Ejemplo n.º 1
0
        /*
         * Request a game command from the uI and carry out whatever actions
         * go along with it.
         */
        public static void process_command(cmd_context ctx, bool no_request)
        {
            Game_Command cmd = new Game_Command();

            /* Reset so that when selecting items, we look in the default location */
            Misc.p_ptr.command_wrk = 0;

            /* If we've got a command to process, do it. */
            if (get(ctx, ref cmd, !no_request) != null)             //Was ==null...
            {
                int oldrepeats = cmd.nrepeats;
                int idx        = cmd_idx(cmd.command);
                int i;

                if (idx == -1)
                {
                    return;
                }

                for (i = 0; i < item_selector.Length; i++)
                {
                    item_selector_type itms = item_selector[i];

                    if (itms.command != cmd.command)
                    {
                        continue;
                    }

                    if (!cmd.arg_present[0])
                    {
                        int item = 0;

                        Misc.item_tester_hook = itms.filter;
                        if (!Object.Object.get_item(ref item, itms.prompt, itms.noop, cmd.command, itms.mode))
                        {
                            return;
                        }

                        cmd.set_arg_item(0, item);
                    }
                }

                /* XXX avoid dead objects from being re-used on repeat.
                 * this needs to be expanded into a general safety-check
                 * on args */
                if ((game_cmds[idx].arg_type[0] == cmd_arg_type.arg_ITEM) && cmd.arg_present[0])
                {
                    Object.Object o_ptr = Object.Object.object_from_item_idx(cmd.arg[0].value);
                    if (o_ptr.kind == null)
                    {
                        return;
                    }
                }

                /* Do some sanity checking on those arguments that might have
                 * been declared as "unknown", such as directions and targets. */
                switch (cmd.command)
                {
                case Command_Code.INSCRIBE:
                {
                    throw new NotImplementedException();
                    //char o_name[80];
                    //char tmp[80] = "";

                    //object_type *o_ptr = object_from_item_idx(cmd.arg[0].item);

                    //object_desc(o_name, sizeof(o_name), o_ptr, ODESC_PREFIX | ODESC_FULL);
                    //msg("Inscribing %s.", o_name);
                    //message_flush();

                    ///* Use old inscription */
                    //if (o_ptr.note)
                    //    strnfmt(tmp, sizeof(tmp), "%s", quark_str(o_ptr.note));

                    ///* Get a new inscription (possibly empty) */
                    //if (!get_string("Inscription: ", tmp, sizeof(tmp)))
                    //    return;

                    //cmd_set_arg_string(cmd, 1, tmp);
                    //break;
                }

                case Command_Code.OPEN:
                {
                    throw new NotImplementedException();
                    //if (Option.easy_open.value && (!cmd.arg_present[0] ||
                    //        cmd.arg[0].value == (int)Direction.UNKNOWN))
                    //{
                    //    int y, x;
                    //    int n_closed_doors, n_locked_chests;

                    //    throw new NotImplementedException();
                    //    n_closed_doors = count_feats(&y, &x, cave_iscloseddoor, false);
                    //    n_locked_chests = count_chests(&y, &x, false);

                    //    if (n_closed_doors + n_locked_chests == 1)
                    //        cmd_set_arg_direction(cmd, 0, coords_to_dir(y, x));
                    //}

                    //goto get_dir;
                }

                case Command_Code.CLOSE:
                {
                    throw new NotImplementedException();
                    //if (OPT(easy_open) && (!cmd.arg_present[0] ||
                    //        cmd.arg[0].direction == DIR_UNKNOWN))
                    //{
                    //    int y, x;

                    //    /* Count open doors */
                    //    if (count_feats(&y, &x, cave_isopendoor, false) == 1)
                    //        cmd_set_arg_direction(cmd, 0, coords_to_dir(y, x));
                    //}

                    //goto get_dir;
                }

                case Command_Code.DISARM:
                {
                    throw new NotImplementedException();
                    //if (OPT(easy_open) && (!cmd.arg_present[0] ||
                    //        cmd.arg[0].direction == DIR_UNKNOWN))
                    //{
                    //    int y, x;
                    //    int n_visible_traps, n_trapped_chests;

