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+/* File: cmd3.c */
+
+/* Purpose: Inventory commands */
+
+/*
+ * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
+ *
+ * This software may be copied and distributed for educational, research, and
+ * not for profit purposes provided that this copyright and statement are
+ * included in all such copies.
+ */
+
+#include "angband.h"
+
+
+/*
+ * Display p_ptr->inventory
+ */
+void do_cmd_inven(void)
+{
+ char out_val[160];
+
+
+ /* Note that we are in "p_ptr->inventory" mode */
+ command_wrk = FALSE;
+
+ /* Save the screen */
+ character_icky = TRUE;
+ Term_save();
+
+ /* Hack -- show empty slots */
+ item_tester_full = TRUE;
+
+ /* Display the p_ptr->inventory */
+ show_inven();
+
+ /* Hack -- hide empty slots */
+ item_tester_full = FALSE;
+
+
+ {
+ s32b total_weight = calc_total_weight();
+
+ strnfmt(out_val, 160,
+ "Inventory: carrying %ld.%ld pounds (%ld%% of capacity). Command: ",
+ total_weight / 10, total_weight % 10,
+ (total_weight * 100) / ((weight_limit()) / 2));
+ }
+
+ /* Get a command */
+ prt(out_val, 0, 0);
+
+ /* Get a new command */
+ command_new = inkey();
+
+ /* Restore the screen */
+ Term_load();
+ character_icky = FALSE;
+
+
+ /* Process "Escape" */
+ if (command_new == ESCAPE)
+ {
+ /* Reset stuff */
+ command_new = 0;
+ }
+
+ /* Process normal keys */
+ else
+ {
+ /* Mega-Hack -- Don't disable keymaps for this key */
+ request_command_inven_mode = TRUE;
+ }
+}
+
+
+/*
+ * Display equipment
+ */
+void do_cmd_equip(void)
+{
+ char out_val[160];
+
+
+ /* Note that we are in "equipment" mode */
+ command_wrk = TRUE;
+
+ /* Save the screen */
+ character_icky = TRUE;
+ Term_save();
+
+ /* Hack -- show empty slots */
+ item_tester_full = TRUE;
+
+ /* Display the equipment */
+ show_equip();
+
+ /* Hack -- undo the hack above */
+ item_tester_full = FALSE;
+
+ /* Build a prompt */
+ {
+ s32b total_weight = calc_total_weight();
+
+ /* Build a prompt */
+ strnfmt(out_val, 160,
+ "Equipment: carrying %ld.%ld pounds (%ld%% of capacity). Command: ",
+ total_weight / 10, total_weight % 10,
+ (total_weight * 100) / ((weight_limit()) / 2));
+ }
+
+ /* Get a command */
+ prt(out_val, 0, 0);
+
+ /* Get a new command */
+ command_new = inkey();
+
+ /* Restore the screen */
+ Term_load();
+ character_icky = FALSE;
+
+
+ /* Process "Escape" */
+ if (command_new == ESCAPE)
+ {
+ /* Reset stuff */
+ command_new = 0;
+ }
+
+ /* Process normal keys */
+ else
+ {
+ /* Mega-Hack -- Don't disable keymaps for this key */
+ request_command_inven_mode = TRUE;
+ }
+}
+
+
+/*
+ * The "wearable" tester
+ */
+static bool_ item_tester_hook_wear(object_type *o_ptr)
+{
+ u32b f1, f2, f3, f4, f5, esp;
+ int slot = wield_slot(o_ptr);
+
+
+ /* Extract the flags */
+ object_flags(o_ptr, &f1, &f2, &f3, &f4, &f5, &esp);
+
+ /* Only one ultimate at a time */
+ if (f4 & TR4_ULTIMATE)
+ {
+ int i;
+
+ for (i = INVEN_WIELD; i < INVEN_TOTAL; i++)
+ {
+ object_type *q_ptr = &p_ptr->inventory[i];
+
+ /* Extract the flags */
+ object_flags(q_ptr, &f1, &f2, &f3, &f4, &f5, &esp);
+
+ if (!q_ptr->k_idx) continue;
+
+ if (f4 & TR4_ULTIMATE) return (FALSE);
+ }
+ }
+
+ if ((slot < INVEN_WIELD) || ((p_ptr->body_parts[slot - INVEN_WIELD] == INVEN_WIELD) && (p_ptr->melee_style != SKILL_MASTERY)))
+ return (FALSE);
+
+ /* Check for a usable slot */
+ if (slot >= INVEN_WIELD) return (TRUE);
+
+ /* Assume not wearable */
+ return (FALSE);
+}
+
+
+bool_ is_slot_ok(int slot)
+{
+ if ((slot >= INVEN_WIELD) && (slot < INVEN_TOTAL))
+ {
+ return (TRUE);
+ }
+ else
+ {
+ return (FALSE);
+ }
+}
+
+
+/*
+ * Wield or wear a single item from the pack or floor
+ */
+void do_cmd_wield(void)
+{
+ int item, slot, num = 1;
+
+ object_type forge;
+
+ object_type *q_ptr;
+
+ object_type *o_ptr, *i_ptr;
+
+ cptr act;
+
+ char o_name[80];
+
+ cptr q, s;
+
+ u32b f1, f2, f3, f4, f5, esp;
+
+
+ /* Restrict the choices */
+ item_tester_hook = item_tester_hook_wear;
+
+ /* Get an item */
+ q = "Wear/Wield which item? ";
+ s = "You have nothing you can wear or wield.";
+ if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
+
+ /* Get the item */
+ o_ptr = get_object(item);
+
+ /* Check the slot */
+ slot = wield_slot(o_ptr);
+
+ /* Prevent wielding into a cursed slot */
+ if (cursed_p(&p_ptr->inventory[slot]))
+ {
+ /* Describe it */
+ object_desc(o_name, &p_ptr->inventory[slot], FALSE, 0);
+
+ /* Message */
+ msg_format("The %s you are %s appears to be cursed.",
+ o_name, describe_use(slot));
+
+ /* Cancel the command */
+ return;
+ }
+
+ if ((cursed_p(o_ptr)) && (wear_confirm)
+ && (object_known_p(o_ptr) || (o_ptr->ident & (IDENT_SENSE))))
+ {
+ char dummy[512];
+
+ /* Describe it */
+ object_desc(o_name, o_ptr, FALSE, 0);
+
+ strnfmt(dummy, 512, "Really use the %s {cursed}? ", o_name);
+ if (!(get_check(dummy)))
+ return;
+ }
+
+ /* Can we wield */
+ if (process_hooks(HOOK_WIELD, "(d)", item)) return;
+
+ /* Extract the flags */
+ object_flags(o_ptr, &f1, &f2, &f3, &f4, &f5, &esp);
+
+ /* Two handed weapons can't be wielded with a shield */
+ if ((is_slot_ok(slot - INVEN_WIELD + INVEN_ARM)) &&
+ (f4 & TR4_MUST2H) &&
+ (p_ptr->inventory[slot - INVEN_WIELD + INVEN_ARM].k_idx != 0))
+ {
+ object_desc(o_name, o_ptr, FALSE, 0);
+ msg_format("You cannot wield your %s with a shield.", o_name);
+ return;
+ }
+
+ if (is_slot_ok(slot - INVEN_ARM + INVEN_WIELD))
+ {
+ i_ptr = &p_ptr->inventory[slot - INVEN_ARM + INVEN_WIELD];
+
+ /* Extract the flags */
+ object_flags(i_ptr, &f1, &f2, &f3, &f4, &f5, &esp);
+
+ /* Prevent shield from being put on if wielding 2H */
+ if ((f4 & TR4_MUST2H) && (i_ptr->k_idx) &&
+ (p_ptr->body_parts[slot - INVEN_WIELD] == INVEN_ARM))
+ {
+ object_desc(o_name, o_ptr, FALSE, 0);
+ msg_format("You cannot wield your %s with a two-handed weapon.", o_name);
+ return;
+ }
+
+ if ((p_ptr->body_parts[slot - INVEN_WIELD] == INVEN_ARM) &&
+ (f4 & TR4_COULD2H))
+ {
+ if (!get_check("Are you sure you want to restrict your fighting? "))
+ {
+ return;
+ }
+ }
+ }
+
+
+ /* Extract the flags */
+ object_flags(o_ptr, &f1, &f2, &f3, &f4, &f5, &esp);
+
+ if ((is_slot_ok(slot - INVEN_WIELD + INVEN_ARM)) &&
+ (p_ptr->inventory[slot - INVEN_WIELD + INVEN_ARM].k_idx != 0) &&
+ (f4 & TR4_COULD2H))
+ {
+ if (!get_check("Are you sure you want to use this weapon with a shield?"))
