예제 #1
0
/* Unlock chests */
static void project_object_handler_KILL_TRAP(project_object_handler_context_t *context)
{
	/* Chests are noticed only if trapped or locked */
	if (is_locked_chest(context->obj)) {
		/* Disarm or Unlock */
		unlock_chest((struct object * const)context->obj);

		/* Notice */
		if (context->obj->known && !ignore_item_ok(context->obj)) {
			context->obj->known->pval = context->obj->pval;
			msg("Click!");
			context->obvious = true;
		}
	}
}
예제 #2
0
/* Unlock chests */
static void project_object_handler_KILL_TRAP(project_object_handler_context_t *context)
{
	/* Chests are noticed only if trapped or locked */
	if (is_locked_chest(context->obj)) {
		/* Disarm or Unlock */
		unlock_chest((struct object * const)context->obj);

		/* Identify */
		object_notice_everything((struct object * const)context->obj);

		/* Notice */
		if (context->obj->marked > MARK_UNAWARE && !ignore_item_ok(context->obj)) {
			msg("Click!");
			context->obvious = TRUE;
		}
	}
}
예제 #3
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;
}
예제 #4
0
/**
 * Special descriptions for types of chest traps
 */
static size_t obj_desc_chest(const struct object *obj, char *buf, size_t max,
							 size_t end)
{
	bool known = object_is_known(obj);

	if (!tval_is_chest(obj)) return end;
	if (!known) return end;

	/* May be "empty" */
	if (!obj->pval)
		strnfcat(buf, max, &end, " (empty)");

	/* May be "disarmed" */
	else if (!is_locked_chest(obj))
	{
		if (chest_trap_type(obj) != 0)
			strnfcat(buf, max, &end, " (disarmed)");
		else
			strnfcat(buf, max, &end, " (unlocked)");
	}

	/* Describe the traps, if any */
	else
	{
		/* Describe the traps */
		switch (chest_trap_type(obj))
		{
			case 0:
				strnfcat(buf, max, &end, " (Locked)");
				break;

			case CHEST_LOSE_STR:
				strnfcat(buf, max, &end, " (Poison Needle)");
				break;

			case CHEST_LOSE_CON:
				strnfcat(buf, max, &end, " (Poison Needle)");
				break;

			case CHEST_POISON:
				strnfcat(buf, max, &end, " (Gas Trap)");
				break;

			case CHEST_PARALYZE:
				strnfcat(buf, max, &end, " (Gas Trap)");
				break;

			case CHEST_EXPLODE:
				strnfcat(buf, max, &end, " (Explosion Device)");
				break;

			case CHEST_SUMMON:
				strnfcat(buf, max, &end, " (Summoning Runes)");
				break;

			default:
				strnfcat(buf, max, &end, " (Multiple Traps)");
				break;
		}
	}

	return end;
}