summaryrefslogtreecommitdiffstats
path: root/crawl-ref/source/command.cc
blob: 1d1a07e6a7d7d1fce9f2e7e570501bf4cfd9985b (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
/*
 *  File:       command.cc
 *  Summary:    Misc commands.
 *  Written by: Linley Henzell
 *
 *  Modified for Crawl Reference by $Author$ on $Date$
 *
 *  Change History (most recent first):
 *
 *      <4>     10/12/99        BCR             BUILD_DATE is now used in version()
 *      <3>     6/13/99         BWR             New equipment listing commands
 *      <2>     5/20/99         BWR             Swapping inventory letters.
 *      <1>     -/--/--         LRH             Created
 */

#include "AppHdr.h"
#include "command.h"

#include <stdio.h>
#include <string.h>
#include <ctype.h>

#include "externs.h"

#include "abl-show.h"
#include "invent.h"
#include "itemname.h"
#include "item_use.h"
#include "items.h"
#include "libutil.h"
#include "menu.h"
#include "ouch.h"
#include "spl-cast.h"
#include "spl-util.h"
#include "stuff.h"
#include "version.h"
#include "view.h"

static void adjust_item(void);
static void adjust_spells(void);
static void adjust_ability(void);
static void list_wizard_commands();
#ifdef OBSOLETE_COMMAND_HELP
static const char *command_string( int i );
#endif
static const char *wizard_string( int i );

void quit_game(void)
{
    if (yesno("Really quit?", false, 'n'))
        ouch(INSTANT_DEATH, 0, KILLED_BY_QUITTING);
}                               // end quit_game()

static const char *features[] = {
    "",
    "Stash-tracking",

#ifdef CLUA_BINDINGS
    "Lua",
#endif

#if defined(REGEX_POSIX)
    "POSIX regexps",
#elif defined(REGEX_PCRE)
    "PCRE regexps",
#else
    "Glob patterns",
#endif
};

void version(void)
{
    mpr( "This is " CRAWL " " VERSION " (" BUILD_DATE ")." );
    
    std::string feats = "Features: ";
    for (int i = 1, size = sizeof features / sizeof *features; i < size; ++i)
    {
        if (i > 1)
            feats += ", ";
        feats += features[i];
    }
    mpr(feats.c_str());
}                               // end version()

void adjust(void)
{
    mpr( "Adjust (i)tems, (s)pells, or (a)bilities?", MSGCH_PROMPT );

    unsigned char keyin = tolower( get_ch() );

    if (keyin == 'i')
        adjust_item();
    else if (keyin == 's')
        adjust_spells();
    else if (keyin == 'a')
        adjust_ability();
    else if (keyin == ESCAPE)
        canned_msg( MSG_OK );
    else
        canned_msg( MSG_HUH );
}                               // end adjust()

void swap_inv_slots(int from_slot, int to_slot, bool verbose)
{
    // swap items
    item_def tmp = you.inv[to_slot];
    you.inv[to_slot] = you.inv[from_slot];
    you.inv[from_slot] = tmp;

    you.inv[from_slot].link = from_slot;
    you.inv[to_slot].link = to_slot;

    for (int i = 0; i < NUM_EQUIP; i++)
    {
        if (you.equip[i] == from_slot)
            you.equip[i] = to_slot;
        else if (you.equip[i] == to_slot)
            you.equip[i] = from_slot;
    }

    if (verbose)
    {
        char str_pass[ ITEMNAME_SIZE ];
        in_name( to_slot, DESC_INVENTORY_EQUIP, str_pass );
        mpr( str_pass );

        if (is_valid_item( you.inv[from_slot] ))
        {
            in_name( from_slot, DESC_INVENTORY_EQUIP, str_pass );
            mpr( str_pass );
        }
    }

    if (to_slot == you.equip[EQ_WEAPON] || from_slot == you.equip[EQ_WEAPON])
        you.wield_change = true;
}

static void adjust_item(void)
{
    int from_slot, to_slot;
    char str_pass[ ITEMNAME_SIZE ];

    if (inv_count() < 1)
    {
        canned_msg(MSG_NOTHING_CARRIED);
        return;
    }

