, name, coords); prt(out_val, 0, 0); move_cursor_relative(y, x); press.key = inkey(); /* Stop on everything but "return" */ if (press.key.code == KC_ENTER) continue; mem_free(floor_list); return press; } /* Actual monsters */ if (cave->squares[y][x].mon > 0) { monster_type *m_ptr = square_monster(cave, y, x); const monster_lore *l_ptr = get_lore(m_ptr->race); /* Visible */ if (mflag_has(m_ptr->mflag, MFLAG_VISIBLE) && !mflag_has(m_ptr->mflag, MFLAG_UNAWARE)) { bool recall = FALSE; char m_name[80]; /* Not boring */ boring = FALSE; /* Get the monster name ("a kobold") */ monster_desc(m_name, sizeof(m_name), m_ptr, MDESC_IND_VIS); /* Hack -- track this monster race */ monster_race_track(player->upkeep, m_ptr->race); /* Hack -- health bar for this monster */ health_track(player->upkeep, m_ptr); /* Hack -- handle stuff */ handle_stuff(player); /* Interact */ while (1) { /* Recall or target */ if (recall) { lore_show_interactive(m_ptr->race, l_ptr); press = inkey_m(); } else { char buf[80]; /* Describe the monster */ look_mon_desc(buf, sizeof(buf), cave->squares[y][x].mon); /* Describe, and prompt for recall */ if (player->wizard) { strnfmt(out_val, sizeof(out_val), "%s%s%s%s (%s), %s (%d:%d, cost=%d, when=%d).", s1, s2, s3, m_name, buf, coords, y, x, (int)cave->squares[y][x].cost, (int)cave->squares[y][x].when); } else { strnfmt(out_val, sizeof(out_val), "%s%s%s%s (%s), %s.", s1, s2, s3, m_name, buf, coords); } prt(out_val, 0, 0); /* Place cursor */ move_cursor_relative(y, x); /* Command */ press = inkey_m(); } /* Normal commands */ if ((press.type == EVT_MOUSE) && (press.mouse.button == 1) && (KEY_GRID_X(press) == x) && (KEY_GRID_Y(press) == y)) recall = !recall; else if ((press.type == EVT_KBRD) && (press.key.code == 'r')) recall = !recall; else break; } if (press.type == EVT_MOUSE) { /* Stop on right click */ if (press.mouse.button == 2) break; /* Sometimes stop at "space" key */ if (press.mouse.button && !(mode & (TARGET_LOOK))) break; } else { /* Stop on everything but "return"/"space" */ if (press.key.code != KC_ENTER && press.key.code != ' ') break; /* Sometimes stop at "space" key */ if ((press.key.code == ' ') && !(mode & (TARGET_LOOK))) break; } /* Take account of gender */ if (rf_has(m_ptr->race->flags, RF_FEMALE)) s1 = "She is "; else if (rf_has(m_ptr->race->flags, RF_MALE)) s1 = "He is "; else s1 = "It is "; /* Use a verb */ s2 = "carrying "; /* Scan all objects being carried */ for (obj = m_ptr->held_obj; obj; obj = obj->next) { char o_name[80]; /* Obtain an object description */ object_desc(o_name, sizeof(o_name), obj, ODESC_PREFIX | ODESC_FULL); /* Describe the object */ if (player->wizard) { strnfmt(out_val, sizeof(out_val), "%s%s%s%s, %s (%d:%d, cost=%d, when=%d).", s1, s2, s3, o_name, coords, y, x, (int)cave->squares[y][x].cost, (int)cave->squares[y][x].when); } prt(out_val, 0, 0); move_cursor_relative(y, x); press = inkey_m(); if (press.type == EVT_MOUSE) { /* Stop on right click */ if (press.mouse.button == 2) break; /* Sometimes stop at "space" key */ if (press.mouse.button && !(mode & (TARGET_LOOK))) break; } else { /* Stop on everything but "return"/"space" */ if ((press.key.code != KC_ENTER) && (press.key.code != ' ')) break; /* Sometimes stop at "space" key */ if ((press.key.code == ' ') && !(mode & (TARGET_LOOK))) break; } /* Change the intro */ s2 = "also carrying "; } /* Double break */ if (obj) break; /* Use a preposition */ s2 = "on "; } } /* A trap */ if (square_isvisibletrap(cave, y, x)) { struct trap *trap = cave->squares[y][x].trap; /* Not boring */ boring = FALSE; /* Interact */ while (1) { /* Change the intro */ if (cave->squares[y][x].mon < 0) { s1 = "You are "; s2 = "on "; } else { s1 = "You see "; s2 = ""; } /* Pick proper indefinite article */ s3 = (is_a_vowel(trap->kind->desc[0])) ? "an " : "a "; /* Describe, and prompt for recall */ if (player->wizard) { strnfmt(out_val, sizeof(out_val), "%s%s%s%s, %s (%d:%d, cost=%d, when=%d).", s1, s2, s3, trap->kind->name, coords, y, x, (int)cave->squares[y][x].cost, (int)cave->squares[y][x].when); } else { strnfmt(out_val, sizeof(out_val), "%s%s%s%s, %s.", s1, s2, s3, trap->kind->desc, coords); } prt(out_val, 0, 0); /* Place cursor */ move_cursor_relative(y, x); /* Command */ press = inkey_m(); /* Stop on everything but "return"/"space" */ if ((press.key.code != KC_ENTER) && (press.key.code != ' ')) break; /* Sometimes stop at "space" key */ if ((press.key.code == ' ') && !