コード例 #1
0
ファイル: ui.c プロジェクト: jcheatham/Zangband
/*
 * Pause for user response XXX XXX XXX
 */
void pause_line(int row)
{
	prtf(0, row, "");
	put_fstr(23, row, "[Press any key to continue]");
	inkey();
	prtf(0, row, "");
}
コード例 #2
0
ファイル: ui.c プロジェクト: jcheatham/Zangband
/* Show the option */
static bool show_option(int x, int y, menu_type *option, char c, bool scroll, bool select)
{
	if (option->flags & MN_ACTIVE)
	{
		/* Is this option selected */
		if (select)
		{
			/* Highlight this option? */
			if (scroll)
			{
				prtf(x, y, " %c) " CLR_L_BLUE "%s", c, option->text);
			}
			else
			{
				prtf(x, y, "*%c) %s", c, option->text);
			}
		}
		else
		{
			prtf(x, y, " %c) %s", c, option->text);
		}
	
		return (TRUE);
	}
	
	/* Not a valid option */
	prtf(x, y, "    %s", option->text);
		
	return (FALSE);
}
コード例 #3
0
ファイル: WNDO.C プロジェクト: AnimatorPro/Animator-Pro
main(int argc,char **argv)
{
	openit(argc,argv);
	prtf(W_RASTS, rasts);
	prtf(W_BEHIND, behind);
	prtf(W_ONERAST, onerast);
	prtf(W_YDOTS, ydots);
	closeit();
}
コード例 #4
0
ファイル: ui.c プロジェクト: jcheatham/Zangband
/*
 * Get a string from the user
 *
 * The "prompt" should take the form "Prompt: "
 *
 * Note that the initial contents of the string is used as
 * the default response, so be sure to "clear" it if needed.
 *
 * We clear the input, and return FALSE, on "ESCAPE".
 */
bool get_string(char *buf, int len, cptr str, ...)
{
	bool res;
    
    va_list vp;

	char prompt[1024];

	/* Begin the Varargs Stuff */
	va_start(vp, str);

	/* Format the args, save the length */
	(void)vstrnfmt(prompt, 1024, str, &vp);

	/* End the Varargs Stuff */
	va_end(vp);

	/* Paranoia XXX XXX XXX */
	message_flush();

	/* Display prompt */
	prtf(0, 0, prompt);
	
	/* Ask the user for a string */
	res = askfor_aux(buf, len);

	/* Clear prompt */
	clear_msg();

	/* Result */
	return (res);
}
コード例 #5
0
ファイル: CXmlPrt.cpp プロジェクト: JFreaker/exetoc
void 	CXmlOutPro::prtf_ident(PSTR fmt,...)
{
	ident();

    va_list argptr;
	char buf[280];

    va_start(argptr, fmt);
    vsprintf(buf, fmt, argptr);
    va_end(argptr);

	prtf("%s",buf);
}
コード例 #6
0
ファイル: main.c プロジェクト: Nov11/jamesos
//写个struct mulitboot 省着老有警告 用的时候再改
//grub标准里有这个http://gnu.april.org/software/grub/manual/multiboot/multiboot.html
//struct multiboot{};
int kmain(struct multiboot_info* mboot_ptr)//name is mentioned in boot.s
{
	init_gdt();
	init_idt();
	monitor_write("qhello!!@#$%^&*()[]+= bcdef:wworld! 1234");
	monitor_write("\n");
	monitor_write_hex(256);
	monitor_write("finished");
	monitor_write_dec(256);
	monitor_write("done ss");
	monitor_write_hex(kss);
	monitor_write("done esp");
	monitor_write_hex(kesp);
	
	monitor_put('\n');
	//init_gdt();
	//init_idt();
	asm volatile("int $0x3");
	asm volatile("int $0x4");
	prtf("aa bb %x %u %s 11\t \nbb\n", 10, 10, "str");	
	//asm volatile("sti");
    	//init_timer(500);
	//monitor_write_hex((u32int)&end);
	prtf("1\tend is at addr :%x end itself:%x kend:%x &kend:%x\n", (u32int)&end, end, kend, &kend);