    from_slot = prompt_invent_item( "Adjust which item?", MT_INVSELECT, -1 );
    if (from_slot == PROMPT_ABORT)
    {
        canned_msg( MSG_OK );
        return;
    }

    in_name( from_slot, DESC_INVENTORY_EQUIP, str_pass );
    mpr( str_pass );

    to_slot = prompt_invent_item(
                    "Adjust to which letter?", 
                    MT_INVSELECT, 
                    -1, 
                    false, 
                    false );
    if (to_slot == PROMPT_ABORT)
    {
        canned_msg( MSG_OK );
        return;
    }

    swap_inv_slots(from_slot, to_slot, true);
}                               // end adjust_item()

static void adjust_spells_cleanup(bool needs_redraw)
{
    if (needs_redraw)
        redraw_screen();
}

static void adjust_spells(void)
{
    unsigned char index_1, index_2;
    unsigned char nthing = 0;

    bool needs_redraw = false;

    if (!you.spell_no)
    {
        mpr("You don't know any spells.");
        return;
    }

  query:
    mpr("Adjust which spell?", MSGCH_PROMPT);

    unsigned char keyin = get_ch();

    if (keyin == '?' || keyin == '*')
    {
        if (keyin == '*' || keyin == '?')
        {
            nthing = list_spells();
            needs_redraw = true;
        }

        if (isalpha( nthing ) || nthing == ESCAPE)
            keyin = nthing;
        else
        {
            mesclr( true );
            goto query;
        }
    }

    if (keyin == ESCAPE)
    {
        adjust_spells_cleanup(needs_redraw);
        canned_msg( MSG_OK );
        return;
    }

    int input_1 = (int) keyin;

    if (!isalpha( input_1 ))
    {
        adjust_spells_cleanup(needs_redraw);
        mpr("You don't know that spell.");
        return;
    }

    index_1 = letter_to_index( input_1 );
    int spell = get_spell_by_letter( input_1 ); 

    if (spell == SPELL_NO_SPELL)
    {
        adjust_spells_cleanup(needs_redraw);
        mpr("You don't know that spell.");
        return;
    }

    // print out targeted spell:
    snprintf( info, INFO_SIZE, "%c - %s", input_1, spell_title( spell ) );
    mpr(info);

    mpr( "Adjust to which letter?", MSGCH_PROMPT );

    keyin = get_ch();

    if (keyin == '?' || keyin == '*')
    {
        if (keyin == '*' || keyin == '?')
        {
            nthing = list_spells();
            needs_redraw = true;
        }

        if (isalpha( nthing ) || nthing == ESCAPE)
            keyin = nthing;
        else
        {
            mesclr( true );
            goto query;
        }
    }

    if (keyin == ESCAPE)
    {
        adjust_spells_cleanup(needs_redraw);
        canned_msg( MSG_OK );
        return;
    }

    int input_2 = (int) keyin;

    if (!isalpha( input_2 ))
    {
        adjust_spells_cleanup(needs_redraw);
        mpr("What?");
        return;
    }

    adjust_spells_cleanup(needs_redraw);

    index_2 = letter_to_index( input_2 );

    // swap references in the letter table:
    int tmp = you.spell_letter_table[index_2];
    you.spell_letter_table[index_2] = you.spell_letter_table[index_1];
    you.spell_letter_table[index_1] = tmp;

    // print out spell in new slot (now at input_2)
    snprintf( info, INFO_SIZE, "%c - %s", input_2, 
              spell_title( get_spell_by_letter(input_2) ) );

    mpr(info);

    // print out other spell if one was involved (now at input_1)
    spell = get_spell_by_letter( input_1 );
    if (spell != SPELL_NO_SPELL)
    {
        snprintf( info, INFO_SIZE, "%c - %s", input_1, spell_title(spell) );
        mpr(info);
    }
}                               // end adjust_spells()

static void adjust_ability(void)
{
    unsigned char index_1, index_2;
    unsigned char nthing = 0;

    bool needs_redraw = false;

    if (!generate_abilities())
    {
        mpr( "You don't currently have any abilities." );
        return;
    }

  query:
    mpr( "Adjust which ability?", MSGCH_PROMPT );

    unsigned char keyin = get_ch();

