Example #1
0
        /**
         * Remove a keymap.  Return true if one was removed.
         */
        public static bool remove(int keymap, keypress trigger)
        {
            Keymap k;
            Keymap prev = null;

            Misc.assert(keymap >= 0 && keymap < (int)Mode.MAX);

            for (k = keymaps[keymap]; k != null; k = k.next)
            {
                if (k.key.code == trigger.code && k.key.mods == trigger.mods)
                {
                    if (prev != null)
                    {
                        prev.next = k.next;
                    }
                    else
                    {
                        keymaps[keymap] = k.next;
                    }
                    return(true);
                }

                prev = k;
            }

            return(false);
        }
Example #2
0
        /**
         * Find a keymap, given a keypress.
         */
        public static keypress[] find(int keymap, keypress kc)
        {
            Keymap k;

            Misc.assert(keymap >= 0 && keymap < (int)Keymap.Mode.MAX);
            for (k = keymaps[keymap]; k != null; k = k.next)
            {
                if (k.key.code == kc.code && k.key.mods == kc.mods)
                {
                    return(k.actions);
                }
            }

            return(null);
        }
Example #3
0
        /**
         * Add a keymap to the mappings table.
         */
        public static void add(int keymap, keypress trigger, keypress[] actions, bool user)
        {
            Keymap k = new Keymap();
            Misc.assert(keymap >= 0 && keymap < (int)Mode.MAX);

            remove(keymap, trigger);

            k.key = trigger;
            k.actions = make(actions);
            k.user = user;

            k.next = keymaps[keymap];
            keymaps[keymap] = k;

            return;
        }
Example #4
0
        /**
         * Duplicate a given keypress string and return the duplicate.
         */
        public static keypress[] make(keypress[] actions)
        {
            keypress[] newk;
            int        n = actions.Length;

            /* Make room for the terminator */
            //No terminator, we are smart...
            //n += 1;

            newk = new keypress[n];
            for (int i = 0; i < n; i++)
            {
                newk[i] = actions[i];
            }

            return(newk);
        }
Example #5
0
        /**
         * Add a keymap to the mappings table.
         */
        public static void add(int keymap, keypress trigger, keypress[] actions, bool user)
        {
            Keymap k = new Keymap();

            Misc.assert(keymap >= 0 && keymap < (int)Mode.MAX);

            remove(keymap, trigger);

            k.key     = trigger;
            k.actions = make(actions);
            k.user    = user;

            k.next          = keymaps[keymap];
            keymaps[keymap] = k;

            return;
        }
Example #6
0
        /*
         * Search the monster, item, and feature types to find the
         * meaning for the given symbol.
         *
         * Note: We currently search items first, then features, then
         * monsters, and we return the first hit for a symbol.
         * This is to prevent mimics and lurkers from matching
         * a symbol instead of the item or feature it is mimicking.
         *
         * Todo: concatenate all matches into buf. This will be much
         * easier once we can loop through item tvals instead of items
         * (see note below.)
         *
         * Todo: Should this take the user's pref files into account?
         */
        private static void lookup_symbol(keypress sym, string buf)
        {
            throw new NotImplementedException();
            //int i;
            //monster_base *race;

            ///* Look through items */
            ///* Note: We currently look through all items, and grab the tval when we find a match.
            //It would make more sense to loop through tvals, but then we need to associate
            //a display character with each tval. */
            //for (i = 1; i < z_info.k_max; i++) {
            //    if (k_info[i].d_char == (char)sym.code) {
            //        strnfmt(buf, max, "%c - %s.", (char)sym.code, tval_find_name(k_info[i].tval));
            //        return;
            //    }
            //}

            ///* Look through features */
            ///* Note: We need a better way of doing this. Currently '#' matches secret door,
            //and '^' matches trap door (instead of the more generic "trap"). */
            //for (i = 1; i < z_info.f_max; i++) {
            //    if (f_info[i].d_char == (char)sym.code) {
            //        strnfmt(buf, max, "%c - %s.", (char)sym.code, f_info[i].name);
            //        return;
            //    }
            //}