+ {
+ return;
+ }
+ }
+
+ /* Can we take off existing item */
+ if (slot != INVEN_AMMO)
+ {
+ if (p_ptr->inventory[slot].k_idx)
+ if (process_hooks(HOOK_TAKEOFF, "(d)", slot)) return;
+ }
+ else
+ {
+ if (p_ptr->inventory[slot].k_idx)
+ if (!object_similar(&p_ptr->inventory[slot], o_ptr))
+ if (process_hooks(HOOK_TAKEOFF, "(d)", slot)) return;
+ }
+
+ /* Take a turn */
+ energy_use = 100;
+
+ /* Get local object */
+ q_ptr = &forge;
+
+ /* Obtain local object */
+ object_copy(q_ptr, o_ptr);
+
+ if (slot == INVEN_AMMO) num = o_ptr->number;
+
+ /* Modify quantity */
+ q_ptr->number = num;
+
+ /* Decrease the item */
+ inc_stack_size_ex(item, -num, OPTIMIZE, NO_DESCRIBE);
+
+ /* Access the wield slot */
+ o_ptr = &p_ptr->inventory[slot];
+
+ /* Take off existing item */
+ if (slot != INVEN_AMMO)
+ {
+ if (o_ptr->k_idx)
+ {
+ /* Take off existing item */
+ (void)inven_takeoff(slot, 255, FALSE);
+ }
+ }
+ else
+ {
+ if (o_ptr->k_idx)
+ {
+ if (!object_similar(o_ptr, q_ptr))
+ {
+ /* Take off existing item */
+ (void)inven_takeoff(slot, 255, FALSE);
+ }
+ else
+ {
+ q_ptr->number += o_ptr->number;
+ }
+ }
+ }
+
+
+ /* Wear the new stuff */
+ object_copy(o_ptr, q_ptr);
+
+ /* Increment the equip counter by hand */
+ equip_cnt++;
+
+ /* Where is the item now */
+ if (slot == INVEN_WIELD)
+ {
+ act = "You are wielding";
+ }
+ else if (( slot == INVEN_BOW ) && (o_ptr->tval == TV_INSTRUMENT))
+ {
+ act = "You are holding";
+ }
+ else if (slot == INVEN_BOW)
+ {
+ act = "You are shooting with";
+ }
+ else if (slot == INVEN_LITE)
+ {
+ act = "Your light source is";
+ }
+ else if (slot == INVEN_AMMO)
+ {
+ act = "In your quiver you have";
+ }
+ else if (slot == INVEN_TOOL)
+ {
+ act = "You are using";
+ }
+ else
+ {
+ act = "You are wearing";
+ }
+
+ /* Describe the result */
+ object_desc(o_name, o_ptr, TRUE, 3);
+
+ /* Message */
+ msg_format("%s %s (%c).", act, o_name, index_to_label(slot));
+
+ /* Cursed! */
+ if (cursed_p(o_ptr))
+ {
+ /* Warn the player */
+ msg_print("Oops! It feels deathly cold!");
+
+ /* Note the curse */
+ o_ptr->ident |= (IDENT_SENSE);
+ o_ptr->sense = SENSE_CURSED;
+ }
+
+ /* Take care of item sets */
+ if (o_ptr->name1)
+ {
+ wield_set(o_ptr->name1, a_info[o_ptr->name1].set, FALSE);
+ }
+
+ /* Recalculate bonuses */
+ p_ptr->update |= (PU_BONUS);
+
+ /* Recalculate torch */
+ p_ptr->update |= (PU_TORCH);
+
+ /* Recalculate hitpoint */
+ p_ptr->update |= (PU_HP);
+
+ /* Recalculate mana */
+ p_ptr->update |= (PU_MANA | PU_SPELLS);
+
+ /* Redraw monster hitpoint */
+ p_ptr->redraw |= (PR_MH);
+
+ p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
+}
+
+
+
+/*
+ * Take off an item
+ */
+void do_cmd_takeoff(void)
+{
+ int item;
+
+ object_type *o_ptr;
+
+ cptr q, s;
+
+
+ /* Get an item */
+ q = "Take off which item? ";
+ s = "You are not wearing anything to take off.";
+ if (!get_item(&item, q, s, (USE_EQUIP))) return;
+
+ /* Get the item */
+ o_ptr = get_object(item);
+
+ /* Can we take it off */
+ if (process_hooks(HOOK_TAKEOFF, "(d)", item)) return;
+
+ /* Item is cursed */
+ if (cursed_p(o_ptr) && (!wizard))
+ {
+ /* Oops */
+ msg_print("Hmmm, it seems to be cursed.");
+
+ /* Nope */
+ return;
+ }
+
+
+ /* Take a partial turn */
+ energy_use = 50;
+
+ /* Take off the item */
+ (void)inven_takeoff(item, 255, FALSE);
+
+ /* Recalculate hitpoint */
+ p_ptr->update |= (PU_HP);
+
+ p_ptr->redraw |= (PR_MH);
+}
+
+
+/*
+ * Drop an item
+ */
+void do_cmd_drop(void)
+{
+ int item, amt = 1;
+
+ object_type *o_ptr;
+
+ u32b f1, f2, f3, f4, f5, esp;
+
+ cptr q, s;
+
+
+ /* Get an item */
+ q = "Drop which item? ";
+ s = "You have nothing to drop.";
+ if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN))) return;
+
+ /* Get the item */
+ o_ptr = get_object(item);
+
+ object_flags(o_ptr, &f1, &f2, &f3, &f4, &f5, &esp);
+
+ /* Can we drop */
+ if (process_hooks(HOOK_DROP, "(d)", item)) return;
+
+ /* Hack -- Cannot remove cursed items */
+ if (cursed_p(o_ptr))
+ {
+ if (item >= INVEN_WIELD)
+ {
+ /* Oops */
+ msg_print("Hmmm, it seems to be cursed.");
+
+ /* Nope */
+ return;
+ }
+ else
+ {
+ if (f4 & TR4_CURSE_NO_DROP)
+ {
+ /* Oops */
+ msg_print("Hmmm, you seem to be unable to drop it.");
+
+ /* Nope */
+ return;
+ }
+ }
+ }
+
+
+ /* See how many items */
+ if (o_ptr->number > 1)
+ {
+ /* Get a quantity */
+ amt = get_quantity(NULL, o_ptr->number);
+
+ /* Allow user abort */
+ if (amt <= 0) return;
+ }
+
+ /* Take a partial turn */
+ energy_use = 50;
+
+ /* Drop (some of) the item */
+ inven_drop(item, amt, p_ptr->py, p_ptr->px, FALSE);
+}
+
+
+/*
+ * Destroy an item
+ */
+void do_cmd_destroy(void)
+{
+ int item, amt = 1;
+
+ int old_number;
+
+ bool_ force = FALSE;
+
+ object_type *o_ptr;
+
+ char o_name[80];
+
+ char out_val[160];
+
+ cptr q, s;
+
+ u32b f1, f2, f3, f4, f5, esp;
+
+
+ /* Hack -- force destruction */
+ if (command_arg > 0) force = TRUE;
+
+
+ /* Get an item */
+ q = "Destroy which item? ";
+ s = "You have nothing to destroy.";
+ if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR | USE_AUTO))) return;
+
+ /* Get the item */
+ o_ptr = get_object(item);
+
+
+ /* See how many items */
+ if (o_ptr->number > 1)
+ {
+ /* Get a quantity */
+ amt = get_quantity(NULL, o_ptr->number);
+
+ /* Allow user abort */