	/*旧的paging实现
	init_paging();
	prtf("paging enabled!\n");
	u32int* ptr = (u32int*)0xa0000000;
	*ptr = 1;
	*/
	//新的paging 
	//换了个管理物理内存的方法 这个没啥大区别
	//分割物理内存管理 虚拟内存管理
	//显式映射虚拟地址
	//pmm里搞的都是物理地址 函数返回的也是物理地址
	init_pmm ((u32int)&end, 1 << 25);//32MB
	init_vmm ();
	/*prtf("mboot_ptr : %x\n", mboot_ptr);//大概0x2d000 没到640k呢
	prtf("mem_upper %x\n", mboot_ptr->mem_upper);*/
	map(0xa0000000, 0x300000, PAGE_WRITE|PAGE_PRESENT);
	prtf("mapped!\n");
	u32int* ptr = (u32int*)0xa0000000;
	*ptr = 1;
	prtf("assigned!\n");
	unmap(0xa0000000);
	prtf("unmapped!\n");
	*ptr = 2;
	prtf("end!\n");
	return 0xdeadbeef;
}
コード例 #7
0
ファイル: ui.c プロジェクト: jcheatham/Zangband
/*
 * Verify something with the user
 *
 * The "prompt" should take the form "Query? "
 *
 * Note that "[y/n]" is appended to the prompt.
 */
static bool get_check_base(bool def, bool esc, cptr prompt)
{
	int i;
    
	/* Do not skip */
	p_ptr->state.skip_more = FALSE;

	/* Paranoia XXX XXX XXX */
	message_flush();

	/* Prompt for it */
	prtf(0, 0, "%.70s[y/n] ", prompt);

	/* Get an acceptable answer */
	while (TRUE)
	{
		i = inkey();
		if (quick_messages) break;
		if (i == ESCAPE) break;
		if (strchr("YyNn\n\r", i)) break;
		bell("Illegal response to a 'yes/no' question!");
	}

	/* Erase the prompt */
	clear_msg();

	/* Success? */
	switch (i)
	{
		case 'y': case 'Y':
			return (TRUE);
		
		case ESCAPE:
			return (esc);

		case '\n': case '\r':
			return (def);

		default:
			return (FALSE);
	}
}
コード例 #8
0
ファイル: ui.c プロジェクト: jcheatham/Zangband
/*
 * Prompts for a keypress
 *
 * The "prompt" should take the form "Command: "
 *
 * Returns TRUE unless the character is "Escape"
 */
bool get_com(cptr prompt, char *command)
{
	/* Paranoia XXX XXX XXX */
	message_flush();

	/* Display a prompt */
	prtf(0, 0, prompt);

	/* Get a key */
	*command = inkey();

	/* Clear the prompt */
	clear_msg();

	/* Handle "cancel" */
	if (*command == ESCAPE) return (FALSE);

	/* Success */
	return (TRUE);
}
コード例 #9
0
ファイル: cmd-context.c プロジェクト: blubaron/z-angband
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;
}
コード例 #10
0
ファイル: cmd-context.c プロジェクト: blubaron/z-angband
int context_menu_player_2(int mx, int my)
{
	menu_type *m;
	rect_region r;
	int selected;
	char *labels;

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

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

	menu_dynamic_add_label(m, "Knowledge", '~', 1, labels);
	menu_dynamic_add_label(m, "Show Map", 'M', 2, labels);
	menu_dynamic_add_label(m, "^Show Messages", 'P', 3, labels);
	menu_dynamic_add_label(m, "Show Monster List", '[', 9, labels);
	menu_dynamic_add_label(m, "Show Object List", ']', 10, labels);
	menu_dynamic_add_label(m, "Toggle Searching", 'S', 4, labels);
	if (player_has_pets()) {
		menu_dynamic_add_label(m, "Pet Commands", 'p', 5, labels);
	}
	menu_dynamic_add_label(m, "Destroy an item", 'k', 6, labels);
	menu_dynamic_add_label(m, "Options", '=', 8, labels);
	menu_dynamic_add_label(m, "Commands", '?', 7, labels);
	menu_dynamic_add_label(m, "Back", ' ', 11, 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();