    if (keyin == '?' || keyin == '*')
    {
        if (keyin == '*' || keyin == '?')
        {
            nthing = show_abilities();
            needs_redraw = true;
        }

        if (isalpha( nthing ) || nthing == ESCAPE)
            keyin = nthing;
        else
        {
            mesclr( true );
            goto query;
        }
    }

    if (keyin == ESCAPE)
    {
        adjust_spells_cleanup(needs_redraw);
        canned_msg( MSG_OK );
        return;
    }

    int input_1 = (int) keyin;

    if (!isalpha( input_1 ))
    {
        adjust_spells_cleanup(needs_redraw);
        mpr("You don't have that ability.");
        return;
    }

    index_1 = letter_to_index( input_1 );

    if (you.ability_letter_table[index_1] == ABIL_NON_ABILITY)
    {
        adjust_spells_cleanup(needs_redraw);
        mpr("You don't have that ability.");
        return;
    }

    // print out targeted spell:
    snprintf( info, INFO_SIZE, "%c - %s", input_1, 
              get_ability_name_by_index( index_1 ) );

    mpr(info);

    mpr( "Adjust to which letter?", MSGCH_PROMPT );

    keyin = get_ch();

    if (keyin == '?' || keyin == '*')
    {
        if (keyin == '*' || keyin == '?')
        {
            nthing = show_abilities();
            needs_redraw = true;
        }

        if (isalpha( nthing ) || nthing == ESCAPE)
            keyin = nthing;
        else
        {
            mesclr( true );
            goto query;
        }
    }

    if (keyin == ESCAPE)
    {
        adjust_spells_cleanup(needs_redraw);
        canned_msg( MSG_OK );
        return;
    }

    int input_2 = (int) keyin;

    if (!isalpha( input_2 ))
    {
        adjust_spells_cleanup(needs_redraw);
        mpr("What?");
        return;
    }

    adjust_spells_cleanup(needs_redraw);

    index_2 = letter_to_index( input_2 );

    // swap references in the letter table:
    int tmp = you.ability_letter_table[index_2];
    you.ability_letter_table[index_2] = you.ability_letter_table[index_1];
    you.ability_letter_table[index_1] = tmp;

    // Note:  the input_2/index_1 and input_1/index_2 here is intentional.
    // This is because nothing actually moves until generate_abilities is
    // called again... fortunately that has to be done everytime because
    // that's the silly way this system currently works.  -- bwr
    snprintf( info, INFO_SIZE, "%c - %s", input_2, 
              get_ability_name_by_index( index_1 ) );

    mpr(info);

    if (you.ability_letter_table[index_1] != ABIL_NON_ABILITY)
    {
        snprintf( info, INFO_SIZE, "%c - %s", input_1, 
                  get_ability_name_by_index( index_2 ) );
        mpr(info);
    }
}                               // end adjust_ability()

void list_armour(void)
{
    for (int i = EQ_CLOAK; i <= EQ_BODY_ARMOUR; i++)
    {
        int armour_id = you.equip[i];

        strcpy( info,
                (i == EQ_CLOAK)       ? "Cloak  " :
                (i == EQ_HELMET)      ? "Helmet " :
                (i == EQ_GLOVES)      ? "Gloves " :
                (i == EQ_SHIELD)      ? "Shield " :
                (i == EQ_BODY_ARMOUR) ? "Armour " :

                (i == EQ_BOOTS
                    && !(you.species == SP_CENTAUR || you.species == SP_NAGA))
                                      ? "Boots  " :
                (i == EQ_BOOTS
                    && (you.species == SP_CENTAUR || you.species == SP_NAGA))
                                      ? "Barding"
                                      : "unknown" );

        strcat(info, " : ");

        if (armour_id != -1)
        {
            char str_pass[ ITEMNAME_SIZE ];
            in_name(armour_id, DESC_INVENTORY, str_pass);
            strcat(info, str_pass);
        }
        else
        {
            strcat(info, "    none");
        }

        mpr( info, MSGCH_EQUIPMENT, menu_colour(info) );
    }
}                               // end list_armour()

void list_jewellery(void)
{
    for (int i = EQ_LEFT_RING; i <= EQ_AMULET; i++)
    {
        int jewellery_id = you.equip[i];