+ if (amt <= 0) return;
+ }
+
+
+ /* Describe the object */
+ old_number = o_ptr->number;
+ o_ptr->number = amt;
+ object_desc(o_name, o_ptr, TRUE, 3);
+ o_ptr->number = old_number;
+
+ /* Verify unless quantity given */
+ if (!force)
+ {
+ if (!((auto_destroy) && (object_value(o_ptr) < 1)))
+ {
+ /* Make a verification */
+ strnfmt(out_val, 160, "Really destroy %s? ", o_name);
+ if (!get_check(out_val)) return;
+ }
+ }
+
+ /* Take no time, just like the automatizer */
+ energy_use = 0;
+
+ object_flags(o_ptr, &f1, &f2, &f3, &f4, &f5, &esp);
+
+ if ((f4 & TR4_CURSE_NO_DROP) && cursed_p(o_ptr))
+ {
+ /* Oops */
+ msg_print("Hmmm, you seem to be unable to destroy it.");
+
+ /* Nope */
+ return;
+ }
+
+
+ /* Artifacts cannot be destroyed */
+ if (artifact_p(o_ptr) || o_ptr->art_name)
+ {
+ byte feel = SENSE_SPECIAL;
+
+ energy_use = 0;
+
+ /* Message */
+ msg_format("You cannot destroy %s.", o_name);
+
+ /* Hack -- Handle icky artifacts */
+ if (cursed_p(o_ptr)) feel = SENSE_TERRIBLE;
+
+ /* Hack -- inscribe the artifact */
+ o_ptr->sense = feel;
+
+ /* We have "felt" it (again) */
+ o_ptr->ident |= (IDENT_SENSE);
+
+ /* Combine the pack */
+ p_ptr->notice |= (PN_COMBINE);
+
+ /* Window stuff */
+ p_ptr->window |= (PW_INVEN | PW_EQUIP);
+
+ /* Done */
+ return;
+ }
+
+ /* Message */
+ msg_format("You destroy %s.", o_name);
+ sound(SOUND_DESTITEM);
+
+ /* Create an automatizer rule */
+ if (automatizer_create)
+ {
+ automatizer_add_rule(o_ptr, TRUE);
+ }
+
+ /*
+ * Hack -- If rods or wand are destroyed, the total maximum timeout or
+ * charges of the stack needs to be reduced, unless all the items are
+ * being destroyed. -LM-
+ */
+ if ((o_ptr->tval == TV_WAND) && (amt < o_ptr->number))
+ {
+ o_ptr->pval -= o_ptr->pval * amt / o_ptr->number;
+ }
+
+ /* Eru wont be happy */
+ if (f3 & TR3_BLESSED)
+ inc_piety(GOD_ERU, -10 * k_info[o_ptr->k_idx].level);
+
+ /* Eliminate the item */
+ inc_stack_size(item, -amt);
+}
+
+
+/*
+ * Observe an item which has been *identify*-ed
+ */
+void do_cmd_observe(void)
+{
+ int item;
+
+ object_type *o_ptr;
+
+ char o_name[80];
+
+ cptr q, s;
+
+
+ /* Get an item */
+ q = "Examine which item? ";
+ s = "You have nothing to examine.";
+ if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return;
+
+ /* Get the item */
+ o_ptr = get_object(item);
+
+ /* Description */
+ object_desc(o_name, o_ptr, TRUE, 3);
+
+ /* Describe */
+ cmsg_format(TERM_L_BLUE, "%s", o_name);
+
+ /* Describe it fully */
+ if (!object_out_desc(o_ptr, NULL, FALSE, TRUE)) msg_print("You see nothing special.");
+}
+
+
+
+/*
+ * Remove the inscription from an object
+ * XXX Mention item (when done)?
+ */
+void do_cmd_uninscribe(void)
+{
+ int item;
+
+ object_type *o_ptr;
+
+ cptr q, s;
+
+
+ /* Get an item */
+ q = "Un-inscribe which item? ";
+ s = "You have nothing to un-inscribe.";
+ if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return;
+
+ /* Get the item */
+ o_ptr = get_object(item);
+
+ /* Nothing to remove */
+ if (!o_ptr->note)
+ {
+ msg_print("That item had no inscription to remove.");
+ return;
+ }
+
+ /* Message */
+ msg_print("Inscription removed.");
+
+ /* Remove the incription */
+ o_ptr->note = 0;
+
+ /* Combine the pack */
+ p_ptr->notice |= (PN_COMBINE);
+
+ /* Window stuff */
+ p_ptr->window |= (PW_INVEN | PW_EQUIP);
+}
+
+
+/*
+ * Inscribe an object with a comment
+ */
+void do_cmd_inscribe(void)
+{
+ int item;
+
+ object_type *o_ptr;
+
+ char o_name[80];
+
+ char out_val[80];
+
+ cptr q, s;
+
+
+ /* Get an item */
+ q = "Inscribe which item? ";
+ s = "You have nothing to inscribe.";
+ if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return;
+
+ /* Get the item */
+ o_ptr = get_object(item);
+
+ /* Describe the activity */
+ object_desc(o_name, o_ptr, TRUE, 3);
+
+ /* Message */
+ msg_format("Inscribing %s.", o_name);
+ msg_print(NULL);
+
+ /* Start with nothing */
+ strcpy(out_val, "");
+
+ /* Use old inscription */
+ if (o_ptr->note)
+ {
+ /* Start with the old inscription */
+ strcpy(out_val, quark_str(o_ptr->note));
+ }
+
+ /* Get a new inscription (possibly empty) */
+ if (get_string("Inscription: ", out_val, 80))
+ {
+ /* Save the inscription */
+ o_ptr->note = quark_add(out_val);
+
+ /* Combine the pack */
+ p_ptr->notice |= (PN_COMBINE);
+
+ /* Window stuff */
+ p_ptr->window |= (PW_INVEN | PW_EQUIP);
+ }
+}
+
+
+
+/*
+ * An "item_tester_hook" for refilling lanterns
+ */
+static bool_ item_tester_refill_lantern(object_type *o_ptr)
+{
+ /* Flasks of oil are okay */
+ if (o_ptr->tval == TV_FLASK) return (TRUE);
+
+ /* Lanterns are okay */
+ if ((o_ptr->tval == TV_LITE) &&
+ (o_ptr->sval == SV_LITE_LANTERN)) return (TRUE);
+
+ /* Assume not okay */
+ return (FALSE);
+}
+
+
+/*
+ * Refill the players lamp (from the pack or floor)
+ */
+static void do_cmd_refill_lamp(void)
+{
+ int item;
+
+ object_type *o_ptr;
+ object_type *j_ptr;
+
+ cptr q, s;
+
+
+ /* Restrict the choices */
+ item_tester_hook = item_tester_refill_lantern;
+
+ /* Get an item */
+ q = "Refill with which flask? ";
+ s = "You have no flasks of oil.";
+ if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
+
+ /* Get the item */
+ o_ptr = get_object(item);
+
+ /* Take a partial turn */
+ energy_use = 50;
+
+ /* Access the lantern */