                    //    n_visible_traps = count_feats(&y, &x, cave_isknowntrap, true);
                    //    n_trapped_chests = count_chests(&y, &x, true);

                    //    if (n_visible_traps + n_trapped_chests == 1)
                    //        cmd_set_arg_direction(cmd, 0, coords_to_dir(y, x));
                    //}

                    //goto get_dir;
                }

                case Command_Code.TUNNEL:
                case Command_Code.WALK:
                case Command_Code.RUN:
                case Command_Code.JUMP:
                case Command_Code.BASH:
                case Command_Code.ALTER:
                case Command_Code.JAM:
                {
get_dir:
                    /* Direction hasn't been specified, so we ask for one. */
                    if (!cmd.arg_present[0] || cmd.arg[0].value == (int)Direction.UNKNOWN)
                    {
                        int dir;
                        if (!Xtra2.get_rep_dir(out dir))
                        {
                            return;
                        }


                        cmd.set_arg_direction(0, dir);
                    }

                    break;
                }

                case Command_Code.DROP:
                {
                    throw new NotImplementedException();
                    //if (!cmd.arg_present[1])
                    //{
                    //    object_type *o_ptr = object_from_item_idx(cmd.arg[0].item);
                    //    int amt = get_quantity(null, o_ptr.number);
                    //    if (amt <= 0)
                    //        return;

                    //    cmd_set_arg_number(cmd, 1, amt);
                    //}

                    //break;
                }

                /*
                 * These take an item number and a  "target" as arguments,
                 * though a target isn't always actually needed, so we'll
                 * only prompt for it via callback if the item being used needs it.
                 */
                case Command_Code.USE_WAND:
                case Command_Code.USE_ROD:
                case Command_Code.QUAFF:
                case Command_Code.ACTIVATE:
                case Command_Code.READ_SCROLL:
                case Command_Code.FIRE:
                case Command_Code.THROW:
                {
                    bool          get_target = false;
                    Object.Object o_ptr      = Object.Object.object_from_item_idx(cmd.arg[0].value);

                    /* If we couldn't resolve the item, then abort this */
                    if (o_ptr.kind == null)
                    {
                        break;
                    }

                    /* Thrown objects always need an aim, others might, depending
                     * on the object */
                    if (o_ptr.needs_aim() || cmd.command == Command_Code.THROW)
                    {
                        if (!cmd.arg_present[1])
                        {
                            get_target = true;
                        }
                        else if (cmd.arg[1].value == (int)Direction.UNKNOWN)
                        {
                            get_target = true;
                        }
                        else if (cmd.arg[1].value == (int)Direction.TARGET && !Target.okay())
                        {
                            get_target = true;
                        }
                    }

                    cmd.arg[1]       = new cmd_arg();
                    cmd.arg[1].value = 0;

                    if (get_target && !Xtra2.get_aim_dir(ref cmd.arg[1].value))
                    {
                        return;
                    }

                    Misc.p_ptr.confuse_dir(ref cmd.arg[1].value, false);
                    cmd.arg_present[1] = true;

                    break;
                }

                /* This takes a choice and a direction. */
                case Command_Code.CAST:
                {
                    throw new NotImplementedException();
                    //bool get_target = false;

                    //if (spell_needs_aim(Misc.p_ptr.Class.spell_book, cmd.arg[0].choice))
                    //{
                    //    if (!cmd.arg_present[1])
                    //        get_target = true;

                    //    if (cmd.arg[1].direction == DIR_UNKNOWN)
                    //        get_target = true;

                    //    if (cmd.arg[1].direction == DIR_TARGET && !target_okay())
                    //        get_target = true;
                    //}

                    //if (get_target && !get_aim_dir(&cmd.arg[1].direction))
                    //        return;

                    //player_confuse_dir(p_ptr, &cmd.arg[1].direction, false);
                    //cmd.arg_present[1] = true;

                    //break;
                }

                case Command_Code.WIELD:
                {
                    Object.Object o_ptr = Object.Object.object_from_item_idx(cmd.arg[0].value);
                    int           slot  = o_ptr.wield_slot();