        strcpy( info, (i == EQ_LEFT_RING)  ? "Left ring " :
                      (i == EQ_RIGHT_RING) ? "Right ring" :
                      (i == EQ_AMULET)     ? "Amulet    "
                                           : "unknown   " );

        strcat(info, " : ");

        if (jewellery_id != -1)
        {
            char str_pass[ ITEMNAME_SIZE ];
            in_name(jewellery_id, DESC_INVENTORY, str_pass);
            strcat(info, str_pass);
        }
        else
        {
            strcat(info, "    none");
        }

        mpr( info, MSGCH_EQUIPMENT, menu_colour(info) );
    }
}                               // end list_jewellery()

void list_weapons(void)
{
    const int weapon_id = you.equip[EQ_WEAPON];

    // Output the current weapon
    //
    // Yes, this is already on the screen... I'm outputing it
    // for completeness and to avoid confusion.
    strcpy(info, "Current   : ");

    if (weapon_id != -1)
    {
        char str_pass[ ITEMNAME_SIZE ];
        in_name( weapon_id, DESC_INVENTORY_EQUIP, str_pass );
        strcat(info, str_pass);
    }
    else
    {
        if (you.attribute[ATTR_TRANSFORMATION] == TRAN_BLADE_HANDS)
            strcat(info, "    blade hands");
        else
            strcat(info, "    empty hands");
    }

    mpr(info, MSGCH_EQUIPMENT, menu_colour(info));

    // Print out the swap slots
    for (int i = 0; i <= 1; i++)
    {
        // We'll avoid repeating the current weapon for these slots,
        // in order to keep things clean.
        if (weapon_id == i)
            continue;

        strcpy(info, (i == 0) ? "Primary   : " : "Secondary : ");

        if (is_valid_item( you.inv[i] ))
        {
            char str_pass[ ITEMNAME_SIZE ];
            in_name(i, DESC_INVENTORY_EQUIP, str_pass);
            strcat(info, str_pass);
        }
        else
            strcat(info, "    none");

        mpr(info, MSGCH_EQUIPMENT, menu_colour(info));   // Output slot
    }

    // Now we print out the current default fire weapon
    strcpy(info, "Firing    : ");

    const int item = get_fire_item_index();

    if (item == ENDOFPACK)
        strcat(info, "    nothing");
    else
    {
        char str_pass[ ITEMNAME_SIZE ];
        in_name( item, DESC_INVENTORY_EQUIP, str_pass );
        strcat( info, str_pass );
    }

    mpr( info, MSGCH_EQUIPMENT, menu_colour(info) );
}                               // end list_weapons()

static int cmdhelp_keyfilter(int keyin)
{
    switch (keyin)
    {
    case CK_DOWN:
    case '+':
    case '=':
        return ('>');
    case CK_UP:
    case '-':
    case '_':
        return ('<');
    case 'x':
        return (CK_ESCAPE);
    default:
        return (keyin);
    }
}

static bool cmdhelp_textfilter(const std::string &tag)
{
#ifdef WIZARD
    if (tag == "wiz")
        return (true);
#endif
    return (false);
}

static const char *level_map_help = 
        "<h>Level Map ('<w>X</w><h>' in main screen):\n"
        "<w>Esc</w> : leave level map (also Space)\n"
        "<w>Dir.</w>: move cursor\n"
        "<w>/ Dir.</w>, <w>Shift-Dir.</w>: move cursor far\n"
        "<w>-</w>/<w>+</w> : scroll level map up/down\n"
        "<w>.</w>   : travel (also <w>Enter</w> and <w>,</w> and <w>;</w>)\n"
        "       (moves cursor to last travel\n"
        "       destination if still on @)\n"
        "<w><<</w>/<w>></w> : cycle through up/down stairs\n"
        "<w>^</w>   : cycle through traps\n"
        "<w>Tab</w> : cycle through shops and portals\n"
        "<w>X</w>   : cycle through travel eXclusions\n"
        "<w>W</w>   : cycle through waypoints\n"
        "<w>*</w>   : cycle forward through stashes\n"
        "<w>/</w>   : cycle backward through stashes\n"
        "<w>_</w>   : cycle through altars\n"
        "<w>Ctrl-X</w> : set travel eXclusion\n"
        "<w>Ctrl-E</w> : Erase all travel exclusions\n"
        "<w>Ctrl-W</w> : set Waypoint\n"
        "<w>Ctrl-C</w> : Clear level and main maps\n";