+ j_ptr = &p_ptr->inventory[INVEN_LITE];
+
+ /* Refuel */
+ if (o_ptr->tval == TV_FLASK)
+ j_ptr->timeout += o_ptr->pval;
+ else
+ j_ptr->timeout += o_ptr->timeout;
+
+ /* Message */
+ msg_print("You fuel your lamp.");
+
+ /* Comment */
+ if (j_ptr->timeout >= FUEL_LAMP)
+ {
+ j_ptr->timeout = FUEL_LAMP;
+ msg_print("Your lamp is full.");
+ }
+
+ /* Decrease the item stack */
+ inc_stack_size(item, -1);
+
+ /* Recalculate torch */
+ p_ptr->update |= (PU_TORCH);
+}
+
+
+/*
+ * An "item_tester_hook" for refilling torches
+ */
+static bool_ item_tester_refill_torch(object_type *o_ptr)
+{
+ /* Torches are okay */
+ if ((o_ptr->tval == TV_LITE) &&
+ (o_ptr->sval == SV_LITE_TORCH)) return (TRUE);
+
+ /* Assume not okay */
+ return (FALSE);
+}
+
+
+/*
+ * Refuel the players torch (from the pack or floor)
+ */
+static void do_cmd_refill_torch(void)
+{
+ int item;
+
+ object_type *o_ptr;
+
+ object_type *j_ptr;
+
+ cptr q, s;
+
+
+ /* Restrict the choices */
+ item_tester_hook = item_tester_refill_torch;
+
+ /* Get an item */
+ q = "Refuel with which torch? ";
+ s = "You have no extra torches.";
+ if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
+
+ /* Get the item */
+ o_ptr = get_object(item);
+
+ /* Take a partial turn */
+ energy_use = 50;
+
+ /* Access the primary torch */
+ j_ptr = &p_ptr->inventory[INVEN_LITE];
+
+ /* Refuel */
+ j_ptr->timeout += o_ptr->timeout + 5;
+
+ /* Message */
+ msg_print("You combine the torches.");
+
+ /* Over-fuel message */
+ if (j_ptr->timeout >= FUEL_TORCH)
+ {
+ j_ptr->timeout = FUEL_TORCH;
+ msg_print("Your torch is fully fueled.");
+ }
+
+ /* Refuel message */
+ else
+ {
+ msg_print("Your torch glows more brightly.");
+ }
+
+ /* Decrease the item stack */
+ inc_stack_size(item, -1);
+
+ /* Recalculate torch */
+ p_ptr->update |= (PU_TORCH);
+}
+
+
+/*
+ * Refill the players lamp, or restock his torches
+ */
+void do_cmd_refill(void)
+{
+ object_type *o_ptr;
+
+ u32b f1, f2, f3, f4, f5, esp;
+
+
+ /* Get the light */
+ o_ptr = &p_ptr->inventory[INVEN_LITE];
+
+ /* It is nothing */
+ if (o_ptr->tval != TV_LITE)
+ {
+ msg_print("You are not wielding a light.");
+ return;
+ }
+
+ object_flags(o_ptr, &f1, &f2, &f3, &f4, &f5, &esp);
+
+ if (f4 & TR4_FUEL_LITE)
+ {
+ /* It's a torch */
+ if (o_ptr->sval == SV_LITE_TORCH ||
+ o_ptr->sval == SV_LITE_TORCH_EVER)
+ {
+ do_cmd_refill_torch();
+ }
+
+ /* It's a lamp */
+ else if (o_ptr->sval == SV_LITE_LANTERN ||
+ o_ptr->sval == SV_LITE_DWARVEN ||
+ o_ptr->sval == SV_LITE_FEANORIAN)
+ {
+ do_cmd_refill_lamp();
+ }
+ }
+
+ /* No torch to refill */
+ else
+ {
+ msg_print("Your light cannot be refilled.");
+ }
+}
+
+
+/*
+ * Target command
+ */
+void do_cmd_target(void)
+{
+ /* Target set */
+ if (target_set(TARGET_KILL))
+ {
+ msg_print("Target Selected.");
+ }
+
+ /* Target aborted */
+ else
+ {
+ msg_print("Target Aborted.");
+ }
+}
+
+
+
+/*
+ * Look command
+ */
+void do_cmd_look(void)
+{
+ /* Look around */
+ if (target_set(TARGET_LOOK))
+ {
+ msg_print("Target Selected.");
+ }
+}
+
+
+
+/*
+ * Allow the player to examine other sectors on the map
+ */
+void do_cmd_locate(void)
+{
+ int dir, y1, x1, y2, x2;
+ int panel_hgt, panel_wid;
+ char tmp_val[80];
+ char out_val[160];
+
+
+ /* Retrieve size of the Angband window */
+ Term_get_size(&panel_wid, &panel_hgt);
+
+ /* Calcurate size of the dungeon map area */
+ panel_hgt = (panel_hgt - (ROW_MAP + 1)) / 2;
+ panel_wid = (panel_wid - (COL_MAP + 1)) / 2;
+
+ /* Start at current panel */
+ y2 = y1 = panel_row_min;
+ x2 = x1 = panel_col_min;
+
+ /* Show panels until done */
+ while (1)
+ {
+ /* Describe the location */
+ if ((y2 == y1) && (x2 == x1))
+ {
+ tmp_val[0] = '\0';
+ }
+ else
+ {
+ strnfmt(tmp_val, 80, "%s%s of",
+ ((y2 < y1) ? " North" : (y2 > y1) ? " South" : ""),
+ ((x2 < x1) ? " West" : (x2 > x1) ? " East" : ""));
+ }
+
+ /* Prepare to ask which way to look */
+ if ((panel_hgt == PANEL_HGT) && (panel_wid == PANEL_WID))
+ {
+ /* Avoid surprising the standard screen users */
+ strnfmt(out_val, 160,
+ "Map sector [%d,%d], which is%s your sector. Direction?",
+ y2 / panel_hgt, x2 / panel_wid, tmp_val);
+ }
+
+ /* Big screen */
+ else
+ {
+ /* Panels are measured by current map area size */
+ strnfmt(out_val, 160,
+ "Map sector [%d(%02d),%d(%02d)], which is%s your sector. Direction?",
+ y2 / panel_hgt, y2 % panel_hgt,
+ x2 / panel_wid, x2 % panel_wid, tmp_val);
+ }
+
+ /* Assume no direction */
+ dir = 0;
+
+ /* Get a direction */
+ while (!dir)
+ {
+ char ch;
+
+ /* Get a command (or cancel) */
+ if (!get_com(out_val, &ch)) break;
+
+ /* Extract the action (if any) */
+ dir = get_keymap_dir(ch);
+
+ /* Error */
+ if (!dir) bell();
+ }
+
+ /* No direction */
+ if (!dir) break;
+
+ /* Apply the motion */
+ if (change_panel(ddy[dir], ddx[dir]))
+ {
+ y2 = panel_row_min;
+ x2 = panel_col_min;
+ }
+ }
+
+ /* Recenter the map around the player */
+ verify_panel();
+
+ /* Update stuff */
+ p_ptr->update |= (PU_MONSTERS);
+
+ /* Redraw map */
+ p_ptr->redraw |= (PR_MAP);
+
+ /* Window stuff */
+ p_ptr->window |= (PW_OVERHEAD);
+
+ /* Handle stuff */
+ handle_stuff();
+}
+
+
+
+
+
+
+/*
+ * The table of "symbol info" -- each entry is a string of the form
+ * "X:desc" where "X" is the trigger, and "desc" is the "info".