                    /* Usually if the slot is taken we'll just replace the item in the slot,
                     * but in some cases we need to ask the user which slot they actually
                     * want to replace */
                    if (Misc.p_ptr.inventory[slot].kind != null)
                    {
                        if (o_ptr.tval == Object.TVal.TV_RING)
                        {
                            string q = "Replace which ring? ";
                            string s = "Error in obj_wield, please report";
                            Misc.item_tester_hook = Object.Object.obj_is_ring;
                            if (!Object.Object.get_item(ref slot, q, s, Command_Code.WIELD, Misc.USE_EQUIP))
                            {
                                return;
                            }
                        }

                        if (o_ptr.is_ammo() &&
                            !Misc.p_ptr.inventory[slot].similar(o_ptr, Object.Object.object_stack_t.OSTACK_QUIVER))
                        {
                            string q = "Replace which ammunition? ";
                            string s = "Error in obj_wield, please report";
                            Misc.item_tester_hook = Object.Object.obj_is_ammo;
                            if (!Object.Object.get_item(ref slot, q, s, Command_Code.WIELD, Misc.USE_EQUIP))
                            {
                                return;
                            }
                        }
                    }

                    /* Set relevant slot */
                    cmd.set_arg_number(1, slot);

                    break;
                }

                default:
                {
                    /* I can see the point of the compiler warning, but still... */
                    break;
                }
                }

                /* Command repetition */
                if (game_cmds[idx].repeat_allowed)
                {
                    /* Auto-repeat only if there isn't already a repeat length. */
                    if (game_cmds[idx].nrepeats > 0 && cmd.nrepeats == 0)
                    {
                        Game_Command.set_repeat(game_cmds[idx].nrepeats);
                    }
                }
                else
                {
                    cmd.nrepeats = 0;
                    repeating    = false;
                }

                /*
                 * The command gets to unset this if it isn't appropriate for
                 * the user to repeat it.
                 */
                repeat_prev_allowed = true;

                if (game_cmds[idx].fn != null)
                {
                    game_cmds[idx].fn(cmd.command, cmd.arg);
                }

                /* If the command hasn't changed nrepeats, count this execution. */
                if (cmd.nrepeats > 0 && oldrepeats == Game_Command.get_nrepeats())
                {
                    Game_Command.set_repeat(oldrepeats - 1);
                }
            }
        }
Ejemplo n.º 2
0
        /*
         * Move player in the given direction.
         *
         * This routine should only be called when energy has been expended.
         *
         * Note that this routine handles monsters in the destination grid,
         * and also handles attempting to move into walls/doors/rubble/etc.
         */
        public static void move_player(int dir, bool disarm)
        {
            int py = Misc.p_ptr.py;
            int px = Misc.p_ptr.px;

            int y = py + Misc.ddy[dir];
            int x = px + Misc.ddx[dir];

            int m_idx = Cave.cave.m_idx[y][x];

            /* Attack monsters */
            if (m_idx > 0)
            {
                /* Mimics surprise the player */
                if (Monster.Monster.is_mimicking(m_idx))
                {
                    throw new NotImplementedException();
                    //become_aware(m_idx);

                    ///* Mimic wakes up */
                    //mon_clear_timed(m_idx, MON_TMD_SLEEP, MON_TMD_FLG_NOMESSAGE, false);
                }
                else
                {
                    Attack.py_attack(y, x);
                }
            }

            /* Optionally alter traps/doors on movement */
            else if (disarm && (Cave.cave.info[y][x] & Cave.CAVE_MARK) != 0 &&
                     (Cave.cave_isknowntrap(Cave.cave, y, x) ||
                      Cave.cave_iscloseddoor(Cave.cave, y, x)))
            {
                /* Auto-repeat if not already repeating */
                if (Game_Command.get_nrepeats() == 0)
                {
                    Game_Command.set_repeat(99);
                }