	if (selected == 1) {
		/* show knowledge screen */
		Term_keypress('~');//,0);
	} else
	if (selected == 2) {
		/* Toggle show map */
		p_ptr->cmd.cmd = 'M';
		repeat_check();
		do_cmd_view_map();
	} else
	if (selected == 3) {
		/* Toggle show messages */
		Term_keypress(KTRL('p'));//,0);/*XXX should be ('p', KC_MOD_CONTROL);*/
	} else
	if (selected == 4) {
		/* Toggle search mode */
		Term_keypress('S');//,0);
	} else
	if (selected == 5) {
		/* show pet menu */
		p_ptr->cmd.cmd = 'p';
		repeat_check();
		do_cmd_pet();
	} else
	if (selected == 6) {
		/* destroy/squelch an item */
		Term_keypress('k');//,0);
	} else
	if (selected == 7) {
		/* show the commands */
		context_menu_command(mx,my);
	} else
	if (selected == 8) {
		/* show options screen */
		Term_keypress('=');//,0);
	} else
	if (selected == 9) {
		/* show the monster list */
		p_ptr->cmd.dir = 5;
		do_cmd_list_monster(0);
		//Term_keypress('[');//,0);
	} else
	if (selected == 10) {
		/* show the object list */
		p_ptr->cmd.dir = 5;
		do_cmd_list_object(0);
		//Term_keypress(']');//,0);
	} else
	if (selected == 11) {
		/* show the previous menu again */
		return 2;
	}

	return 1;
}
コード例 #11
0
ファイル: cmd-context.c プロジェクト: blubaron/z-angband
/* pick the context menu options appropiate for the item */
int context_menu_object(const object_type *o_ptr)
{
	menu_type *m;
	rect_region r;
	int selected;
	int location = 0;
	char *labels;
	char header[120];
	s16b *list;

	m = menu_dynamic_new();
	if (!m || !o_ptr) {
		return 0;
	}
	object_desc(header, o_ptr, TRUE, 2, sizeof(header));

	list = look_up_list((object_type*)o_ptr);
	if (list) {
		if (list == &(p_ptr->inventory)) {
			location = USE_INVEN;
		} else
		if (list == &(area(p_ptr->px, p_ptr->py)->o_idx)) {
			location = USE_FLOOR;
		} else
		{
			/* check if in a container */
			location = USE_INVEN;
		}
	} else
	if (GET_ARRAY_INDEX(p_ptr->equipment, o_ptr) >= EQUIP_WIELD) {
		location = USE_EQUIP;
	}

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

	menu_dynamic_add_label(m, "Inspect", 'I', 1, labels);