static const char *targeting_help =         
        "<h>Targeting (like zapping wands/spells):\n"
        "<w>Esc</w>  : stop targeting\n"
        "<w>Dir.</w> : shoots straight in that direction\n"
        "<w>p</w> : fires at Previous target (also <w>t</w>, <w>f</w>)\n"
        "<w>+</w> : cycle monsters forward (also <w>=</w>)\n"
        "<w>-</w> : cycle monsters backward\n"
	"<w>.</w> : fires at target (also <w>Enter</w> or <w>Del</w>)\n"
	"<w>></w> : fires at target and stops there\n"
        "<w>Ctrl-F</w> : toggles cycle mode\n"
        "<w>*</w> : enter manual targeting (where <w>Dir.</w>\n"
        "      moves the cursor and <w>.</w> etc. fire)\n"
        "<w>?</w> : describes monster under cursor\n";
            
static void show_keyhelp_menu(const std::vector<formatted_string> &lines)
{
    formatted_scroller cmd_help;
    
    // Set flags, and don't use easy exit.
    cmd_help.set_flags(MF_NOSELECT | MF_ALWAYS_SHOW_MORE | MF_NOWRAP, false);

    // FIXME: Allow for hiding Page down when at the end of the listing, ditto
    // for page up at start of listing.
    cmd_help.set_more(
            formatted_string::parse_string(
                "<cyan>[ + : Page down.   - : Page up."
                "                         Esc/x exits.]"));
    cmd_help.f_keyfilter = cmdhelp_keyfilter;

    for (unsigned i = 0; i < lines.size(); ++i )
        cmd_help.add_item_formatted_string(lines[i]);
    cmd_help.show();
}

void show_levelmap_help()
{
    std::vector<std::string> lines =
        split_string("\n", level_map_help, false, true);
    std::vector<formatted_string> formatted_lines;
    for (int i = 0, size = lines.size(); i < size; ++i)
        formatted_lines.push_back(
                formatted_string::parse_string(
                    lines[i], true, cmdhelp_textfilter));
    show_keyhelp_menu(formatted_lines);
}

void list_commands(bool wizard)
{
    if (wizard)
    {
        list_wizard_commands();
        return;
    }
        
    // 2 columns, split at column 40.
    column_composer cols(2, 41);
    // Page size is number of lines - one line for --more-- prompt.
    cols.set_pagesize(get_number_of_lines() - 1);

    cols.add_formatted(
            0,
            "<h>Movement:\n"
            "To move in a direction or to attack, use\n"
            "the numpad (try Numlock both off and on)\n"
            "or vi keys:\n"
            "              <w>1 2 3      y k u\n"
            "               \\|/        \\|/\n"
            "              <w>4</w>-5-<w>6</w>"
                              "      <w>h</w>-.-<w>l</w>\n"
            "               /|\\        /|\\\n"
            "              <w>7 8 9      b j n\n",
            true, true, cmdhelp_textfilter);

    cols.add_formatted(
            0,
            "<h>Rest/Search:\n"
            "<w>s</w> : rest one turn and search adjacent\n"
            "    squares (also <w>numpad-5</w>, <w>.</w>, <w>Del</w>)\n"
            "<w>5</w> : fully rest HP/MP or search; stop after \n"
            "    100 turns (also <w>Shift-numpad-5</w>)\n",
            true, true, cmdhelp_textfilter);

    cols.add_formatted(
            0,
            "<h>Extended Movement:\n"
            "<w>/ Dir.</w>, <w>Shift-Dir.</w>: long walk\n"
            "<w>* Dir.</w>, <w>Ctrl-Dir.</w> : untrap, attack\n"
            "           without move, open door\n"
            "<w>Ctrl-G</w> : interlevel travel\n"
            "<w>Ctrl-O</w> : auto-explore\n"
            "<w>Ctrl-W</w> : set Waypoint\n"
            "<w>Ctrl-F</w> : Find items\n",
            true, true, cmdhelp_textfilter);