+ */
+static cptr ident_info[] =
+{
+ " :A dark grid",
+ "!:A potion (or oil)",
+ "\":An amulet (or necklace)",
+ "#:A wall (or secret door)",
+ "$:Treasure (gold or gems)",
+ "%:A vein (magma or quartz)",
+ /* "&:unused", */
+ "':An open door",
+ "(:Soft armor",
+ "):A shield",
+ "*:A vein with treasure",
+ "+:A closed door",
+ ",:Food (or mushroom patch)",
+ "-:A wand (or rod)",
+ ".:Floor",
+ "/:A polearm (Axe/Pike/etc)",
+ "0:An altar",
+ "1:Entrance to General Store",
+ "2:Entrance to Armory",
+ "3:Entrance to Weaponsmith",
+ "4:Entrance to Temple",
+ "5:Entrance to Alchemy shop",
+ "6:Entrance to Magic store",
+ "7:Entrance to Black Market",
+ "8:Entrance to your home",
+ "9:Entrance to Bookstore",
+ "::Rubble",
+ ";:A glyph of warding / explosive rune",
+ "<:An up staircase",
+ "=:A ring",
+ ">:A down staircase",
+ "?:A scroll",
+ "@:You",
+ "A:Angel",
+ "B:Bird",
+ "C:Canine",
+ "D:Ancient Dragon/Wyrm",
+ "E:Elemental",
+ "F:Dragon Fly",
+ "G:Ghost",
+ "H:Hybrid",
+ "I:Insect",
+ "J:Snake",
+ "K:Killer Beetle",
+ "L:Lich",
+ "M:Multi-Headed Reptile",
+ /* "N:unused", */
+ "O:Ogre",
+ "P:Giant Humanoid",
+ "Q:Quylthulg (Pulsing Flesh Mound)",
+ "R:Reptile/Amphibian",
+ "S:Spider/Scorpion/Tick",
+ "T:Troll",
+ "U:Major Demon",
+ "V:Vampire",
+ "W:Wight/Wraith/etc",
+ "X:Xorn/Xaren/etc",
+ "Y:Yeti",
+ "Z:Zephyr Hound",
+ "[:Hard armor",
+ "\\:A hafted weapon (mace/whip/etc)",
+ "]:Misc. armor",
+ "^:A trap",
+ "_:A staff",
+ /* "`:unused", */
+ "a:Ant",
+ "b:Bat",
+ "c:Centipede",
+ "d:Dragon",
+ "e:Floating Eye",
+ "f:Feline",
+ "g:Golem",
+ "h:Hobbit/Elf/Dwarf",
+ "i:Icky Thing",
+ "j:Jelly",
+ "k:Kobold",
+ "l:Louse",
+ "m:Mold",
+ "n:Naga",
+ "o:Orc",
+ "p:Person/Human",
+ "q:Quadruped",
+ "r:Rodent",
+ "s:Skeleton",
+ "t:Townsperson",
+ "u:Minor Demon",
+ "v:Vortex",
+ "w:Worm/Worm-Mass",
+ /* "x:unused", */
+ "y:Yeek",
+ "z:Zombie/Mummy",
+ "{:A missile (arrow/bolt/shot)",
+ "|:An edged weapon (sword/dagger/etc)",
+ "}:A launcher (bow/crossbow/sling)",
+ "~:A tool (or miscellaneous item)",
+ NULL
+};
+
+
+
+/*
+ * Sorting hook -- Comp function -- see below
+ *
+ * We use "u" to point to array of monster indexes,
+ * and "v" to select the type of sorting to perform on "u".
+ */
+static bool_ ang_sort_comp_hook(vptr u, vptr v, int a, int b)
+{
+ u16b *who = (u16b*)(u);
+
+ u16b *why = (u16b*)(v);
+
+ int w1 = who[a];
+
+ int w2 = who[b];
+
+ int z1, z2;
+
+
+ /* Sort by player kills */
+ if (*why >= 4)
+ {
+ /* Extract player kills */
+ z1 = r_info[w1].r_pkills;
+ z2 = r_info[w2].r_pkills;
+
+ /* Compare player kills */
+ if (z1 < z2) return (TRUE);
+ if (z1 > z2) return (FALSE);
+ }
+
+
+ /* Sort by total kills */
+ if (*why >= 3)
+ {
+ /* Extract total kills */
+ z1 = r_info[w1].r_tkills;
+ z2 = r_info[w2].r_tkills;
+
+ /* Compare total kills */
+ if (z1 < z2) return (TRUE);
+ if (z1 > z2) return (FALSE);
+ }
+
+
+ /* Sort by monster level */
+ if (*why >= 2)
+ {
+ /* Extract levels */
+ z1 = r_info[w1].level;
+ z2 = r_info[w2].level;
+
+ /* Compare levels */
+ if (z1 < z2) return (TRUE);
+ if (z1 > z2) return (FALSE);
+ }
+
+
+ /* Sort by monster experience */
+ if (*why >= 1)
+ {
+ /* Extract experience */
+ z1 = r_info[w1].mexp;
+ z2 = r_info[w2].mexp;
+
+ /* Compare experience */
+ if (z1 < z2) return (TRUE);
+ if (z1 > z2) return (FALSE);
+ }
+
+
+ /* Compare indexes */
+ return (w1 <= w2);
+}
+
+
+/*
+ * Sorting hook -- Swap function -- see below
+ *
+ * We use "u" to point to array of monster indexes,
+ * and "v" to select the type of sorting to perform.
+ */
+static void ang_sort_swap_hook(vptr u, vptr v, int a, int b)
+{
+ u16b *who = (u16b*)(u);
+
+ u16b holder;
+
+
+ /* XXX XXX */
+ v = v ? v : 0;
+
+ /* Swap */
+ holder = who[a];
+ who[a] = who[b];
+ who[b] = holder;
+}
+
+
+
+/*
+ * Hack -- Display the "name" and "attr/chars" of a monster race
+ */
+static void roff_top(int r_idx)
+{
+ monster_race *r_ptr = &r_info[r_idx];
+
+ byte a1, a2;
+
+ char c1, c2;
+
+
+ /* Access the chars */
+ c1 = r_ptr->d_char;
+ c2 = r_ptr->x_char;
+
+ /* Access the attrs */
+ a1 = r_ptr->d_attr;
+ a2 = r_ptr->x_attr;
+
+
+ /* Clear the top line */
+ Term_erase(0, 0, 255);
+
+ /* Reset the cursor */
+ Term_gotoxy(0, 0);
+
+ /* A title (use "The" for non-uniques) */
+ if (!(r_ptr->flags1 & (RF1_UNIQUE)))
+ {
+ Term_addstr( -1, TERM_WHITE, "The ");
+ }
+
+ /* Dump the name */
+ Term_addstr( -1, TERM_WHITE, (r_name + r_ptr->name));
+
+ /* Append the "standard" attr/char info */
+ Term_addstr( -1, TERM_WHITE, " ('");
+ Term_addch(a1, c1);
+ if (use_bigtile && (a1 & 0x80)) Term_addch(255, 255);
+ Term_addstr( -1, TERM_WHITE, "')");
+
+ /* Append the "optional" attr/char info */
+ Term_addstr( -1, TERM_WHITE, "/('");
+ Term_addch(a2, c2);
+ if (use_bigtile && (a2 & 0x80)) Term_addch(255, 255);
+ Term_addstr( -1, TERM_WHITE, "'):");
+}
+
+
+/*
+ * Identify a character, allow recall of monsters
+ *
+ * Several "special" responses recall "multiple" monsters:
+ * ^A (all monsters)
+ * ^U (all unique monsters)
+ * ^N (all non-unique monsters)
+ * ^M (case insensitive name search)
+ *
+ * The responses may be sorted in several ways, see below.