	if (item_tester_hook_is_book(o_ptr)) {
		if (player_can_cast_from(o_ptr)) {
			if (player_can_cast()) {
				menu_dynamic_add_label(m, "Cast", 'm', 8, labels);
			} else {
				menu_dynamic_add_label(m, "$Cast", 'm', 8, labels);
			}
			if (player_can_study()) {
				menu_dynamic_add_label(m, "Study", 'G', 10, labels);
			} else {
				menu_dynamic_add_label(m, "$Study", 'G', 10, labels);
			}
		}
		if (player_is_caster() && player_can_read()) {
			menu_dynamic_add_label(m, "Browse", 'b', 9, labels);
		}
	} else
	if (item_tester_hook_useable(o_ptr)) {
		if (obj_is_wand(o_ptr)) {
			if (obj_has_charges(o_ptr)) {
				menu_dynamic_add_label(m, "Aim", 'a', 8, labels);
			} else {
				menu_dynamic_add_label(m, "$Aim", 'a', 8, labels);
			}
		} else
		if (obj_is_rod(o_ptr)) {
			if (obj_can_zap(o_ptr)) {
				menu_dynamic_add_label(m, "Zap", 'z', 8, labels);
			} else {
				menu_dynamic_add_label(m, "$Zap", 'z', 8, labels);
			}
		} else
		if (obj_is_staff(o_ptr)) {
			if (obj_has_charges(o_ptr)) {
				menu_dynamic_add_label(m, "Use", 'u', 8, labels);
			} else {
				menu_dynamic_add_label(m, "$Use", 'u', 8, labels);
			}
		} else
		if (obj_is_scroll(o_ptr)) {
			if (player_can_read()) {
				menu_dynamic_add_label(m, "Read", 'r', 8, labels);
			} else {
				menu_dynamic_add_label(m, "$Read", 'r', 8, labels);
			}
		} else
		if (obj_is_potion(o_ptr)) {
			menu_dynamic_add_label(m, "Quaff", 'q', 8, labels);
		} else
		if (obj_is_food(o_ptr)) {
			menu_dynamic_add_label(m, "Eat", 'E', 8, labels);
		} else
		if (item_tester_hook_activate(o_ptr)) {
			if (obj_is_activatable(o_ptr)) {
				menu_dynamic_add_label(m, "Activate", 'A', 8, labels);
			} else {
				menu_dynamic_add_label(m, "$Activate", 'A', 8, labels);
			}
		} else
		{
			menu_dynamic_add_label(m, "Use", 'U', 8, labels);
		}
	} else
	if (item_tester_hook_ammo(o_ptr)) {
		if (obj_can_fire(o_ptr)) {
			menu_dynamic_add_label(m, "Fire", 'f', 15, labels);
		} else {
			menu_dynamic_add_label(m, "$Fire", 'f', 15, labels);
		}
	}
	if (obj_can_refill(o_ptr)) {
		menu_dynamic_add_label(m, "Refill", 'F', 11, labels);
	}
	if (item_tester_hook_wear(o_ptr)) {
		if (location == USE_EQUIP) {
			menu_dynamic_add_label(m, "Take off", 't', 3, labels);
		} else
		if (location == USE_INVEN) {
			if (item_tester_hook_armour(o_ptr)) {
				menu_dynamic_add_label(m, "Wear", 'w', 2, labels);
			} else {
		 		menu_dynamic_add_label(m, "Wield", 'w', 2, labels);
			}
			/*menu_dynamic_add_label(m, "Equip", 'w', 2, labels);*/
		}
	}
	if ((location == USE_INVEN) || (location == USE_EQUIP)) {
		menu_dynamic_add_label(m, "Drop", 'd', 6, labels);
		if (o_ptr->number > 1) {
			menu_dynamic_add_label(m, "Drop All", 'd', 13, labels);
		}
	} else
	if (location == USE_FLOOR) {
		if (inven_carry_okay(o_ptr)) {
			menu_dynamic_add_label(m, "Pickup", 'g', 7, labels);
		} else {
			menu_dynamic_add_label(m, "$Pickup", 'g', 7, labels);
		}
	}
	menu_dynamic_add_label(m, "Throw", 'v', 12, labels);

	/*if (obj_has_inscrip(o_ptr)) {*/
	if (o_ptr->inscription) {
		menu_dynamic_add_label(m, "Uninscribe", '}', 5, labels);
	} else {
		menu_dynamic_add_label(m, "Inscribe", '{', 4, labels);
	}
	menu_dynamic_add_label(m, "Destroy", 'k', 14, labels);
#if 0
	if (object_is_squelched(o_ptr)) {
		menu_dynamic_add_label(m, "Unignore", 'k', 14, labels);
	} else {
		menu_dynamic_add_label(m, "Ignore", 'k', 14, labels);
	}
#endif

	/* work out display region */
	r.width = menu_dynamic_longest_entry(m) + 3 + 2; /* +3 for tag, 2 for pad */
	r.col = Term->wid - r.width - 1;
	r.row = 1;
	r.page_rows = m->count;

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

	screen_save();
	button_backup_all(TRUE);

	/* Recall object */
	roff_set_width(r.col);
	roff_obj_aux(o_ptr);
	roff_set_width(0);