            ///* Look through monster templates */
            //for (race = rb_info; race; race = race.next){
            //    if ((char)sym.code == race.d_char) {
            //        strnfmt(buf, max, "%c - %s.", (char)sym.code, race.text);
            //        return;
            //    }
            //}

            ///* No matches */
            //strnfmt(buf, max, "%c - %s.", (char)sym.code, "Unknown Symbol");

            //return;
        }
Example #7
0
        /**
         * Process a textui keypress.
         */
        static bool process_key(keypress kp)
        {
            Command_Info cmd;

            /* XXXmacro this needs rewriting */
            char c = (char)kp.code;

            if (c == '\n' || c == '\r')
            {
                c = TextUI.action_menu_choose();
            }

            if (c == '\0' || c == (char)keycode_t.ESCAPE || c == ' ' || c == '\a')
            {
                return(true);
            }

            cmd = Command.converted_list[c];
            if (cmd == null)
            {
                return(false);
            }

            if (Command.key_confirm_command(c) && (cmd.prereq == null || cmd.prereq()))
            {
                if (cmd.hook != null)
                {
                    cmd.hook();
                }
                else if (cmd.cmd != Command_Code.NULL)
                {
                    Game_Command.insert_repeated(cmd.cmd, Misc.p_ptr.command_arg);
                }
            }

            return(true);
        }
Example #8
0
        /**
         * Duplicate a given keypress string and return the duplicate.
         */
        public static keypress[] make(keypress[] actions)
        {
            keypress[] newk;
            int n = actions.Length;

            /* Make room for the terminator */
            //No terminator, we are smart...
            //n += 1;

            newk = new keypress[n];
            for (int i = 0; i < n; i++){
                newk[i] = actions[i];
            }

            return newk;
        }
Example #9
0
        /**
         * Find a keymap, given a keypress.
         */
        public static keypress[] find(int keymap, keypress kc)
        {
            Keymap k;
            Misc.assert(keymap >= 0 && keymap < (int)Keymap.Mode.MAX);
            for (k = keymaps[keymap]; k != null; k = k.next) {
                if (k.key.code == kc.code && k.key.mods == kc.mods)
                    return k.actions;
            }

            return null;
        }
Example #10
0
        /*
         * Process a command in a store
         *
         * Note that we must allow the use of a few "special" commands in the stores
         * which are not allowed in the dungeon, and we must disable some commands
         * which are allowed in the dungeon but not in the stores, to prevent chaos.
         */
        static bool store_process_command_key(keypress kp)
        {
            Command_Code cmd = 0;
            char key = (char)kp.code;

            //Had to extract the non-constant cases
            if(key == UIEvent.KTRL('D') || /* roguelike */
                key == 'k') {
                TextUI.cmd_destroy();
            } else if(key == UIEvent.KTRL('E')) {
                Command_Info.toggle_inven_equip();
            } else if(key == UIEvent.KTRL('P')) {
                Do_Command.messages();
            } else {
                /* Process the keycode */
                switch ((char)kp.code) {
                    case 'T': /* roguelike */
                    case 't': cmd = Command_Code.TAKEOFF; break;

                    case 'P': /* roguelike */
                    case 'b': TextUI.spell_browse(); break;

                    case '~': TextUI.browse_knowledge(); break;
                    case 'I': TextUI.obj_examine(); break;
                    case 'w': cmd = Command_Code.WIELD; break;
                    case '{': cmd = Command_Code.INSCRIBE; break;
                    case '}': cmd = Command_Code.UNINSCRIBE; break;

                    case 'e': Do_Command.equip(); break;
                    case 'i': Do_Command.inven(); break;
                    case 'C': Do_Command.change_name(); break;
                    case ')': Do_Command.save_screen(); break;

                    default: return false;
                }
            }

            if(cmd != 0)
                Game_Command.insert_repeated(cmd, 0);

            return true;
        }
Example #11
0
        /*
         * Return a new position in the menu based on the key
         * pressed and the flags and various handler functions.
         */
        int get_cursor_key(int top, keypress key)
        {
            int i;
            int n = (this.filter_list != null) ? this.filter_count : this.count;

            if ((this.flags & (int)menu_type_flags.MN_CASELESS_TAGS) != 0)
                key.code = (keycode_t)Char.ToUpper((char)key.code); //man that is a lot of work in C#...