(mode & (TARGET_LOOK))) break; } } /* Double break */ if (square_isvisibletrap(cave, y, x)) break; /* Assume not floored */ floor_num = scan_floor(floor_list, floor_max, y, x, 0x0A, NULL); /* Scan all marked objects in the grid */ if ((floor_num > 0) && (!(player->timed[TMD_BLIND]) || (y == player->py && x == player->px))) { /* Not boring */ boring = FALSE; track_object(player->upkeep, floor_list[0]); handle_stuff(player); /* If there is more than one item... */ if (floor_num > 1) while (1) { /* Describe the pile */ if (player->wizard) { strnfmt(out_val, sizeof(out_val), "%s%s%sa pile of %d objects, %s (%d:%d, cost=%d, when=%d).", s1, s2, s3, floor_num, coords, y, x, (int)cave->squares[y][x].cost, (int)cave->squares[y][x].when); } else { strnfmt(out_val, sizeof(out_val), "%s%s%sa pile of %d objects, %s.", s1, s2, s3, floor_num, coords); } prt(out_val, 0, 0); move_cursor_relative(y, x); press = inkey_m(); /* Display objects */ if (((press.type == EVT_MOUSE) && (press.mouse.button == 1) && (KEY_GRID_X(press) == x) && (KEY_GRID_Y(press) == y)) || ((press.type == EVT_KBRD) && (press.key.code == 'r'))) { int rdone = 0; int pos; while (!rdone) { /* Save screen */ screen_save(); /* Display */ show_floor(floor_list, floor_num, (OLIST_WEIGHT | OLIST_GOLD), NULL); /* Describe the pile */ prt(out_val, 0, 0); press = inkey_m(); /* Load screen */ screen_load(); if (press.type == EVT_MOUSE) { pos = press.mouse.y-1; } else { pos = press.key.code - 'a'; } if (0 <= pos && pos < floor_num) { track_object(player->upkeep, floor_list[pos]); handle_stuff(player); continue; } rdone = 1; } /* Now that the user's done with the display loop, * let's do the outer loop over again */ continue; } /* Done */ break; } /* Only one object to display */ else { /* Get the single object in the list */ struct object *obj = floor_list[0]; /* Allow user to recall an object */ press = target_recall_loop_object(obj, y, x, out_val, s1, s2, s3, coords); /* Stop on everything but "return"/"space" */ if ((press.key.code != KC_ENTER) && (press.key.code != ' ')) break; /* Sometimes stop at "space" key */ if ((press.key.code == ' ') && !(mode & (TARGET_LOOK))) break; /* Plurals */ s1 = VERB_AGREEMENT(obj->number, "It is ", "They are "); /* Preposition */ s2 = "on "; } } /* Double break */ if (obj) break; name = square_apparent_name(cave, player, y, x); /* Terrain feature if needed */ if (boring || square_isinteresting(cave, y, x)) { /* Hack -- handle unknown grids */ /* Pick a prefix */ if (*s2 && square_isdoor(cave, y, x)) s2 = "in "; /* Pick proper indefinite article */ s3 = (is_a_vowel(name[0])) ? "an " : "a "; /* Hack -- special introduction for store doors */ if (square_isshop(cave, y, x)) s3 = "the entrance to the "; /* Display a message */ if (player->wizard) { strnfmt(out_val, sizeof(out_val), "%s%s%s%s, %s (%d:%d, cost=%d, when=%d).", s1, s2, s3, name, coords, y, x, (int)cave->squares[y][x].cost, (int)cave->squares[y][x].when); } else { strnfmt(out_val, sizeof(out_val), "%s%s%s%s, %s.", s1, s2, s3, name, coords); } prt(out_val, 0, 0); move_cursor_relative(y, x); press = inkey_m(); if (press.type == EVT_MOUSE) { /* Stop on right click */ if (press.mouse.button == 2) break; } else { /* Stop on everything but "return"/"space" */ if ((press.key.code != KC_ENTER) && (press.key.code != ' ')) break; } } /* Stop on everything but "return" */ if (press.type == EVT_MOUSE) { /* Stop on right click */ if (press.mouse.button != 2) break; } else { if (press.key.code != KC_ENTER) break; } } mem_free(floor_list); /* Keep going */ return (press); }
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; }