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Refactor parser code.
[plomrogue2] / rogue_chat_curses.py
index f715018cc85ef339591c7cfbf119bff5f73d041e..4f6981df553696fb7d865f76453463a819e580dd 100755 (executable)
-e!/usr/bin/env python3
+#!/usr/bin/env python3
 import curses
-import queue
-import threading
-import time
 import sys
 from plomrogue.game import GameBase
 from plomrogue.parser import Parser
 from plomrogue.mapping import YX, MapGeometrySquare, MapGeometryHex
 from plomrogue.things import ThingBase
 from plomrogue.misc import quote
-from plomrogue.errors import BrokenSocketConnection, ArgError
+from plomrogue.errors import ArgError
+from plomrogue_client.socket import ClientSocket
+from plomrogue_client.tui import msg_into_lines_of_width, TUI
+
+
 
 mode_helps = {
     'play': {
         'short': 'play',
+        'intro': '',
         'long': 'This mode allows you to interact with the map in various ways.'
     },
     'study': {
         'short': 'study',
+        'intro': '',
         'long': 'This mode allows you to study the map and its tiles in detail.  Move the question mark over a tile, and the right half of the screen will show detailed information on it.  Toggle the map view to show or hide different information layers.'},
     'edit': {
         'short': 'world edit',
+        'intro': '',
         'long': 'This mode allows you to change the game world in various ways.  Individual map tiles can be protected by "protection characters", which you can see by toggling into the protections map view.  You can edit a tile if you set the world edit password that matches its protection character.  The character "." marks the absence of protection:  Such tiles can always be edited.'
     },
     'name_thing': {
         'short': 'name thing',
-        'long': 'Give name to/change name of thing here.'
+        'intro': '',
+        'long': 'Give name to/change name of carried thing.'
+    },
+    'command_thing': {
+        'short': 'command',
+        'intro': '',
+        'long': 'Enter a command to the thing you carry.  Enter nothing to return to play mode.'
+    },
+    'take_thing': {
+        'short': 'take',
+        'intro': 'Pick up a thing in reach by entering its index number.  Enter nothing to abort.',
+        'long': 'You see a list of things which you could pick up.  Enter the target thing\'s index, or, to leave, nothing.'
+    },
+    'drop_thing': {
+        'short': 'drop',
+        'intro': 'Enter number of direction to which you want to drop thing.',
+        'long': 'Drop currently carried thing by entering the target direction index.  Enter nothing to return to play mode..'
     },
     'admin_thing_protect': {
         'short': 'change thing protection',
-        'long': 'Change protection character for thing here.'
+        'intro': '@ enter thing protection character:',
+        'long': 'Change protection character for carried thing.'
+    },
+    'enter_face': {
+        'short': 'edit face',
+        'intro': '@ enter face line:',
+        'long': 'Draw your face as ASCII art.  The string you enter must be 18 characters long, and will be divided on display into 3 lines of 6 characters each, from top to bottom..'
+    },
+    'enter_design': {
+        'short': 'edit design',
+        'intro': '@ enter design:',
+        'long': 'Enter design for carried thing as ASCII art.'
     },
     'write': {
-        'short': 'change terrain',
+        'short': 'edit tile',
+        'intro': '',
         'long': 'This mode allows you to change the map tile you currently stand on (if your world editing password authorizes you so).  Just enter any printable ASCII character to imprint it on the ground below you.'
     },
     'control_pw_type': {
         'short': 'change protection character password',
+        'intro': '@ enter protection character for which you want to change the password:',
         'long': 'This mode is the first of two steps to change the password for a protection character.  First enter the protection character for which you want to change the password.'
     },
     'control_pw_pw': {
         'short': 'change protection character password',
+        'intro': '',
         'long': 'This mode is the second of two steps to change the password for a protection character.  Enter the new password for the protection character you chose.'
     },
     'control_tile_type': {
         'short': 'change tiles protection',
+        'intro': '@ enter protection character which you want to draw:',
         'long': 'This mode is the first of two steps to change tile protection areas on the map.  First enter the tile protection character you want to write.'
     },
     'control_tile_draw': {
         'short': 'change tiles protection',
+        'intro': '',
         'long': 'This mode is the second of two steps to change tile protection areas on the map.  Toggle tile protection drawing on/off and move the ?? cursor around the map to draw the selected protection character.'
     },
     'annotate': {
         'short': 'annotate tile',
+        'intro': '',
         'long': 'This mode allows you to add/edit a comment on the tile you are currently standing on (provided your world editing password authorizes you so).  Hit Return to leave.'
     },
     'portal': {
         'short': 'edit portal',
+        'intro': '',
         'long': 'This mode allows you to imprint/edit/remove a teleportation target on the ground you are currently standing on (provided your world editing password authorizes you so).  Enter or edit a URL to imprint a teleportation target; enter emptiness to remove a pre-existing teleportation target.  Hit Return to leave.'
     },
     'chat': {
         'short': 'chat',
-        'long': 'This mode allows you to engage in chit-chat with other users.  Any line you enter into the input prompt that does not start with a "/" will be sent out to nearby players – but barriers and distance will reduce what they can read, so stand close to them to ensure they get your message.  Lines that start with a "/" are used for commands like:'
+        'intro': '',
+        'long': 'This mode allows you to engage in chit-chat with other users.  Any line you enter into the input prompt that does not start with a "/" will be sent out to nearby players – but barriers and distance will reduce what they can read, so stand close to them to ensure they get your message.  Lines that start with a "/" are used for commands like:\n\n/nick NAME – re-name yourself to NAME'
     },
     'login': {
         'short': 'login',
+        'intro': '',
         'long': 'Enter your player name.'
     },
     'waiting_for_server': {
         'short': 'waiting for server response',
+        'intro': '@ waiting for server …',
         'long': 'Waiting for a server response.'
     },
     'post_login_wait': {
         'short': 'waiting for server response',
+        'intro': '',
         'long': 'Waiting for a server response.'
     },
     'password': {
         'short': 'set world edit password',
+        'intro': '',
         'long': 'This mode allows you to change the password that you send to authorize yourself for editing password-protected elements of the world.  Hit return to confirm and leave.'
     },
     'admin_enter': {
         'short': 'become admin',
+        'intro': '@ enter admin password:',
         'long': 'This mode allows you to become admin if you know an admin password.'
     },
     'admin': {
         'short': 'admin',
+        'intro': '',
         'long': 'This mode allows you access to actions limited to administrators.'
     }
 }
 