            if ((this.flags & (int)menu_type_flags.MN_NO_TAGS) != 0)
            {
                return -1;
            }
            else if ((this.flags & (int)menu_type_flags.MN_REL_TAGS) != 0)
            {
                for (i = 0; i < n; i++)
                {
                    char c = this.skin.get_tag(this, i);

                    if ((this.flags & (int)menu_type_flags.MN_CASELESS_TAGS) != 0 && c != '\0')
                        c = Char.ToUpper(c);

                    if (c != '\0' && c == (char)key.code)
                        return i + this.top;
                }
            }
            else if ((this.flags & (int)menu_type_flags.MN_PVT_TAGS) == 0 && (this.selections != null && this.selections.Length > 0))
            {
                for (i = 0; i < selections.Length; i++)
                {
                    char c = this.selections[i];

                    if ((this.flags & (int)menu_type_flags.MN_CASELESS_TAGS) != 0)
                        c = Char.ToUpper(c);

                    if (c == (char)key.code)
                        return i;
                }
            }
            else if (this.row_funcs.get_tag != null)
            {
                for (i = 0; i < n; i++)
                {
                    int oid = (this.filter_list != null) ? this.filter_list[i] : i;
                    char c = this.row_funcs.get_tag(this, oid);

                    if ((this.flags & (int)menu_type_flags.MN_CASELESS_TAGS) != 0 && c != '\0')
                        c = Char.ToUpper(c);

                    if (c != '\0' && c == (char)key.code)
                        return i;
                }
            }

            return -1;
        }
Example #12
0
        static birth_stage point_based_command()
        {
            birth_stage next = birth_stage.BIRTH_POINTBASED;

            /*	point_based_display();*/
            /* Place cursor just after cost of current stat */
            /* Draw the Selection Cursor */
            new Region(COSTS_COL + 4, COSTS_ROW, 1, 6).erase();
            Utilities.put_str("<", COSTS_ROW + stat, COSTS_COL + 4);

            /* Get key */
            keypress ch = Utilities.inkey();

            if (ch.code == (keycode_t)UIEvent.KTRL('X'))
            {
                Game_Command.insert(Command_Code.QUIT);
                next = birth_stage.BIRTH_COMPLETE;
            }

            /* Go back a step, or back to the start of this step */
            else if (ch.code == keycode_t.ESCAPE)
            {
                next = birth_stage.BIRTH_BACK;
            }

            else if (ch.code == (keycode_t)'r' || ch.code == (keycode_t)'R')
            {
                Game_Command.insert(Command_Code.RESET_STATS);
                Game_Command.get_top().set_arg_choice(0, 0);
            }

            /* Done */
            else if ((ch.code == (keycode_t)'\r') || (ch.code == (keycode_t)'\n'))
            {
                next = birth_stage.BIRTH_NAME_CHOICE;
            }
            else
            {
                int dir = Utilities.target_dir(ch);

                /* Prev stat, looping round to the bottom when going off the top */
                if (dir == 8)
                {
                    stat = (stat + (int)Stat.Max - 1) % (int)Stat.Max;
                }

                /* Next stat, looping round to the top when going off the bottom */
                if (dir == 2)
                {
                    stat = (stat + 1) % (int)Stat.Max;
                }

                /* Decrease stat (if possible) */
                if (dir == 4)
                {
                    Game_Command.insert(Command_Code.SELL_STAT);
                    Game_Command.get_top().set_arg_choice(0, stat);
                }