                Do_Command.alter_aux(dir);
            }

            /* Cannot walk through walls */
            else if (!Cave.cave_floor_bold(y, x))
            {
                /* Disturb the player */
                Cave.disturb(Misc.p_ptr, 0, 0);

                /* Notice unknown obstacles */
                if ((Cave.cave.info[y][x] & Cave.CAVE_MARK) == 0)
                {
                    /* Rubble */
                    if (Cave.cave.feat[y][x] == Cave.FEAT_RUBBLE)
                    {
                        Utilities.msgt(Message_Type.MSG_HITWALL, "You feel a pile of rubble blocking your way.");
                        Cave.cave.info[y][x] |= (Cave.CAVE_MARK);
                        Cave.cave_light_spot(Cave.cave, y, x);
                    }

                    /* Closed door */
                    else if (Cave.cave.feat[y][x] < Cave.FEAT_SECRET)
                    {
                        Utilities.msgt(Message_Type.MSG_HITWALL, "You feel a door blocking your way.");
                        Cave.cave.info[y][x] |= (Cave.CAVE_MARK);
                        Cave.cave_light_spot(Cave.cave, y, x);
                    }

                    /* Wall (or secret door) */
                    else
                    {
                        Utilities.msgt(Message_Type.MSG_HITWALL, "You feel a wall blocking your way.");
                        Cave.cave.info[y][x] |= (Cave.CAVE_MARK);
                        Cave.cave_light_spot(Cave.cave, y, x);
                    }
                }

                /* Mention known obstacles */
                else
                {
                    if (Cave.cave.feat[y][x] == Cave.FEAT_RUBBLE)
                    {
                        Utilities.msgt(Message_Type.MSG_HITWALL, "There is a pile of rubble blocking your way.");
                    }
                    else if (Cave.cave.feat[y][x] < Cave.FEAT_SECRET)
                    {
                        Utilities.msgt(Message_Type.MSG_HITWALL, "There is a door blocking your way.");
                    }
                    else
                    {
                        Utilities.msgt(Message_Type.MSG_HITWALL, "There is a wall blocking your way.");
                    }
                }
            }

            /* Normal movement */
            else
            {
                /* See if trap detection status will change */
                bool old_dtrap = ((Cave.cave.info2[py][px] & (Cave.CAVE2_DTRAP)) != 0);
                bool new_dtrap = ((Cave.cave.info2[y][x] & (Cave.CAVE2_DTRAP)) != 0);

                /* Note the change in the detect status */
                if (old_dtrap != new_dtrap)
                {
                    Misc.p_ptr.redraw |= (Misc.PR_DTRAP);
                }

                /* Disturb player if the player is about to leave the area */
                if (Option.disturb_detect.value && Misc.p_ptr.running != 0 &&
                    !Misc.p_ptr.running_firststep && old_dtrap && !new_dtrap)
                {
                    Cave.disturb(Misc.p_ptr, 0, 0);
                    return;
                }

                /* Move player */
                Monster.Monster.monster_swap(py, px, y, x);

                /* New location */
                y = py = Misc.p_ptr.py;
                x = px = Misc.p_ptr.px;

                /* Searching */
                if (Misc.p_ptr.searching != 0 || (Misc.p_ptr.state.skills[(int)Skill.SEARCH_FREQUENCY] >= 50) ||
                    Random.one_in_(50 - Misc.p_ptr.state.skills[(int)Skill.SEARCH_FREQUENCY]))
                {
                    search(false);
                }

                /* Handle "store doors" */
                if ((Cave.cave.feat[Misc.p_ptr.py][Misc.p_ptr.px] >= Cave.FEAT_SHOP_HEAD) &&
                    (Cave.cave.feat[Misc.p_ptr.py][Misc.p_ptr.px] <= Cave.FEAT_SHOP_TAIL))
                {
                    /* Disturb */
                    Cave.disturb(Misc.p_ptr, 0, 0);
                    Game_Command.insert(Command_Code.ENTER_STORE);
                }

                /* All other grids (including traps) */
                else
                {
                    /* Handle objects (later) */
                    Misc.p_ptr.notice |= (Misc.PN_PICKUP);
                }