    cols.add_formatted(
            0,
            "<h>Item Interaction (inventory):\n"
            "<w>i</w> : show Inventory list\n"
            "<w>v</w> : View item description\n"
            "<w>{</w> : inscribe item\n"
            "<w>t</w> : Throw/shoot an item\n"
            "<w>f</w> : Fire first available missile\n"
            "<w>e</w> : Eat food (but tries floor first)\n"
            "<w>q</w> : Quaff a potion\n"
            "<w>z</w> : Zap a wand\n"
            "<w>r</w> : Read a scroll or book\n"
            "<w>M</w> : Memorise a spell from a book\n"
            "<w>w</w> : Wield an item ( <w>-</w> for none)\n"
            "<w>'</w> : wield item a, or switch to b\n"
            "<w>E</w> : Evoke power of wielded item\n"
            "<w>W</w> : Wear armour\n"
            "<w>T</w> : Take off armour\n"
            "<w>P</w> : Put on jewellery\n"
            "<w>R</w> : Remove jewellery\n",
            true, true, cmdhelp_textfilter);

    cols.add_formatted(
            0,
            "<h>In-game Toggles:\n"
            "<w>Ctrl-A</w> : toggle Autopickup\n"
            "<w>Ctrl-V</w> : toggle auto-prayer\n"
            " \n"
            " \n"
            " \n",
            true, true, cmdhelp_textfilter);

    cols.add_formatted(
            0,
            level_map_help,
            true, true, cmdhelp_textfilter);

    cols.add_formatted(
            0,
            "<h>Item types (and common commands)\n"
            "<cyan>)</cyan> : hand weapons (<w>w</w>ield)\n"
            "<brown>(</brown> : missiles (<w>t</w>hrow or <w>f</w>ire)\n"
            "<cyan>[</cyan> : armour (<w>W</w>ear and <w>T</w>ake off)\n"
            "<brown>%</brown> : food and corpses (<w>e</w>at and <w>D</w>issect)\n"
            "<w>?</w> : scrolls (<w>r</w>ead)\n"
            "<magenta>!</magenta> : potions (<w>q</w>uaff)\n"
            "<blue>=</blue> : rings (<w>P</w>ut on and <w>R</w>emove)\n"
            "<red>\"</red> : amulets (<w>P</w>ut on and <w>R</w>emove)\n"
            "<lightgrey>/</lightgrey> : wands (<w>z</w>ap)\n"            
            "<lightcyan>+</lightcyan> : books (<w>r</w>ead, <w>M</w>emorise and <w>Z</w>ap)\n"   
            "<brown>\\</brown> : staves and rods (<w>w</w>ield and <w>E</w>voke)\n"
            "<lightgreen>}</lightgreen> : miscellaneous items (<w>E</w>voke)\n"
            "<lightmagenta>0</lightmagenta> : the Orb of Zot\n"
            "\n"
            "<yellow>$</yellow> : gold\n"
            " \n",
            true, true, cmdhelp_textfilter);

    cols.add_formatted(            
            0,
            "<h>Stash Management Commands:\n"
            "<w>Ctrl-F</w> : Find (in stashes and shops)\n"
            "\n"
            "Searching in stashes allows regular\n"
            "expressions, and terms like 'altar'\n"
            "or 'artifact' or 'long blades'.\n",
            true, true, cmdhelp_textfilter);

    cols.add_formatted(
            1,
            "<h>Game Saving and Quitting:\n"
            "<w>S</w> : Save game and exit \n"
            "<w>Q</w> : Quit without saving\n"
            "<w>Ctrl-X</w> : save game without query\n",
            true, true, cmdhelp_textfilter, 45);

    cols.add_formatted(
            1,
            "<h>Player Character Information:\n"
            "<w>@</w> : display character status\n"
            "<w>[</w> : display worn armour\n"
            "<w>(</w> : display current weapons (also <w>)</w>)\n"
            "<w>\"</w> : display worn jewellery\n"
            "<w>C</w> : display experience info\n"
            "<w>^</w> : show religion screen\n"
            "<w>A</w> : show Abilities/mutations\n"
            "<w>\\</w> : show item knowledge\n"
            "<w>m</w> : show skill screen\n"
            "<w>%</w> : show resistances\n",
            true, true, cmdhelp_textfilter,45);