                /* Increase stat (if possible) */
                if (dir == 6)
                {
                    Game_Command.insert(Command_Code.BUY_STAT);
                    Game_Command.get_top().set_arg_choice(0, stat);
                }
            }

            return(next);
        }
Example #13
0
        /*
         * 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 keypress set_interactive_aux(int y, int x, int mode)
        {
            short this_o_idx = 0, next_o_idx = 0;

            string s1, s2, s3;

            bool boring;

            int feat;

            int[] floor_list = new int[Misc.MAX_FLOOR_STACK];
            int floor_num;

            keypress query = new keypress();

            string out_val = "";//new char[256];

            string coords;//new char[20];

            /* Describe the square location */
            coords = coords_desc(y, x);

            /* Repeat forever */
            while (true)
            {
                /* Paranoia */
                query.code = (keycode_t)' ';

                /* Assume boring */
                boring = true;

                /* Default */
                s1 = "You see ";
                s2 = "";
                s3 = "";

                /* The player */
                if (Cave.cave.m_idx[y][x] < 0)
                {
                    /* Description */
                    s1 = "You are ";

                    /* Preposition */
                    s2 = "on ";
                }

                /* Hallucination messes things up */
                if (Misc.p_ptr.timed[(int)Timed_Effect.IMAGE] != 0)
                {
                    throw new NotImplementedException();
                    //const char *name = "something strange";

                    ///* Display a message */
                    //if (p_ptr.wizard)
                    //    strnfmt(out_val, sizeof(out_val), "%s%s%s%s, %s (%d:%d).",
                    //            s1, s2, s3, name, coords, y, x);
                    //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);
                    //query = inkey();

                    ///* Stop on everything but "return" */
                    //if (query.code == '\n' || query.code == '\r')
                    //    continue;

                    //return query;
                }

                /* Actual monsters */
                if (Cave.cave.m_idx[y][x] > 0)
                {
                    Monster.Monster m_ptr = Cave.cave_monster(Cave.cave, Cave.cave.m_idx[y][x]);
                    Monster_Race r_ptr = Misc.r_info[m_ptr.r_idx];

                    /* Visible */
                    if (m_ptr.ml && !m_ptr.unaware)
                    {
                        bool recall = false;

                        //char m_name[80];
                        string m_name;

                        /* Not boring */
                        boring = false;

                        /* Get the monster name ("a kobold") */
                        m_name = m_ptr.monster_desc(Monster.Monster.Desc.IND2);

                        /* Hack -- track this monster race */
                        Cave.monster_race_track(m_ptr.r_idx);

                        /* Hack -- health bar for this monster */
                        Cave.health_track(Misc.p_ptr, Cave.cave.m_idx[y][x]);

                        /* Hack -- handle stuff */
                        Misc.p_ptr.handle_stuff();

                        /* Interact */
                        while (true)
                        {
                            /* Recall */
                            if (recall)
                            {
                                /* Save screen */
                                Utilities.screen_save();

                                /* Recall on screen */
                                Monster_Lore.screen_roff(m_ptr.r_idx);

                                /* Command */
                                query = Utilities.inkey();

                                /* Load screen */
                                Utilities.screen_load();
                            }

                            /* Normal */
                            else
                            {
                                //char buf[80];
                                string buf;

                                /* Describe the monster */
                                buf = look_mon_desc(Cave.cave.m_idx[y][x]);

                                /* Describe, and prompt for recall */
                                if (Misc.p_ptr.wizard)
                                {
                                    out_val = String.Format("{0}{1}{2}{3} ({4}), {5} ({6}:{7}).",
                                            s1, s2, s3, m_name, buf, coords, y, x);
                                }
                                else
                                {
                                    out_val = String.Format("{0}{1}{2}{3} ({4}), {5}.",
                                            s1, s2, s3, m_name, buf, coords);
                                }

                                Utilities.prt(out_val, 0, 0);

                                /* Place cursor */
                                Cave.move_cursor_relative(y, x);

                                /* Command */
                                query = Utilities.inkey();
                            }

                            /* Normal commands */
                            if (query.code == (keycode_t)'r')
                                recall = !recall;
                            else
                                break;
                        }

                        /* Stop on everything but "return"/"space" */
                        if ((char)query.code != '\n' && (char)query.code != '\r' && (char)query.code != ' ')
                            break;

