/** * Parse and execute the current command * Give "Warning" on illegal commands. */ public static void process_command(bool no_request) { bool done = true; ui_event e; /* Reset argument before getting command */ Misc.p_ptr.command_arg = 0; e = TextUI.get_command(); if (e.type == ui_event_type.EVT_RESIZE) { Do_Command.redraw(); } else if (e.type == ui_event_type.EVT_MOUSE) { TextUI.process_click(e); } else if (e.type == ui_event_type.EVT_KBRD) { done = TextUI.process_key(e.key); } if (!done) { Do_Command.unknown(); } }
/* * 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; }
/* Allow the user to select from the current menu, and return the * corresponding command to the game. Some actions are handled entirely * by the UI (displaying help text, for instance). */ static birth_stage menu_question(birth_stage current, Menu_Type current_menu, Command_Code choice_command) { birthmenu_data menu_data = current_menu.menu_data as birthmenu_data; birth_stage next = birth_stage.BIRTH_RESET; /* Print the question currently being asked. */ clear_question(); Term.putstr(QUESTION_COL, QUESTION_ROW, -1, ConsoleColor.Yellow, menu_data.hint); current_menu.cmd_keys = "?=*\x18"; /* ?, =, *, <ctl-X> */ while (next == birth_stage.BIRTH_RESET) { /* Display the menu, wait for a selection of some sort to be made. */ ui_event cx = current_menu.select(ui_event_type.EVT_KBRD, false); /* As all the menus are displayed in "hierarchical" style, we allow * use of "back" (left arrow key or equivalent) to step back in * the proces as well as "escape". */ if (cx.type == ui_event_type.EVT_ESCAPE) { next = birth_stage.BIRTH_BACK; } else if (cx.type == ui_event_type.EVT_SELECT) { if (current == birth_stage.BIRTH_ROLLER_CHOICE) { Game_Command.insert(Command_Code.FINALIZE_OPTIONS); if (current_menu.cursor != 0) { /* Do a first roll of the stats */ Game_Command.insert(Command_Code.ROLL_STATS); next = current + 2; } else { /* * Make sure we've got a point-based char to play with. * We call point_based_start here to make sure we get * an update on the points totals before trying to * display the screen. The call to CMD_RESET_STATS * forces a rebuying of the stats to give us up-to-date * totals. This is, it should go without saying, a hack. */ point_based_start(); Game_Command.insert(Command_Code.RESET_STATS); Game_Command.get_top().set_arg_choice(0, 1); next = current + 1; } } else { Game_Command.insert(choice_command); Game_Command.get_top().set_arg_choice(0, current_menu.cursor); next = current + 1; } } else if (cx.type == ui_event_type.EVT_KBRD) { /* '*' chooses an option at random from those the game's provided. */ if (cx.key.code == (keycode_t)'*' && menu_data.allow_random) { current_menu.cursor = Random.randint0(current_menu.count); Game_Command.insert(choice_command); Game_Command.get_top().set_arg_choice(0, current_menu.cursor); current_menu.refresh(false); next = current + 1; } else if (cx.key.code == (keycode_t)'=') { Do_Command.options_birth(); next = current; } else if (cx.key.code == (keycode_t)UIEvent.KTRL('X')) { Game_Command.insert(Command_Code.QUIT); next = birth_stage.BIRTH_COMPLETE; } else if (cx.key.code == (keycode_t)'?') { Do_Command.help(); } } } return(next); }