    cols.add_formatted(
            1,
            "<h>Dungeon Interaction and Information:\n"
            "<w>o</w>/<w>c</w> : Open/Close door\n"
            "<w><<</w>/<w>></w> : use staircase (<w><<</w> enter shop)\n"
            "<w>;</w>   : examine occupied tile\n"
            "<w>x</w>   : eXamine surroundings/targets\n"
            "<w>X</w>   : eXamine level map\n"
            "<w>O</w>   : show dungeon Overview\n",
            true, true, cmdhelp_textfilter,45);

    cols.add_formatted(
            1,
            "<h>Item Interaction (floor):\n"
            "<w>,</w> : pick up items (also <w>g</w>) \n"
            "    (press twice for pick up menu) \n"
            "<w>d</w> : Drop an item\n"
            "<w>d#</w>: Drop exact number of items \n"
            "<w>D</w> : Dissect a corpse \n"
            "<w>e</w> : Eat food from floor \n",
            true, true, cmdhelp_textfilter);

    cols.add_formatted(
            1,
            "<h>Other Gameplay Actions:\n"
            "<w>a</w> : use special Ability\n"
            "<w>p</w> : Pray\n"
            "<w>Z</w> : cast a spell\n"
            "<w>!</w> : shout or command allies\n",
            true, true, cmdhelp_textfilter);

    cols.add_formatted(
            1,
            "<h>Non-Gameplay Commands / Info\n"
            "<w>V</w> : display Version information\n"
            "<w>Ctrl-P</w> : show Previous messages\n"
            "<w>Ctrl-R</w> : Redraw screen\n"
            "<w>Ctrl-C</w> : Clear main and level maps\n"
            "<w>#</w> : dump character to file\n"
            "<w>:</w> : add note to dump file\n"
            "<w>_</w> : show notes\n"
            "<w>~</w> : add macro\n"
            "<w>=</w> : reassign inventory/spell letters\n"
            " \n",
            true, true, cmdhelp_textfilter);

    cols.add_formatted(
            1,
            "<h>Examine Surroundings ('<w>x</w><h>' in main):\n"
            " <w>x</w>  : back to map (also <w>Esc</w> and <w>Space</w>)\n"
            " <w>+</w>  : cycle monsters forward (also <w>=</w>)\n"
            " <w>-</w>  : cycle monsters backward\n"
            " <w>*</w>  : cycle objects forward (also <w>'</w>)\n"
            " <w>/</w>  : cycle objects backward (also <w>;</w>)\n"
            " <w>_</w>  : cycle through altars\n"
            " <w>.</w>  : travel to cursor (also <w>Enter</w>)\n"
            " <w>?</w>  : describe monster under cursor\n"
            "<w><<</w>/<w>></w> : cycle through up/down stairs\n"
            "<w>Tab</w> : cycle dungeon features\n",
            true, true, cmdhelp_textfilter);

    cols.add_formatted(
            1,
            targeting_help,
            true, true, cmdhelp_textfilter);

    cols.add_formatted(            
            1,
            "<h>Shortcuts in Lists (like multidrop):\n"
            "<w>)</w> : selects hand weapons\n"
            "<w>(</w> : selects missiles\n"
            "<w>[</w> : selects armour\n"
            "<w>%</w> : selects food, <w>&</w> : selects carrion\n"
            "<w>?</w> : selects scrolls\n"
            "<w>!</w> : selects potions\n"
            "<w>=</w> : selects rings\n"
            "<w>\"</w> : selects amulets\n"
            "<w>/</w> : selects wands\n"
            "<w>+</w> : selects books\n"
            "<w>\\</w> : selects staves\n"
            "<w>}</w> : selects miscellaneous items\n"
            "Carry the Orb to the surface and win!\n"
            "<w>,</w> : global selection\n"
            "<w>-</w> : global deselection\n"
            "<w>*</w> : invert selection\n",
            true, true, cmdhelp_textfilter);

    cols.add_formatted(            
            1, 
            " \n"
            "Crawl usually considers every item it\n"
            "sees as a stash. When using a value\n"
            "different from <green>stash_tracking = all</green>, you\n"
            "can use <w>Ctrl-S</w> to manually declare\n"
            "stashes, and <w>Ctrl-E</w> to erase them.\n",
            true, true, cmdhelp_textfilter);
    
    show_keyhelp_menu(cols.formatted_lines());
}

static void list_wizard_commands()
{
    const char *line;
    int j = 0;