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

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

	menu_dynamic_free(m);
	string_free(labels);

	button_restore();
	screen_load();

	if (selected == 1) {
		/* inspect it */
		identify_fully_aux(o_ptr);
		return 2;
	} else
	if (selected == 2) {
		/* wield the item */
		set_get_item_object(o_ptr);
 		p_ptr->cmd.cmd = 'w';
		do_cmd_wield();
 		/*cmd_insert(CMD_WIELD);
		cmd_set_arg_item(cmd_get_top(), 0, slot);*/
	} else
	if (selected == 3) {
		/* take the item off */
		set_get_item_object(o_ptr);
 		p_ptr->cmd.cmd = 't';
		do_cmd_takeoff();
 		/*cmd_insert(CMD_TAKEOFF);
		cmd_set_arg_item(cmd_get_top(), 0, slot);*/
	} else
	if (selected == 4) {
		/* inscribe the item */
		set_get_item_object(o_ptr);
 		p_ptr->cmd.cmd = '{';
		do_cmd_inscribe();
 		/*cmd_insert(CMD_INSCRIBE);
		cmd_set_arg_item(cmd_get_top(), 0, slot);*/
	} else
	if (selected == 5) {
		/* uninscribe the item */
		set_get_item_object(o_ptr);
 		p_ptr->cmd.cmd = '}';
		do_cmd_uninscribe();
 		/*cmd_insert(CMD_UNINSCRIBE);
		cmd_set_arg_item(cmd_get_top(), 0, slot);*/
	} else
	if (selected == 6) {
		/* drop the item */
		set_get_item_object(o_ptr);
 		p_ptr->cmd.cmd = 'd';
		do_cmd_drop();
 		/*cmd_insert(CMD_DROP);
		cmd_set_arg_item(cmd_get_top(), 0, slot);*/
	} else
	if (selected == 7) {
		/* pick the item up */
		p_ptr->cmd.cmd = 'g';
		if (inven_carry_okay(o_ptr)) {
			py_pickup_aux((object_type*)o_ptr);
		} else {
			carry(TRUE);
		}
 		/*cmd_insert(CMD_PICKUP);
		cmd_set_arg_item(cmd_get_top(), 0, slot);*/
	} else
	if (selected == 8) {
		/* use the item */
		bool full = item_tester_full;
		item_tester_full = FALSE;
		if (player_can_cast_from(o_ptr)) {
			set_get_item_object(o_ptr);
 			p_ptr->cmd.cmd = 'm';
			do_cmd_cast();
		} else {
			set_get_item_object(o_ptr);
			p_ptr->cmd.cmd = 'u';
			repeat_check();
			do_cmd_use();
			/*cmd_insert(CMD_USE_ANY);
			cmd_set_arg_item(cmd_get_top(), 0, slot);*/
		}
		item_tester_full = full;
	} else
	if (selected == 9) {
		/* browse a spellbook */
 		p_ptr->cmd.cmd = 'b';
		do_cmd_browse_aux(o_ptr);
		/* copied from textui_spell_browse */
		/*textui_book_browse(o_ptr);*/
		return 2;
	} else
	if (selected == 10) {
		/* study a spell book */
 		p_ptr->cmd.cmd = 'G';
		do_cmd_study(FALSE, (object_type*)o_ptr);