                /* Discover invisible traps */
                if (Cave.cave.feat[y][x] == Cave.FEAT_INVIS)
                {
                    /* Disturb */
                    Cave.disturb(Misc.p_ptr, 0, 0);

                    /* Message */
                    Utilities.msg("You found a trap!");

                    /* Pick a trap */
                    Trap.pick_trap(y, x);

                    /* Hit the trap */
                    Trap.hit_trap(y, x);
                }

                /* Set off an visible trap */
                else if (Cave.cave_isknowntrap(Cave.cave, y, x))
                {
                    /* Disturb */
                    Cave.disturb(Misc.p_ptr, 0, 0);

                    throw new NotImplementedException();
                    /* Hit the trap */
                    //hit_trap(y, x);
                }
            }

            Misc.p_ptr.running_firststep = false;
        }
Ejemplo n.º 3
0
        /*
         * Prints Searching, Resting, or 'count' status
         * Display is always exactly 10 characters wide (see below)
         *
         * This function was a major bottleneck when resting, so a lot of
         * the text formatting code was optimized in place below.
         */
        static int prt_state(int row, int col)
        {
            ConsoleColor attr = ConsoleColor.White;

            string text = "";             //16


            /* Resting */
            if (Misc.p_ptr.resting != 0)
            {
                int i;
                int n = Misc.p_ptr.resting;

                /* Start with "Rest" */
                text = "Rest ";

                /* Extensive (timed) rest */
                if (n >= 1000)
                {
                    i = n / 100;

                    if (i >= 10)
                    {
                        int q = i / 10;
                        if (q >= 10)
                        {
                            text += Basic.I2D(q / 10);
                            //text[5] = Basic.I2D(q / 10);
                        }
                        else
                        {
                            text += " ";
                        }
                        text += Basic.I2D(q % 10);
                    }
                    else
                    {
                        text += " ";
                    }

                    text += Basic.I2D(i % 10) + "00";
                    //text[9] = '0';
                    //text[8] = '0';
                    //text[7] = I2D(i % 10);
                }

                /* Long (timed) rest */
                else if (n >= 100)
                {
                    text += "  ";
                    i     = n;
                    text += Basic.I2D(i / 100);
                    text += Basic.I2D((i / 10) % 10);
                    text += Basic.I2D(i % 10);
                    //text[9] = Basic.I2D(i % 10);
                    //i = i / 10;
                    //text[8] = Basic.I2D(i % 10);
                    //text[7] = Basic.I2D(i / 10);
                }

                /* Medium (timed) rest */
                else if (n >= 10)
                {
                    text += "   ";
                    i     = n;
                    text += Basic.I2D(i / 10);
                    text += Basic.I2D(i % 10);
                    //text[9] = I2D(i % 10);
                    //text[8] = I2D(i / 10);
                }

                /* Short (timed) rest */
                else if (n > 0)
                {
                    text += "    ";
                    i     = n;
                    text += Basic.I2D(i);
                    //text[9] = I2D(i);
                }

                /* Rest until healed */
                else if (n == -1)
                {
                    text += "*****";
                    //text[5] = text[6] = text[7] = text[8] = text[9] = '*';
                }

                /* Rest until done */
                else if (n == -2)
                {
                    text += "&&&&&";
                    //text[5] = text[6] = text[7] = text[8] = text[9] = '&';
                }

                /* Rest until HP or SP filled */
                else if (n == -3)
                {
                    text += "!!!!!";
                    //text[5] = text[6] = text[7] = text[8] = text[9] = '!';
                }
            }

            /* Repeating */
            else if (Game_Command.get_nrepeats() != 0)
            {
                int nrepeats = Game_Command.get_nrepeats();

                if (nrepeats > 999)
                {
                    text = "Rep. " + nrepeats / 100 + "00";
                }
                else
                {
                    text = "Repeat " + nrepeats;
                }
            }

            /* Searching */
            else if (Misc.p_ptr.searching != 0)
            {
                text = "Searching ";
            }

            /* Display the info (or blanks) */
            Utilities.c_put_str(attr, text, row, col);

            return(text.Length);
        }