#ifdef DOS_TERM
    char buffer[4800];

    window(1, 1, 80, 25);
    gettext(1, 1, 80, 25, buffer);
#endif

    clrscr();

    // BCR - Set to screen length - 1 to display the "more" string
    int moreLength = (get_number_of_lines() - 1) * 2;

    for (int i = 0; i < 500; i++)
    {
        line = wizard_string( i );

        if (strlen( line ) != 0)
        {
            // BCR - If we've reached the end of the screen, clear
            if (j == moreLength)
            {
                gotoxy(2, j / 2 + 1);
                cprintf("More...");
                getch();
                clrscr();
                j = 0;
            }

            gotoxy( ((j % 2) ? 40 : 2), ((j / 2) + 1) );
            cprintf( "%s", line );

            j++;
        }
    }

    getch();

#ifdef DOS_TERM
    puttext(1, 1, 80, 25, buffer);
#endif

    return;
}                               // end list_commands()

static const char *wizard_string( int i )
{
    UNUSED( i );

#ifdef WIZARD
    return((i ==  10) ? "a    : acquirement"                  :
           (i ==  13) ? "A    : set all skills to level"      :
           (i ==  15) ? "b    : controlled blink"             :
           (i ==  20) ? "B    : banish yourself to the Abyss" :
           (i ==  30) ? "g    : add a skill"                  :
           (i ==  35) ? "G    : remove all monsters"          :
           (i ==  40) ? "h/H  : heal yourself (super-Heal)"   :
           (i ==  50) ? "i/I  : identify/unidentify inventory":
           (i ==  70) ? "l    : make entrance to labyrinth"   :
           (i ==  80) ? "m/M  : create monster by number/name":
           (i ==  90) ? "o/%  : create an object"             :
           (i == 100) ? "p    : make entrance to pandemonium" :
           (i == 110) ? "x    : gain an experience level"     :
           (i == 115) ? "r    : change character's species"   :
           (i == 120) ? "s    : gain 20000 skill points"      :
           (i == 130) ? "S    : set skill to level"           :
           (i == 140) ? "t    : tweak object properties"      :
           (i == 150) ? "X    : Receive a gift from Xom"      :
           (i == 160) ? "z/Z  : cast any spell by number/name":
           (i == 200) ? "$    : get 1000 gold"                :
           (i == 210) ? "</>  : create up/down staircase"     :
           (i == 220) ? "u/d  : shift up/down one level"      :
           (i == 230) ? "~/\"  : goto a level"                :
           (i == 240) ? "(    : create a feature"             :
           (i == 250) ? "]    : get a mutation"               :
           (i == 260) ? "[    : get a demonspawn mutation"    :
           (i == 270) ? ":    : find branch"                  :
           (i == 280) ? "{    : magic mapping"                :
           (i == 290) ? "^    : gain piety"                   :
           (i == 300) ? "_    : gain religion"                :
           (i == 310) ? "\'    : list items"                  :
           (i == 320) ? "?    : list wizard commands"         :
           (i == 330) ? "|    : acquire all unrand artefacts" :
           (i == 340) ? "+    : turn item into random artefact" :
           (i == 350) ? "=    : sum skill points"
                      : "");

#else
    return ("");
#endif
}                               // end wizard_string()

void browse_file( FILE* fp )
{
    menu_browser m;
    bool next_is_hotkey = false;
    char buf[200];
    while (fgets(buf, sizeof buf, fp))
    {
        MenuEntry* me = new MenuEntry(buf);
        if ( next_is_hotkey && isupper(buf[0]) )
        {
            me->add_hotkey(buf[0]);
            me->add_hotkey(tolower(buf[0]));
            me->level = MEL_TITLE;
            me->colour = WHITE;
        }
        m.add_entry(me);
        // XXX FIXME: there must be some better way to identify sections
        next_is_hotkey =
            (strstr(buf,
                    "--------------------------------------------------"
                    "----------------------") == buf);
    }
    m.show();
}