	} else
	if (selected == 11) {
		/* use the item to refill a light source */
		set_get_item_object(o_ptr);
 		p_ptr->cmd.cmd = 'F';
		do_cmd_refill();
		/*cmd_insert(CMD_REFILL);
		cmd_set_arg_item(cmd_get_top(), 0, slot);*/
	} else
	if (selected == 12) {
		/* throw the item */
		set_get_item_object(o_ptr);
 		p_ptr->cmd.cmd = 'v';
		repeat_check();
		do_cmd_throw();
		/*cmd_insert(CMD_THROW);
		cmd_set_arg_item(cmd_get_top(), 0, slot);*/
	} else
	if (selected == 13) {
		/* drop all of the item stack */
		if (get_check(format("Drop %s? ", header))) {
			set_get_item_object(o_ptr);
			p_ptr->cmd.arg = o_ptr->number;
			p_ptr->cmd.cmd = 'd';
			do_cmd_drop();
			/*cmd_insert(CMD_DROP);
			cmd_set_arg_item(cmd_get_top(), 0, slot);
			cmd_set_arg_number(cmd_get_top(), 1, o_ptr->number);*/
		}
	} else
	if (selected == 14) {
		/* squelch or unsquelch the item */
		set_get_item_object(o_ptr);
 		p_ptr->cmd.cmd = 'k';
		do_cmd_destroy();
		/*textui_cmd_destroy_menu(slot);*/
	} else
	if (selected == 15) {
		/* fire some ammo */
		set_get_item_object(o_ptr);
 		p_ptr->cmd.cmd = 'f';
		repeat_check();
		do_cmd_fire();
	} else
	if (selected == -1) {
		/* this menu was canceled, tell whatever called us to display its menu again */
		return 3;
	}
	return 1;
}
コード例 #12
0
ファイル: ui.c プロジェクト: jcheatham/Zangband
/*
 * Display a menu of choices on the screen
 *
 * We return the number of active options.
 */
static int show_menu(int num, menu_type *options, int select, bool scroll,
					 int disp(int), cptr prompt)
{
	int cnt = 0;
	int i;
	bool select_me;
	
	int x, y;
	
	int offset = 0;
	
	/*
	 * Display 'special' information
	 */
	if (disp) offset = disp(num);

	/* Border on top of menu */
	clear_row(1);
		
	/* Will they fit in one column? */
	if (num < 19)
	{
		for (i = 0; i < num; i++)
		{
			select_me = i == select;

			if (show_option(0, i + 2 + offset, &options[i], I2A(cnt), scroll, select_me))
			{
				cnt++;
			}
		}
	
		/* Border below menu */
		clear_row(num + 2 + offset);
	}
	
	/* Two columns (use numbers as well) */
	else if (num < 37)
	{
		for (i = 0; i < num; i++)
		{
			select_me = i == select;

			x = (i / 18) * 40;
			y = (i % 18) + 2;
				
			if (show_option(x, y + offset, &options[i], listsym[cnt], scroll, select_me))
			{
				cnt++;
			}
		}
		
		/* Border below menu */
		clear_row(20 + offset);
	}
	
	/* Three columns - need to use upper case letters */
	else
	{
		for (i = 0; i < num; i++)
		{
			select_me = i == select;

			x = (i / 20) * 30;
			y = (i % 20) + 2;
			
			if (show_option(x, y + offset, &options[i], listsym[cnt], scroll, select_me))
			{
				cnt++;
			}
		}
	
		/* Border below menu */
		clear_row(22 + offset);
	}
	
	/*
	 * Display the prompt.
	 * (Do this last, so we get the cursor in the right spot)
	 */
	if (!cnt)
	{
		prtf(0, 0, "%s (No commands available, ESC=exit)", prompt);
	}
	else if (cnt == 1)
	{
		/* Display the prompt */
		prtf(0, 0, "%s (Command (a), ESC=exit)", prompt ? prompt : "Select a command: ");
	}
	else if (cnt < 19)
	{
		/* Display the prompt */
		prtf(0, 0, "%s (Command (a-%c), ESC=exit)",
			 prompt ? prompt : "Select a command: " ,I2A(cnt - 1));
	}
	else
	{
		/* Display the prompt */
		prtf(0, 0, "%s (Command (0-%c), ESC=exit)",
			 prompt ? prompt : "Select a command: " ,listsym[cnt - 1]);
	}

	
	return (cnt);
}
コード例 #13
0
ファイル: monitor.c プロジェクト: Nov11/jamesos
void panic_assert(const char* file, u32int line, const char* des)
{
	prtf("%s %u %s\n", file, des, line);
	while(1);
}
コード例 #14
0
ファイル: monitor.c プロジェクト: Nov11/jamesos
void panic(const char* msg, const char* file, u32int line)
{
	prtf("%s %s %u\n", msg, file, line);
	while(1);
}