-from ws4py.client import WebSocketBaseClient
-class WebSocketClient(WebSocketBaseClient):
-
-    def __init__(self, recv_handler, *args, **kwargs):
-        super().__init__(*args, **kwargs)
-        self.recv_handler = recv_handler
-        self.connect()
-
-    def received_message(self, message):
-        if message.is_text:
-            message = str(message)
-            self.recv_handler(message)
-
-    @property
-    def plom_closed(self):
-        return self.client_terminated
-
-from plomrogue.io_tcp import PlomSocket
-class PlomSocketClient(PlomSocket):
-
-    def __init__(self, recv_handler, url):
-        import socket
-        self.recv_handler = recv_handler
-        host, port = url.split(':')
-        super().__init__(socket.create_connection((host, port)))
-
-    def close(self):
-        self.socket.close()
-
-    def run(self):
-        import ssl
-        try:
-            for msg in self.recv():
-                if msg == 'NEED_SSL':
-                    self.socket = ssl.wrap_socket(self.socket)
-                    continue
-                self.recv_handler(msg)
-        except BrokenSocketConnection:
-            pass  # we assume socket will be known as dead by now
-
 def cmd_TURN(game, n):
-    game.info_db = {}
-    game.info_hints = []
-    game.turn = n
-    game.things = []
-    game.portals = {}
     game.turn_complete = False
 cmd_TURN.argtypes = 'int:nonneg'
 
+def cmd_OTHER_WIPE(game):
+    game.portals_new = {}
+    game.annotations_new = {}
+    game.things_new = []
+cmd_OTHER_WIPE.argtypes = ''
+
 def cmd_LOGIN_OK(game):
     game.tui.switch_mode('post_login_wait')
     game.tui.send('GET_GAMESTATE')
-    game.tui.log_msg('@ welcome')
+    game.tui.log_msg('@ welcome!')
 cmd_LOGIN_OK.argtypes = ''
 
 def cmd_ADMIN_OK(game):
@@ -151,49 +157,78 @@ def cmd_ADMIN_OK(game):
     game.tui.do_refresh = True
 cmd_ADMIN_OK.argtypes = ''
 