                        /* Sometimes stop at "space" key */
                        if (((char)query.code == ' ') && (mode & (LOOK)) == 0) break;

                        /* Take account of gender */
                        if (r_ptr.flags.has(Monster_Flag.FEMALE.value)) s1 = "She is ";
                        else if (r_ptr.flags.has(Monster_Flag.MALE.value)) s1 = "He is ";
                        else s1 = "It is ";

                        /* Use a verb */
                        s2 = "carrying ";

                        /* Scan all objects being carried */
                        for (this_o_idx = m_ptr.hold_o_idx; this_o_idx != 0; this_o_idx = next_o_idx)
                        {
                            string o_name;
                            //char o_name[80];

                            Object.Object o_ptr;

                            /* Get the object */
                            o_ptr = Object.Object.byid(this_o_idx);

                            /* Get the next object */
                            next_o_idx = o_ptr.next_o_idx;

                            /* Obtain an object description */
                            o_name = o_ptr.object_desc(Object.Object.Detail.PREFIX | Object.Object.Detail.FULL);

                            /* Describe the object */
                            if (Misc.p_ptr.wizard)
                            {
                                out_val = String.Format("{0}{1}{2}{3}, {4} ({5}:{6}).",
                                        s1, s2, s3, o_name, coords, y, x);
                            }
                            /* Disabled since monsters now carry their drops
                            else
                            {
                                strnfmt(out_val, sizeof(out_val),
                                        "%s%s%s%s, %s.", s1, s2, s3, o_name, coords);
                            } */

                            Utilities.prt(out_val, 0, 0);
                            Cave.move_cursor_relative(y, x);
                            query = Utilities.inkey();

                            /* Stop on everything but "return"/"space" */
                            if (((char)query.code != '\n') && ((char)query.code != '\r') && ((char)query.code != ' ')) break;

                            /* Sometimes stop at "space" key */
                            if (((char)query.code == ' ') && (mode & (LOOK)) == 0) break;

                            /* Change the intro */
                            s2 = "also carrying ";
                        }

                        /* Double break */
                        if (this_o_idx != 0) break;

                        /* Use a preposition */
                        s2 = "on ";
                    }
                }

                /* Assume not floored */
                floor_num = Object.Object.scan_floor(floor_list, floor_list.Length, y, x, 0x02);

                /* Scan all marked objects in the grid */
                if ((floor_num > 0) && ((Misc.p_ptr.timed[(int)Timed_Effect.BLIND] == 0) || (y == Misc.p_ptr.py && x == Misc.p_ptr.px)))
                {
                    /* Not boring */
                    boring = false;

                    Cave.track_object(-floor_list[0]);
                    Misc.p_ptr.handle_stuff();

                    /* If there is more than one item... */
                    if (floor_num > 1) while (true)
                    {
                        /* Describe the pile */
                        if (Misc.p_ptr.wizard)
                        {
                            out_val = String.Format("{0}{1}{2}a pile of {3} objects, {4} ({5}:{6}).",
                                    s1, s2, s3, floor_num, coords, y, x);
                        }
                        else
                        {
                            out_val = String.Format("{0}{1}{2}a pile of {3} objects, {4}.",
                                    s1, s2, s3, floor_num, coords);
                        }

                        Utilities.prt(out_val, 0, 0);
                        Cave.move_cursor_relative(y, x);
                        query = Utilities.inkey();

                        /* Display objects */
                        if ((char)query.code == 'r')
                        {
                            int rdone = 0;
                            int pos;
                            while (rdone == 0)
                            {
                                /* Save screen */
                                Utilities.screen_save();

                                /* Display */
                                Object.Object.show_floor(floor_list, floor_num,
                                    Object.Object.olist_detail_t.OLIST_WEIGHT | Object.Object.olist_detail_t.OLIST_GOLD);

                                /* Describe the pile */
                                Utilities.prt(out_val, 0, 0);
                                query = Utilities.inkey();

                                /* Load screen */
                                Utilities.screen_load();