+ *
+ * Note that the player ghosts are ignored. XXX XXX XXX
+ */
+void do_cmd_query_symbol(void)
+{
+ int i, n, r_idx;
+
+ char sym, query;
+
+ char buf[128];
+
+
+ bool_ all = FALSE;
+
+ bool_ uniq = FALSE;
+
+ bool_ norm = FALSE;
+
+
+ bool_ name = FALSE;
+
+ char temp[80] = "";
+
+
+ bool_ recall = FALSE;
+
+
+ u16b why = 0;
+
+ u16b *who;
+
+
+ /* Get a character, or abort */
+ if (!get_com("Enter character to be identified, "
+ "or (Ctrl-A, Ctrl-U, Ctrl-N, Ctrl-M):", &sym)) return;
+
+ /* Find that character info, and describe it */
+ for (i = 0; ident_info[i]; ++i)
+ {
+ if (sym == ident_info[i][0]) break;
+ }
+
+ /* Describe */
+ if (sym == KTRL('A'))
+ {
+ all = TRUE;
+ strcpy(buf, "Full monster list.");
+ }
+ else if (sym == KTRL('U'))
+ {
+ all = uniq = TRUE;
+ strcpy(buf, "Unique monster list.");
+ }
+ else if (sym == KTRL('N'))
+ {
+ all = norm = TRUE;
+ strcpy(buf, "Non-unique monster list.");
+ }
+ else if (sym == KTRL('M'))
+ {
+ all = name = TRUE;
+ if (!get_string("Name:", temp, 70)) return;
+ strnfmt(buf, 128, "Monsters with a name \"%s\"", temp);
+ strlower(temp);
+ }
+ else if (ident_info[i])
+ {
+ strnfmt(buf, 128, "%c - %s.", sym, ident_info[i] + 2);
+ }
+ else
+ {
+ strnfmt(buf, 128, "%c - %s.", sym, "Unknown Symbol");
+ }
+
+ /* Display the result */
+ prt(buf, 0, 0);
+
+ /* Allocate the "who" array */
+ C_MAKE(who, max_r_idx, u16b);
+
+ /* Collect matching monsters */
+ for (n = 0, i = 1; i < max_r_idx; i++)
+ {
+ monster_race *r_ptr = &r_info[i];
+
+ /* Nothing to recall */
+ if (!cheat_know && !r_ptr->r_sights) continue;
+
+ /* Require non-unique monsters if needed */
+ if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
+
+ /* Require unique monsters if needed */
+ if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
+
+ /* Require monsters with the name requested if needed */
+ if (name)
+ {
+ char mon_name[80];
+
+ strcpy(mon_name, r_name + r_ptr->name);
+ strlower(mon_name);
+
+ if (!strstr(mon_name, temp)) continue;
+ }
+
+ /* Collect "appropriate" monsters */
+ if (all || (r_ptr->d_char == sym)) who[n++] = i;
+ }
+
+ /* Nothing to recall */
+ if (!n)
+ {
+ /* Free the "who" array */
+ C_KILL(who, max_r_idx, u16b);
+
+ return;
+ }
+
+
+ /* Prompt XXX XXX XXX */
+ put_str("Recall details? (k/p/y/n): ", 0, 40);
+
+ /* Query */
+ query = inkey();
+
+ /* Restore */
+ prt(buf, 0, 0);
+
+
+ /* Sort by kills (and level) */
+ if (query == 'k')
+ {
+ why = 4;
+ query = 'y';
+ }
+
+ /* Sort by level */
+ if (query == 'p')
+ {
+ why = 2;
+ query = 'y';
+ }
+
+ /* Catch "escape" */
+ if (query != 'y')
+ {
+ /* Free the "who" array */
+ C_KILL(who, max_r_idx, u16b);
+
+ return;
+ }
+
+
+ /* Sort if needed */
+ if (why)
+ {
+ /* Select the sort method */
+ ang_sort_comp = ang_sort_comp_hook;
+ ang_sort_swap = ang_sort_swap_hook;
+
+ /* Sort the array */
+ ang_sort(who, &why, n);
+ }
+
+
+ /* Start at the end */
+ i = n - 1;
+
+ /* Scan the monster memory */
+ while (1)
+ {
+ /* Extract a race */
+ r_idx = who[i];
+
+ /* Hack -- Auto-recall */
+ monster_race_track(r_idx, 0);
+
+ /* Hack -- Handle stuff */
+ handle_stuff();
+
+ /* Hack -- Begin the prompt */
+ roff_top(r_idx);
+
+ /* Hack -- Complete the prompt */
+ Term_addstr( -1, TERM_WHITE, " [(r)ecall, ESC]");
+
+ /* Interact */
+ while (1)
+ {
+ /* Recall */
+ if (recall)
+ {
+ /* Save the screen */
+ character_icky = TRUE;
+ Term_save();
+
+ /* Recall on screen */
+ screen_roff(who[i], 0, 0);
+
+ /* Hack -- Complete the prompt (again) */
+ Term_addstr( -1, TERM_WHITE, " [(r)ecall, ESC]");
+ }
+
+ /* Command */
+ query = inkey();
+
+ /* Unrecall */
+ if (recall)
+ {
+ /* Restore */
+ Term_load();
+ character_icky = FALSE;
+ }
+
+ /* Normal commands */
+ if (query != 'r') break;
+
+ /* Toggle recall */
+ recall = !recall;
+ }
+
+ /* Stop scanning */
+ if (query == ESCAPE) break;
+
+ /* Move to "prev" monster */
+ if (query == '-')
+ {
+ if (++i == n)
+ {
+ i = 0;
+ if (!expand_list) break;
+ }
+ }
+
+ /* Move to "next" monster */
+ else
+ {
+ if (i-- == 0)
+ {
+ i = n - 1;
+ if (!expand_list) break;
+ }
+ }
+ }
+
+ /* Re-display the identity */
+ prt(buf, 0, 0);
+
+ /* Free the "who" array */
+ C_KILL(who, max_r_idx, u16b);
+}
+
+
+/*
+ * research_mon
+ * -KMW-
+ */
+bool_ research_mon()
+{
+ int i, n, r_idx;
+
+ char sym, query;
+
+ char buf[128];
+
+
+ s16b oldkills;
+
+ byte oldwake;
+
+ bool_ oldcheat;
+
+
+ bool_ all = FALSE;
+
+ bool_ uniq = FALSE;
+
+ bool_ norm = FALSE;
+
+ bool_ notpicked;
+
+
+ bool_ recall = FALSE;
+
+ u16b why = 0;
+
+ monster_race *r2_ptr;
+
+ u16b *who;
+
+
+ /* Hack -- Remember "cheat_know" flag */
+ oldcheat = cheat_know;
+
+
+ /* Get a character, or abort */
+ if (!get_com("Enter character of monster: ", &sym)) return (TRUE);
+
+ /* Allocate the "who" array */
+ C_MAKE(who, max_r_idx, u16b);
+
+ /* Find that character info, and describe it */
+ for (i = 0; ident_info[i]; ++i)
+ {
+ if (sym == ident_info[i][0]) break;
+ }
+
+ if (ident_info[i])
+ {
+ strnfmt(buf, 128, "%c - %s.", sym, ident_info[i] + 2);
+ }
+ else
+ {
+ strnfmt(buf, 128, "%c - %s.", sym, "Unknown Symbol");
+ }
+
+ /* Display the result */
+ prt(buf, 16, 10);
+
+
+ /* Collect matching monsters */
+ for (n = 0, i = 1; i < max_r_idx; i++)
+ {
+ monster_race *r_ptr = &r_info[i];
+
+ /* Hack -- Force "cheat_know" */
+ cheat_know = TRUE;
+
+ /* Nothing to recall */
+ if (!cheat_know && !r_ptr->r_sights) continue;
+
+ /* Require non-unique monsters if needed */
+ if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
+
+ /* Require unique monsters if needed */
+ if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
+
+ /* Collect "appropriate" monsters */
+ if (all || (r_ptr->d_char == sym)) who[n++] = i;
+ }
+
+ /* Nothing to recall */
+ if (!n)
+ {
+ /* Free the "who" array */
+ C_KILL(who, max_r_idx, u16b);
+
+ /* Restore the "cheat_know" flag */
+ cheat_know = oldcheat;
+
+ return (TRUE);
+ }
+
+
+ /* Sort by level */