+def cmd_REPLY(game, msg):
+    game.tui.log_msg('#MUSICPLAYER: ' + msg)
+    game.tui.do_refresh = True
+cmd_REPLY.argtypes = 'string'
+
 def cmd_CHAT(game, msg):
     game.tui.log_msg('# ' + msg)
     game.tui.do_refresh = True
 cmd_CHAT.argtypes = 'string'
 
+def cmd_CHATFACE(game, thing_id):
+    game.tui.draw_face = thing_id
+    game.tui.do_refresh = True
+cmd_CHATFACE.argtypes = 'int:pos'
+
 def cmd_PLAYER_ID(game, player_id):
     game.player_id = player_id
 cmd_PLAYER_ID.argtypes = 'int:nonneg'
 
-def cmd_THING(game, yx, thing_type, protection, thing_id):
-    t = game.get_thing(thing_id)
+def cmd_PLAYERS_HAT_CHARS(game, hat_chars):
+    game.players_hat_chars_new = hat_chars
+cmd_PLAYERS_HAT_CHARS.argtypes = 'string'
+
+def cmd_THING(game, yx, thing_type, protection, thing_id, portable, commandable):
+    t = game.get_thing_temp(thing_id)
     if not t:
         t = ThingBase(game, thing_id)
-        game.things += [t]
+        game.things_new += [t]
     t.position = yx
     t.type_ = thing_type
     t.protection = protection
-cmd_THING.argtypes = 'yx_tuple:nonneg string:thing_type char int:nonneg'
+    t.portable = portable
+    t.commandable = commandable
+cmd_THING.argtypes = 'yx_tuple:nonneg string:thing_type char int:nonneg bool bool'
 
 def cmd_THING_NAME(game, thing_id, name):
-    t = game.get_thing(thing_id)
-    if t:
-        t.name = name
-cmd_THING_NAME.argtypes = 'int:nonneg string'
+    t = game.get_thing_temp(thing_id)
+    t.name = name
+cmd_THING_NAME.argtypes = 'int:pos string'
+
+def cmd_THING_FACE(game, thing_id, face):
+    t = game.get_thing_temp(thing_id)
+    t.face = face
+cmd_THING_FACE.argtypes = 'int:pos string'
+
+def cmd_THING_HAT(game, thing_id, hat):
+    t = game.get_thing_temp(thing_id)
+    t.hat = hat
+cmd_THING_HAT.argtypes = 'int:pos string'
+
+def cmd_THING_DESIGN(game, thing_id, size, design):
+    t = game.get_thing_temp(thing_id)
+    t.design = [size, design]
+cmd_THING_DESIGN.argtypes = 'int:pos yx_tuple string'
 
 def cmd_THING_CHAR(game, thing_id, c):
-    t = game.get_thing(thing_id)
-    if t:
-        t.thing_char = c
-cmd_THING_CHAR.argtypes = 'int:nonneg char'
+    t = game.get_thing_temp(thing_id)
+    t.thing_char = c
+cmd_THING_CHAR.argtypes = 'int:pos char'
 
 def cmd_MAP(game, geometry, size, content):
     map_geometry_class = globals()['MapGeometry' + geometry]
-    game.map_geometry = map_geometry_class(size)
-    game.map_content = content
-    if type(game.map_geometry) == MapGeometrySquare:
+    game.map_geometry_new = map_geometry_class(size)
+    game.map_content_new = content
+    if type(game.map_geometry_new) == MapGeometrySquare:
         game.tui.movement_keys = {
             game.tui.keys['square_move_up']: 'UP',
             game.tui.keys['square_move_left']: 'LEFT',
             game.tui.keys['square_move_down']: 'DOWN',
             game.tui.keys['square_move_right']: 'RIGHT',
         }
-    elif type(game.map_geometry) == MapGeometryHex:
+    elif type(game.map_geometry_new) == MapGeometryHex:
         game.tui.movement_keys = {
             game.tui.keys['hex_move_upleft']: 'UPLEFT',
             game.tui.keys['hex_move_upright']: 'UPRIGHT',
@@ -205,24 +240,34 @@ def cmd_MAP(game, geometry, size, content):
 cmd_MAP.argtypes = 'string:map_geometry yx_tuple:pos string'
 
 def cmd_FOV(game, content):
-    game.fov = content
+    game.fov_new = content
 cmd_FOV.argtypes = 'string'
 
 def cmd_MAP_CONTROL(game, content):
-    game.map_control_content = content
+    game.map_control_content_new = content
 cmd_MAP_CONTROL.argtypes = 'string'
 