                                pos = (char)query.code - 'a';
                                if (0 <= pos && pos < floor_num)
                                {
                                    Cave.track_object(-floor_list[pos]);
                                    Misc.p_ptr.handle_stuff();
                                    continue;
                                }
                                rdone = 1;
                            }

                            /* Now that the user's done with the display loop, let's */
                            /* the outer loop over again */
                            continue;
                        }

                        /* Done */
                        break;
                    }
                    /* Only one object to display */
                    else
                    {

                        //char o_name[80];
                        string o_name;

                        /* Get the single object in the list */
                        Object.Object o_ptr = Object.Object.byid((short)floor_list[0]);

                        /* Not boring */
                        boring = false;

                        /* Obtain an object description */
                        o_name = o_ptr.object_desc(Object.Object.Detail.PREFIX | Object.Object.Detail.FULL);

                        /* Describe the object */
                        if (Misc.p_ptr.wizard)
                        {
                            out_val = String.Format("{0}{1}{2}{3}, {4} ({5}:{6}).",
                                    s1, s2, s3, o_name, coords, y, x);
                        }
                        else
                        {
                            out_val = String.Format("{0}{1}{2}{3}, {4}.", s1, s2, s3, o_name, coords);
                        }

                        Utilities.prt(out_val, 0, 0);
                        Cave.move_cursor_relative(y, x);
                        query = Utilities.inkey();

                        /* Stop on everything but "return"/"space" */
                        if (((char)query.code != '\n') && ((char)query.code != '\r') && ((char)query.code != ' ')) break;

                        /* Sometimes stop at "space" key */
                        if (((char)query.code == ' ') && (mode & (LOOK)) == 0) break;

                        /* Change the intro */
                        s1 = "It is ";

                        /* Plurals */
                        if (o_ptr.number != 1) s1 = "They are ";

                        /* Preposition */
                        s2 = "on ";
                    }

                }

                /* Double break */
                if (this_o_idx != 0) break;

                /* Feature (apply "mimic") */
                feat = Misc.f_info[Cave.cave.feat[y][x]].mimic;

                /* Require knowledge about grid, or ability to see grid */
                if ((Cave.cave.info[y][x] & (Cave.CAVE_MARK)) == 0 && !Cave.player_can_see_bold(y,x))
                {
                    /* Forget feature */
                    feat = Cave.FEAT_NONE;
                }

                /* Terrain feature if needed */
                if (boring || (feat > Cave.FEAT_INVIS))
                {
                    string name = Misc.f_info[feat].name;

                    /* Hack -- handle unknown grids */
                    if (feat == Cave.FEAT_NONE) name = "unknown grid";

                    /* Pick a prefix */
                    if (s2 != null && (feat >= Cave.FEAT_DOOR_HEAD)) s2 = "in ";

                    /* Pick proper indefinite article */
                    s3 = ("aeiouAEIOU".Contains(name[0])) ? "an " : "a ";

                    /* Hack -- special introduction for store doors */
                    if ((feat >= Cave.FEAT_SHOP_HEAD) && (feat <= Cave.FEAT_SHOP_TAIL))
                    {
                        s3 = "the entrance to the ";
                    }

                    /* Display a message */
                    if (Misc.p_ptr.wizard)
                    {
                        out_val = String.Format("{0}{1}{2}{3}, {4} ({5}:{6}).", s1, s2, s3, name, coords, y, x);
                    }
                    else
                    {
                        out_val = String.Format("{0}{1}{2}{3}, {4}.", s1, s2, s3, name, coords);
                    }

                    Utilities.prt(out_val, 0, 0);
                    Cave.move_cursor_relative(y, x);
                    query = Utilities.inkey();

                    /* Stop on everything but "return"/"space" */
                    if (((char)query.code != '\n') && ((char)query.code != '\r') && ((char)query.code != ' ')) break;
                }

                /* Stop on everything but "return" */
                if (((char)query.code != '\n') && ((char)query.code != '\r')) break;
            }