+ why = 2;
+ query = 'y';
+
+ /* Sort if needed */
+ if (why)
+ {
+ /* Select the sort method */
+ ang_sort_comp = ang_sort_comp_hook;
+ ang_sort_swap = ang_sort_swap_hook;
+
+ /* Sort the array */
+ ang_sort(who, &why, n);
+ }
+
+
+ /* Start at the end */
+ i = n - 1;
+
+ notpicked = TRUE;
+
+ /* Scan the monster memory */
+ while (notpicked)
+ {
+ /* Extract a race */
+ r_idx = who[i];
+
+ /* Hack -- Auto-recall */
+ monster_race_track(r_idx, 0);
+
+ /* Hack -- Handle stuff */
+ handle_stuff();
+
+ /* Hack -- Begin the prompt */
+ roff_top(r_idx);
+
+ /* Hack -- Complete the prompt */
+ Term_addstr( -1, TERM_WHITE, " [(r)ecall, ESC, space to continue]");
+
+ /* Interact */
+ while (1)
+ {
+ /* Recall */
+ if (recall)
+ {
+ /* Save the screen */
+ character_icky = TRUE;
+ Term_save();
+
+ /* Recall on screen */
+ r2_ptr = &r_info[r_idx];
+
+ oldkills = r2_ptr->r_tkills;
+ oldwake = r2_ptr->r_wake;
+ screen_roff(who[i], 0, 1);
+ r2_ptr->r_tkills = oldkills;
+ r2_ptr->r_wake = oldwake;
+ r2_ptr->r_sights = 1;
+ cheat_know = oldcheat;
+ notpicked = FALSE;
+ break;
+
+ }
+
+ /* Command */
+ query = inkey();
+
+ /* Unrecall */
+ if (recall)
+ {
+ /* Restore */
+ Term_load();
+ character_icky = FALSE;
+ }
+
+ /* Normal commands */
+ if (query != 'r') break;
+
+ /* Toggle recall */
+ recall = !recall;
+ }
+
+ /* Stop scanning */
+ if (query == ESCAPE) break;
+
+ /* Move to "prev" monster */
+ if (query == '-')
+ {
+ if (++i == n)
+ {
+ i = 0;
+ if (!expand_list) break;
+ }
+ }
+
+ /* Move to "next" monster */
+ else
+ {
+ if (i-- == 0)
+ {
+ i = n - 1;
+ if (!expand_list) break;
+ }
+ }
+ }
+
+
+ /* Re-display the identity */
+ /* prt(buf, 5, 5);*/
+
+ /* Free the "who" array */
+ C_KILL(who, max_r_idx, u16b);
+
+ /* Restore the "cheat_know" flag */
+ cheat_know = oldcheat;
+
+ return (notpicked);
+}
+
+
+/*
+ * Try to "sense" the grid's mana
+ */
+bool_ do_cmd_sense_grid_mana()
+{
+ int chance, i;
+
+
+ /* Take (a lot of) time */
+ energy_use = 200;
+
+ /* Base chance of success */
+ chance = p_ptr->skill_dev;
+
+ /* Confusion hurts skill */
+ if (p_ptr->confused) chance = chance / 2;
+
+ /* Hight mana grids are harder */
+ chance = chance - (cave[p_ptr->py][p_ptr->px].mana / 10);
+
+ /* Give everyone a (slight) chance */
+ if ((chance < USE_DEVICE) && (rand_int(USE_DEVICE - chance + 1) == 0))
+ {
+ chance = USE_DEVICE;
+ }
+
+ /* Roll for usage */
+ if ((chance < USE_DEVICE) || (randint(chance) < USE_DEVICE))
+ {
+ if (flush_failure) flush();
+ msg_print("You failed to sense the grid's mana.");
+ sound(SOUND_FAIL);
+ return FALSE;
+ }
+
+ /* Try to give an "average" value */
+ i = (101 - p_ptr->skill_dev) / 2;
+ i = (i < 1) ? 1 : (i > 50) ? 50 : i;
+
+ if (wizard)
+ {
+ msg_format("Grid's mana: %d.", cave[p_ptr->py][p_ptr->px].mana);
+ msg_format("Average grid's mana: %d.", (cave[p_ptr->py][p_ptr->px].mana / i) * i);
+ }
+ else
+ {
+ msg_format("Average Area's mana: %d", (cave[p_ptr->py][p_ptr->px].mana / i) * i);
+ }
+ return TRUE;
+}
+
+
+/*
+ * Calculate the weight of the portable holes
+ */
+s32b portable_hole_weight(void)
+{
+ s32b weight, i;
+
+ store_type *st_ptr = &town_info[TOWN_RANDOM].store[STORE_HOME];
+
+
+ /* Sum the objects in the appropriate home */
+ for (i = 0, weight = 0; i < st_ptr->stock_num; i++)
+ {
+ object_type *o_ptr = &st_ptr->stock[i];
+
+ weight += (o_ptr->weight * o_ptr->number);
+ }
+
+ /* Multiply the sum with 1.5 */
+ weight = (weight * 3) / 2 + 2;
+
+ return (weight);
+}
+
+
+/*
+ * Calculate and set the weight of the portable holes
+ */
+void set_portable_hole_weight(void)
+{
+ s32b weight, i, j;
+
+ /* Calculate the weight of items in home */
+ weight = portable_hole_weight();
+
+ /* Set the weight of portable holes in the shops, ... */
+ for (i = 1; i < max_towns; i++)
+ {
+ for (j = 0; j < max_st_idx; j++)
+ {
+ store_type *st_ptr = &town_info[i].store[j];
+ int k;
+
+ for (k = 0; k < st_ptr->stock_num; k++)
+ {
+ object_type *o_ptr = &st_ptr->stock[k];
+
+ if ((o_ptr->tval == TV_TOOL) &&
+ (o_ptr->sval == SV_PORTABLE_HOLE))
+ o_ptr->weight = weight;
+ }
+ }
+ }
+
+ /* ... in the object list, ... */
+ for (i = 1; i < o_max; i++)
+ {
+ object_type *o_ptr = &o_list[i];
+
+ if ((o_ptr->tval == TV_TOOL) &&
+ (o_ptr->sval == SV_PORTABLE_HOLE)) o_ptr->weight = weight;
+ }
+
+ /* ... and in the p_ptr->inventory to the appropriate value */
+ for (i = 0; i < INVEN_TOTAL; i++)
+ {
+ object_type *o_ptr = &p_ptr->inventory[i];
+
+ /* Skip non-objects */
+ if ((o_ptr->tval == TV_TOOL) &&
+ (o_ptr->sval == SV_PORTABLE_HOLE)) o_ptr->weight = weight;
+ }
+}
+
+
+/*
+ * Use a portable hole
+ */
+void do_cmd_portable_hole(void)
+{
+ cave_type *c_ptr = &cave[p_ptr->py][p_ptr->px];
+
+ int feat, special, town_num;
+
+ /* Is it currently wielded? */
+ if (!p_ptr->inventory[INVEN_TOOL].k_idx ||
+ (p_ptr->inventory[INVEN_TOOL].tval != TV_TOOL) ||
+ (p_ptr->inventory[INVEN_TOOL].sval != SV_PORTABLE_HOLE))
+ {
+ /* No, it isn't */
+ msg_print("You have to wield a portable hole to use your abilities");
+ return;
+ }
+
+ /* Mega-hack: Saving the old values, and then... */
+ feat = c_ptr->feat;
+ special = c_ptr->special;
+ town_num = p_ptr->town_num;
+
+ /* ... change the current grid to the home in town #1 */
+ /* DG -- use the first random town, since random towns cannot have houses */
+ /*
+ * pelpel -- This doesn't affect LoS, so we can manipulate
+ * terrain feature without calling cave_set_feat()
+ */
+ c_ptr->feat = FEAT_SHOP;
+ c_ptr->special = STORE_HOME;
+ p_ptr->town_num = TOWN_RANDOM;
+
+ /* Now use the portable hole */
+ do_cmd_store();
+
+ /* Mega-hack part II: change the current grid to the original value */
+ c_ptr->feat = feat;
+ c_ptr->special = special;
+ p_ptr->town_num = town_num;
+
+ set_portable_hole_weight();
+
+ /* Recalculate bonuses */
+ p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
+ p_ptr->update |= (PU_BONUS);
+}
+
+
+/*
+ * Try to add a CLI action.