 def cmd_GAME_STATE_COMPLETE(game):
+    game.tui.do_refresh = True
+    game.tui.info_cached = None
+    game.things = game.things_new
+    game.portals = game.portals_new
+    game.annotations = game.annotations_new
+    game.fov = game.fov_new
+    game.map_geometry = game.map_geometry_new
+    game.map_content = game.map_content_new
+    game.map_control_content = game.map_control_content_new
+    game.player = game.get_thing(game.player_id)
+    game.players_hat_chars = game.players_hat_chars_new
+    game.bladder_pressure = game.bladder_pressure_new
+    game.energy = game.energy_new
+    game.turn_complete = True
     if game.tui.mode.name == 'post_login_wait':
         game.tui.switch_mode('play')
-    if game.tui.mode.shows_info:
-        game.tui.query_info()
-    game.turn_complete = True
-    game.tui.do_refresh = True
 cmd_GAME_STATE_COMPLETE.argtypes = ''
 
 def cmd_PORTAL(game, position, msg):
-    game.portals[position] = msg
+    game.portals_new[position] = msg
 cmd_PORTAL.argtypes = 'yx_tuple:nonneg string'
 
 def cmd_PLAY_ERROR(game, msg):
@@ -241,12 +286,8 @@ def cmd_ARGUMENT_ERROR(game, msg):
     game.tui.do_refresh = True
 cmd_ARGUMENT_ERROR.argtypes = 'string'
 
-def cmd_ANNOTATION_HINT(game, position):
-    game.info_hints += [position]
-cmd_ANNOTATION_HINT.argtypes = 'yx_tuple:nonneg'
-
 def cmd_ANNOTATION(game, position, msg):
-    game.info_db[position] = msg
+    game.annotations_new[position] = msg
     if game.tui.mode.shows_info:
         game.tui.do_refresh = True
 cmd_ANNOTATION.argtypes = 'yx_tuple:nonneg string'
@@ -254,12 +295,24 @@ cmd_ANNOTATION.argtypes = 'yx_tuple:nonneg string'
 def cmd_TASKS(game, tasks_comma_separated):
     game.tasks = tasks_comma_separated.split(',')
     game.tui.mode_write.legal = 'WRITE' in game.tasks
+    game.tui.mode_command_thing.legal = 'COMMAND' in game.tasks
+    game.tui.mode_take_thing.legal = 'PICK_UP' in game.tasks
+    game.tui.mode_drop_thing.legal = 'DROP' in game.tasks
 cmd_TASKS.argtypes = 'string'
 
 def cmd_THING_TYPE(game, thing_type, symbol_hint):
     game.thing_types[thing_type] = symbol_hint
+    game.train_parser()
 cmd_THING_TYPE.argtypes = 'string char'
 
+def cmd_THING_INSTALLED(game, thing_id):
+    game.get_thing_temp(thing_id).installed = True
+cmd_THING_INSTALLED.argtypes = 'int:pos'
+
+def cmd_THING_CARRYING(game, thing_id, carried_id):
+    game.get_thing_temp(thing_id).carrying = game.get_thing_temp(carried_id)
+cmd_THING_CARRYING.argtypes = 'int:pos int:pos'
+
 def cmd_TERRAIN(game, terrain_char, terrain_desc):
     game.terrains[terrain_char] = terrain_desc
 cmd_TERRAIN.argtypes = 'char string'
@@ -268,10 +321,24 @@ def cmd_PONG(game):
     pass
 cmd_PONG.argtypes = ''
 
+def cmd_DEFAULT_COLORS(game):
+    game.tui.set_default_colors()
+cmd_DEFAULT_COLORS.argtypes = ''
+
+def cmd_RANDOM_COLORS(game):
+    game.tui.set_random_colors()
+cmd_RANDOM_COLORS.argtypes = ''
+
+def cmd_STATS(game, bladder_pressure, energy):
+    game.bladder_pressure_new = bladder_pressure
+    game.energy_new = energy
+cmd_STATS.argtypes = 'int:nonneg int'
+
 class Game(GameBase):
     turn_complete = False
     tasks = {}
     thing_types = {}
+    things_new = []
 