            /* Keep going */
            return (query);
        }
Example #14
0
        /*
         * Request a command from the user.
         *
         * Note that "caret" ("^") is treated specially, and is used to
         * allow manual input of control characters.  This can be used
         * on many machines to request repeated tunneling (Ctrl-H) and
         * on the Macintosh to request "Control-Caret".
         *
         * Note that "backslash" is treated specially, and is used to bypass any
         * keymap entry for the following character.  This is useful for macros.
         */
        static ui_event get_command()
        {
            int mode = (int)(Option.rogue_like_commands.value ? Keymap.Mode.ROGUE : Keymap.Mode.ORIG);

            keypress[] tmp = new keypress[2] {
                new keypress(), new keypress()
            };

            ui_event ke = new ui_event();

            //ui_event ret = ke;

            keypress[] act = null;



            /* Get command */
            while (true)
            {
                /* Hack -- no flush needed */
                Term.msg_flag = false;

                /* Activate "command mode" */
                Utilities.inkey_flag = true;

                /* Get a command */
                ke = Utilities.inkey_ex();

                if (ke.type == ui_event_type.EVT_KBRD)
                {
                    bool keymap_ok = true;
                    switch ((char)ke.key.code)
                    {
                    case '0': {
                        int count = TextUI.get_count();

                        throw new NotImplementedException();
                        //if (count == -1 || !get_com_ex("Command: ", &ke))
                        //    continue;
                        //else
                        //    p_ptr.command_arg = count;
                        //break;
                    }

                    case '\\': {
                        /* Allow keymaps to be bypassed */
                        throw new NotImplementedException();
                        //(void)get_com_ex("Command: ", &ke);
                        //keymap_ok = false;
                        //break;
                    }

                    case '^': {
                        throw new NotImplementedException();
                        ///* Allow "control chars" to be entered */
                        //if (get_com("Control: ", &ke.key))
                        //    ke.key.code = KTRL(ke.key.code);
                        //break;
                    }
                    }

                    /* Find any relevant keymap */
                    if (keymap_ok)
                    {
                        act = Keymap.find(mode, ke.key);
                        //if (act == null) {
                        //    ret = ke;
                        //}
                    }
                }

                /* Erase the message line */
                Utilities.prt("", 0, 0);

                if (ke.type == ui_event_type.EVT_BUTTON)
                {
                    /* Buttons are always specified in standard keyset */
                    act    = tmp;
                    tmp[0] = ke.key;
                }

                /* Apply keymap if not inside a keymap already */
                if (ke.key.code != (keycode_t)0 && act != null && Utilities.inkey_next == null)
                {
                    //int n = 0;
                    //while (n < act.Length && act[n] != null)//act[n].type
                    //    n++;

                    ///* Make room for the terminator */
                    //n += 1;

                    /* Install the keymap */
                    for (int q = 0; q < act.Length; q++)              //It used to check for q < n instead
                    {
                        request_command_buffer[q] = act[q];
                        //memcpy(request_command_buffer, act, n);
                    }

                    /* Start using the buffer */
                    Utilities.inkey_next = new List <keypress>(request_command_buffer);

                    /* Continue */
                    //ret.type = ke.type;
                    //ret.mouse = ke.mouse;
                    //ret.key = act[0];
                    continue;
                }

                /* Done */
                break;
            }

            return(ke);
        }
Example #15
0
        /*
         * Search the monster, item, and feature types to find the
         * meaning for the given symbol.
         *
         * Note: We currently search items first, then features, then
         * monsters, and we return the first hit for a symbol.
         * This is to prevent mimics and lurkers from matching
         * a symbol instead of the item or feature it is mimicking.
         *
         * Todo: concatenate all matches into buf. This will be much
         * easier once we can loop through item tvals instead of items
         * (see note below.)
         *
         * Todo: Should this take the user's pref files into account?
         */
        private static void lookup_symbol(keypress sym, string buf)
        {
            throw new NotImplementedException();
            //int i;
            //monster_base *race;