+ */
+void cli_add(cptr active, cptr trigger, cptr descr)
+{
+ s16b num;
+ cli_comm *cli_ptr, *old_ptr;
+
+ /* Too many macros. */
+ if (cli_total >= CLI_MAX) return;
+
+ /* First try to read active as a number. */
+ if (strtol(active, 0, 0))
+ {
+ num = strtol(active, 0, 0);
+ }
+ /* Then try to read it as a character. */
+ else if (strlen(active) == 1)
+ {
+ num = active[0];
+ }
+ /* Give up if it doesn't work. */
+ else
+ {
+ return;
+ }
+
+ /* Dump the macro. */
+ cli_ptr = cli_info + cli_total;
+ old_ptr = cli_info + cli_total - 1;
+
+ /*
+ * Trim 's from the ends of a token. This turns '@' into @ and
+ * ''' into '. This may be the intent of the code in tokenize(),
+ * but I've left it for lack of comments to back me up.
+ */
+ if (strchr(trigger, '\''))
+ {
+ char temp[80], *t;
+ cptr s;
+ for (s = trigger, t = temp; ; s++, t++)
+ {
+ /* tokenize() causes each ' to be followed by another character,
+ * and then another '. Trim the 's here. */
+ if (*s == '\'')
+ {
+ *t = *(++s);
+ s++;
+ }
+ else
+ {
+ *t = *s;
+ }
+ if (*t == '\0') break;
+ }
+ cli_ptr->comm = string_make(temp);
+ }
+ else
+ {
+ cli_ptr->comm = string_make(trigger);
+ }
+
+ /* First try copying everything across. */
+ cli_ptr->key = num;
+ cli_ptr->descrip = string_make(descr);
+
+ /* Take description for the previous record if appropriate. */
+ if ((cli_total > 0) && (old_ptr->key == cli_ptr->key) && (cli_ptr->descrip == 0))
+ {
+ cli_ptr->descrip = old_ptr->descrip;
+ }
+
+ /* Accept the macro. */
+ if (cli_ptr->key && cli_ptr->comm && cli_ptr->descrip) cli_total++;
+}
+
+
+
+/*
+ * Get a string using CLI completion.
+ */
+bool_ get_string_cli(cptr prompt, char *buf, int len)
+{
+ bool_ res;
+
+
+ /* Paranoia XXX XXX XXX */
+ msg_print(NULL);
+
+ /* Display prompt */
+ prt(prompt, 0, 0);
+
+ /* Ask the user for a string */
+ askfor_aux_complete = TRUE;
+ res = askfor_aux(buf, len);
+ askfor_aux_complete = FALSE;
+
+ /* Clear prompt */
+ prt("", 0, 0);
+
+ /* Result */
+ return (res);
+}
+
+
+/*
+ * Do a command line command
+ *
+ * This is a wrapper around process command to provide a "reverse keymap"
+ * whereby a set of keypresses is mapped to one.
+ *
+ * This is useful because command_cmd is a s16b, and so allows each command a
+ * unique representation.
+ *
+ * See defines.h for a list of the codes used.
+ */
+void do_cmd_cli(void)
+{
+ char buff[80];
+
+ cli_comm *cli_ptr;
+
+ /* Clear the input buffer */
+ strcpy(buff, "");
+
+ /* Accept command */
+ if (!get_string_cli("Command: ", buff, 30)) return;
+
+
+ /* Analyse the input */
+ for (cli_ptr = cli_info; cli_ptr->comm; cli_ptr++)
+ {
+ if (!strcmp(buff, cli_ptr->comm))
+ {
+ /* Process the command without keymaps or macros. */
+ command_new = cli_ptr->key;
+ return;
+ }
+ }
+
+ msg_format("No such command: %s", buff);
+}
+
+
+/*
+ * Display on-line help for the CLI commands
+ */
+void do_cmd_cli_help()
+{
+ int i, j;
+
+ FILE *fff;
+
+ char file_name[1024];
+
+
+ /* Temporary file */
+ if (path_temp(file_name, 1024)) return;
+
+ /* Open a new file */
+ fff = my_fopen(file_name, "w");
+
+ for (i = 0, j = -1; i < cli_total; i++)
+ {
+ if (j < i - 1) fprintf(fff, "/");
+ fprintf(fff, "[[[[[G%s]", cli_info[i].comm);
+ if (cli_info[i].descrip != cli_info[i + 1].descrip)
+ {
+ fprintf(fff, " %s\n", cli_info[i].descrip);
+ j = i;
+ }
+ }
+
+ /* Close the file */
+ my_fclose(fff);
+
+ /* Enter "icky" mode */
+ character_icky = TRUE;
+
+ /* Save the screen */
+ Term_save();
+
+ /* Display the file contents */
+ show_file(file_name, "Command line help", 0, 0);
+
+ /* Restore the screen */
+ Term_load();
+
+ /* Leave "icky" mode */
+ character_icky = FALSE;
+
+ /* Remove the file */
+ fd_kill(file_name);
+}
+
+
+/*
+ * Dump screen shot in HTML
+ */
+void do_cmd_html_dump()
+{
+ char tmp_val[81];
+ bool_ html = TRUE;
+ term_win *save;
+
+ /* Save the screen */
+ save = Term_save_to();
+
+ if (wizard && get_check("WIZARD MODE: Do an help file dump?"))
+ html = FALSE;
+
+ /* Ask for a file */
+ if (html)
+ {
+ strcpy(tmp_val, "dummy.htm");
+ if (!get_string("File(you can post it to http://angband.oook.cz/): ", tmp_val, 80))
+ {
+ /* Now restore the screen to initial state */
+ Term_load_from(save, TRUE);
+ Term_fresh();
+ return;
+ }
+ }
+ else
+ {
+ strcpy(tmp_val, "dummy.txt");
+ if (!get_string("File: ", tmp_val, 80))
+ {
+ /* Now restore the screen to initial state */
+ Term_load_from(save, TRUE);
+ Term_fresh();
+ return;
+ }
+ }
+
+ /* Now restore the screen to dump it */
+ Term_load_from(save, TRUE);
+
+ if (html)
+ html_screenshot(tmp_val);
+ else
+ help_file_screenshot(tmp_val);
+
+ Term_erase(0, 0, 255);
+ msg_print("Dump saved.");
+ Term_fresh();
+ fix_message();
+}