     def __init__(self, *args, **kwargs):
         super().__init__(*args, **kwargs)
@@ -279,37 +346,52 @@ class Game(GameBase):
         self.register_command(cmd_ADMIN_OK)
         self.register_command(cmd_PONG)
         self.register_command(cmd_CHAT)
+        self.register_command(cmd_CHATFACE)
+        self.register_command(cmd_REPLY)
         self.register_command(cmd_PLAYER_ID)
         self.register_command(cmd_TURN)
+        self.register_command(cmd_OTHER_WIPE)
         self.register_command(cmd_THING)
         self.register_command(cmd_THING_TYPE)
         self.register_command(cmd_THING_NAME)
         self.register_command(cmd_THING_CHAR)
+        self.register_command(cmd_THING_FACE)
+        self.register_command(cmd_THING_HAT)
+        self.register_command(cmd_THING_DESIGN)
+        self.register_command(cmd_THING_CARRYING)
+        self.register_command(cmd_THING_INSTALLED)
         self.register_command(cmd_TERRAIN)
         self.register_command(cmd_MAP)
         self.register_command(cmd_MAP_CONTROL)
         self.register_command(cmd_PORTAL)
         self.register_command(cmd_ANNOTATION)
-        self.register_command(cmd_ANNOTATION_HINT)
         self.register_command(cmd_GAME_STATE_COMPLETE)
+        self.register_command(cmd_PLAYERS_HAT_CHARS)
         self.register_command(cmd_ARGUMENT_ERROR)
         self.register_command(cmd_GAME_ERROR)
         self.register_command(cmd_PLAY_ERROR)
         self.register_command(cmd_TASKS)
         self.register_command(cmd_FOV)
+        self.register_command(cmd_DEFAULT_COLORS)
+        self.register_command(cmd_RANDOM_COLORS)
+        self.register_command(cmd_STATS)
         self.map_content = ''
+        self.players_hat_chars = ''
         self.player_id = -1
-        self.info_db = {}
-        self.info_hints = []
+        self.annotations = {}
+        self.annotations_new = {}
         self.portals = {}
+        self.portals_new = {}
         self.terrains = {}
-
-    def get_string_options(self, string_option_type):
-        if string_option_type == 'map_geometry':
-            return ['Hex', 'Square']
-        elif string_option_type == 'thing_type':
-            return self.thing_types.keys()
-        return None
+        self.player = None
+        self.parser = Parser(self)
+        self.train_parser()
+
+    def train_parser(self):
+        self.parser.string_options = {
+            'map_geometry': {'Hex', 'Square'},
+            'thing_type': self.thing_types.keys()
+        }
 
     def get_command(self, command_name):
         from functools import partial
@@ -317,6 +399,12 @@ class Game(GameBase):
         f.argtypes = self.commands[command_name].argtypes
         return f
 
+    def get_thing_temp(self, id_):
+        for thing in self.things_new:
+            if id_ == thing.id_:
+                return thing
+        return None
+
 class Mode:
 
     def __init__(self, name, has_input_prompt=False, shows_info=False,
@@ -329,6 +417,7 @@ class Mode:
         self.shows_info = shows_info
         self.is_intro = is_intro
         self.help_intro = mode_helps[name]['long']
+        self.intro_msg = mode_helps[name]['intro']
         self.is_single_char_entry = is_single_char_entry
         self.legal = True
 
@@ -355,7 +444,7 @@ class Mode:
                 return True
         return False
 
-class TUI:
+class RogueChatTUI(TUI):
     mode_admin_enter = Mode('admin_enter', has_input_prompt=True)
     mode_admin = Mode('admin')
     mode_play = Mode('play')
@@ -375,40 +464,44 @@ class TUI:
     mode_post_login_wait = Mode('post_login_wait', is_intro=True)
     mode_password = Mode('password', has_input_prompt=True)
     mode_name_thing = Mode('name_thing', has_input_prompt=True, shows_info=True)
+    mode_command_thing = Mode('command_thing', has_input_prompt=True)
+    mode_take_thing = Mode('take_thing', has_input_prompt=True)
+    mode_drop_thing = Mode('drop_thing', has_input_prompt=True)
+    mode_enter_face = Mode('enter_face', has_input_prompt=True)
+    mode_enter_design = Mode('enter_design', has_input_prompt=True)
     is_admin = False
     tile_draw = False
 