            ///* Look through items */
            ///* Note: We currently look through all items, and grab the tval when we find a match.
            //It would make more sense to loop through tvals, but then we need to associate
            //a display character with each tval. */
            //for (i = 1; i < z_info.k_max; i++) {
            //    if (k_info[i].d_char == (char)sym.code) {
            //        strnfmt(buf, max, "%c - %s.", (char)sym.code, tval_find_name(k_info[i].tval));
            //        return;
            //    }
            //}

            ///* Look through features */
            ///* Note: We need a better way of doing this. Currently '#' matches secret door,
            //and '^' matches trap door (instead of the more generic "trap"). */
            //for (i = 1; i < z_info.f_max; i++) {
            //    if (f_info[i].d_char == (char)sym.code) {
            //        strnfmt(buf, max, "%c - %s.", (char)sym.code, f_info[i].name);
            //        return;
            //    }
            //}

            ///* Look through monster templates */
            //for (race = rb_info; race; race = race.next){
            //    if ((char)sym.code == race.d_char) {
            //        strnfmt(buf, max, "%c - %s.", (char)sym.code, race.text);
            //        return;
            //    }
            //}

            ///* No matches */
            //strnfmt(buf, max, "%c - %s.", (char)sym.code, "Unknown Symbol");

            //return;
        }
Example #16
0
        /**
         * Remove a keymap.  Return true if one was removed.
         */
        public static bool remove(int keymap, keypress trigger)
        {
            Keymap k;
            Keymap prev = null;
            Misc.assert(keymap >= 0 && keymap < (int)Mode.MAX);

            for (k = keymaps[keymap]; k != null; k = k.next) {
                if (k.key.code == trigger.code && k.key.mods == trigger.mods) {
                    if (prev != null)
                        prev.next = k.next;
                    else
                        keymaps[keymap] = k.next;
                    return true;
                }

                prev = k;
            }

            return false;
        }
Example #17
0
        /*
         * Return a new position in the menu based on the key
         * pressed and the flags and various handler functions.
         */
        int get_cursor_key(int top, keypress key)
        {
            int i;
            int n = (this.filter_list != null) ? this.filter_count : this.count;

            if ((this.flags & (int)menu_type_flags.MN_CASELESS_TAGS) != 0)
            {
                key.code = (keycode_t)Char.ToUpper((char)key.code);             //man that is a lot of work in C#...
            }
            if ((this.flags & (int)menu_type_flags.MN_NO_TAGS) != 0)
            {
                return(-1);
            }
            else if ((this.flags & (int)menu_type_flags.MN_REL_TAGS) != 0)
            {
                for (i = 0; i < n; i++)
                {
                    char c = this.skin.get_tag(this, i);

                    if ((this.flags & (int)menu_type_flags.MN_CASELESS_TAGS) != 0 && c != '\0')
                    {
                        c = Char.ToUpper(c);
                    }

                    if (c != '\0' && c == (char)key.code)
                    {
                        return(i + this.top);
                    }
                }
            }
            else if ((this.flags & (int)menu_type_flags.MN_PVT_TAGS) == 0 && (this.selections != null && this.selections.Length > 0))
            {
                for (i = 0; i < selections.Length; i++)
                {
                    char c = this.selections[i];

                    if ((this.flags & (int)menu_type_flags.MN_CASELESS_TAGS) != 0)
                    {
                        c = Char.ToUpper(c);
                    }

                    if (c == (char)key.code)
                    {
                        return(i);
                    }
                }
            }
            else if (this.row_funcs.get_tag != null)
            {
                for (i = 0; i < n; i++)
                {
                    int  oid = (this.filter_list != null) ? this.filter_list[i] : i;
                    char c   = this.row_funcs.get_tag(this, oid);

                    if ((this.flags & (int)menu_type_flags.MN_CASELESS_TAGS) != 0 && c != '\0')
                    {
                        c = Char.ToUpper(c);
                    }

                    if (c != '\0' && c == (char)key.code)
                    {
                        return(i);
                    }
                }
            }

            return(-1);
        }
Example #18
0
 public ui_event()
 {
     type = ui_event_type.EVT_NONE;
     key = null;
     mouse = null;
 }