-    def __init__(self, host):
+    def __init__(self, host, *args, **kwargs):
         import os
         import json
-        self.mode_play.available_modes = ["chat", "study", "edit", "admin_enter"]
-        self.mode_play.available_actions = ["move", "take_thing", "drop_thing",
-                                            "teleport", "door"]
+        self.mode_play.available_modes = ["chat", "study", "edit", "admin_enter",
+                                          "command_thing", "take_thing",
+                                          "drop_thing"]
+        self.mode_play.available_actions = ["move", "teleport", "door", "consume",
+                                            "install", "wear", "spin", "dance"]
         self.mode_study.available_modes = ["chat", "play", "admin_enter", "edit"]
         self.mode_study.available_actions = ["toggle_map_mode", "move_explorer"]
         self.mode_admin.available_modes = ["admin_thing_protect", "control_pw_type",
                                            "control_tile_type", "chat",
                                            "study", "play", "edit"]
-        self.mode_admin.available_actions = ["move"]
+        self.mode_admin.available_actions = ["move", "toggle_map_mode"]
         self.mode_control_tile_draw.available_modes = ["admin_enter"]
         self.mode_control_tile_draw.available_actions = ["move_explorer",
                                                          "toggle_tile_draw"]
-        self.mode_edit.available_modes = ["write", "annotate", "portal", "name_thing",
-                                          "password", "chat", "study", "play",
-                                          "admin_enter"]
-        self.mode_edit.available_actions = ["move", "flatten", "toggle_map_mode"]
+        self.mode_edit.available_modes = ["write", "annotate", "portal",
+                                          "name_thing", "enter_face", "enter_design",
+                                          "password",
+                                          "chat", "study", "play", "admin_enter"]
+        self.mode_edit.available_actions = ["move", "flatten", "install",
+                                            "toggle_map_mode"]
         self.mode = None
-        self.host = host
+        self.socket = ClientSocket(host, self.socket_log)
         self.game = Game()
         self.game.tui = self
-        self.parser = Parser(self.game)
-        self.log = []
-        self.do_refresh = True
-        self.queue = queue.Queue()
         self.login_name = None
         self.map_mode = 'terrain + things'
         self.password = 'foo'
-        self.switch_mode('waiting_for_server')
         self.keys = {
             'switch_to_chat': 't',
             'switch_to_play': 'p',
@@ -419,15 +512,23 @@ class TUI:
             'switch_to_edit': 'E',
             'switch_to_write': 'm',
             'switch_to_name_thing': 'N',
+            'switch_to_command_thing': 'O',
             'switch_to_admin_enter': 'A',
             'switch_to_control_pw_type': 'C',
             'switch_to_control_tile_type': 'Q',
             'switch_to_admin_thing_protect': 'T',
             'flatten': 'F',
-            'take_thing': 'z',
-            'drop_thing': 'u',
+            'switch_to_enter_face': 'f',
+            'switch_to_enter_design': 'D',
+            'switch_to_take_thing': 'z',
+            'switch_to_drop_thing': 'u',
             'teleport': 'p',
+            'consume': 'C',
             'door': 'D',
+            'install': 'I',
+            'wear': 'W',
+            'spin': 'S',
+            'dance': 'T',
             'help': 'h',
             'toggle_map_mode': 'L',
             'toggle_tile_draw': 'm',
@@ -448,85 +549,102 @@ class TUI:
             for k in keys_conf:
                 self.keys[k] = keys_conf[k]
         self.show_help = False
-        self.disconnected = True
-        self.force_instant_connect = True
         self.input_lines = []
         self.fov = ''
         self.flash = False
-        curses.wrapper(self.loop)
-
-    def connect(self):
+        self.map_lines = []
+        self.ascii_draw_stage = 0
+        self.full_ascii_draw = ''
+        self.offset = YX(0,0)
+        self.explorer = YX(0, 0)
+        self.input_ = ''
+        self.input_prompt = '> '
+        self.action_descriptions = {
+            'move': 'move',
+            'flatten': 'flatten surroundings',
+            'teleport': 'teleport',
+            'take_thing': 'pick up thing',
+            'drop_thing': 'drop thing',
+            'toggle_map_mode': 'toggle map view',
+            'toggle_tile_draw': 'toggle protection character drawing',
+            'install': '(un-)install',
+            'wear': '(un-)wear',
+            'door': 'open/close',
+            'consume': 'consume',
+            'spin': 'spin',
+            'dance': 'dance',
+        }
+        self.action_tasks = {
+            'flatten': 'FLATTEN_SURROUNDINGS',
+            'take_thing': 'PICK_UP',
+            'drop_thing': 'DROP',
+            'door': 'DOOR',
+            'install': 'INSTALL',
+            'wear': 'WEAR',
+            'move': 'MOVE',
+            'command': 'COMMAND',
+            'consume': 'INTOXICATE',
+            'spin': 'SPIN',
+            'dance': 'DANCE',
+        }
+        super().__init__(*args, **kwargs)
 
-        def handle_recv(msg):
-            if msg == 'BYE':
-                self.socket.close()
-            else:
-                self.queue.put(msg)
-
-        self.log_msg('@ attempting connect')
-        socket_client_class = PlomSocketClient
-        if self.host.startswith('ws://') or self.host.startswith('wss://'):
-            socket_client_class = WebSocketClient
-        try:
-            self.socket = socket_client_class(handle_recv, self.host)
-            self.socket_thread = threading.Thread(target=self.socket.run)
-            self.socket_thread.start()
-            self.disconnected = False
-            self.game.thing_types = {}
-            self.game.terrains = {}
-            time.sleep(0.1)  # give potential SSL negotation some time …
-            self.socket.send('TASKS')
-            self.socket.send('TERRAINS')
-            self.socket.send('THING_TYPES')
-            self.switch_mode('login')
-        except ConnectionRefusedError:
-            self.log_msg('@ server connect failure')
-            self.disconnected = True
-            self.switch_mode('waiting_for_server')
-        self.do_refresh = True
+    def update_on_connect(self):
+        self.game.thing_types = {}
+        self.game.terrains = {}
+        self.game.train_parser()
+        self.is_admin = False
+        self.socket.send('TASKS')
+        self.socket.send('TERRAINS')
+        self.socket.send('THING_TYPES')
+        self.switch_mode('login')
 
     def reconnect(self):
-        self.log_msg('@ attempting reconnect')
-        self.send('QUIT')
+        import time
+        self.log('@ attempting reconnect')
+        self.socket.send('QUIT')
         # necessitated by some strange SSL race conditions with ws4py
         time.sleep(0.1)  # FIXME find out why exactly necessary
         self.switch_mode('waiting_for_server')
-        self.connect()
+        self.socket.connect()
+        self.update_on_connect()
 
     def send(self, msg):
-        try:
-            if hasattr(self.socket, 'plom_closed') and self.socket.plom_closed:
-                raise BrokenSocketConnection
-            self.socket.send(msg)
-        except (BrokenPipeError, BrokenSocketConnection):
-            self.log_msg('@ server disconnected :(')
-            self.disconnected = True
-            self.force_instant_connect = True
+        self.socket.send(msg)
+        if self.socket.disconnected:
             self.do_refresh = True
 
-    def log_msg(self, msg):
-        self.log += [msg]
-        if len(self.log) > 100:
-            self.log = self.log[-100:]
+    def socket_log(self, msg):
+        self.log('@ ' + msg)
 
-    def query_info(self):
-        self.send('GET_ANNOTATION ' + str(self.explorer))
+    def log_msg(self, msg):
+        super().log(msg)
+        #self.log += [msg]
+        if len(self._log) > 100:
+            self.log = self._log[-100:]
 
     def restore_input_values(self):
-        if self.mode.name == 'annotate' and self.explorer in self.game.info_db:
-            info = self.game.info_db[self.explorer]
-            if info != '(none)':
-                self.input_ = info
+        if self.mode.name == 'annotate' and self.explorer in self.game.annotations:
+            self.input_ = self.game.annotations[self.explorer]
         elif self.mode.name == 'portal' and self.explorer in self.game.portals:
             self.input_ = self.game.portals[self.explorer]
         elif self.mode.name == 'password':
             self.input_ = self.password
         elif self.mode.name == 'name_thing':
-            if hasattr(self.thing_selected, 'name'):
-                self.input_ = self.thing_selected.name
+            if hasattr(self.game.player.carrying, 'name'):
+                self.input_ = self.game.player.carrying.name
         elif self.mode.name == 'admin_thing_protect':
-            if hasattr(self.thing_selected, 'protection'):
-                self.input_ = self.thing_selected.protection
+            if hasattr(self.game.player.carrying, 'protection'):
+                self.input_ = self.game.player.carrying.protection
+        elif self.mode.name == 'enter_face':
+            start = self.ascii_draw_stage * 6
+            end = (self.ascii_draw_stage + 1) * 6
+            self.input_ = self.game.player.face[start:end]
+        elif self.mode.name == 'enter_design':
+            width = self.game.player.carrying.design[0].x
+            start = self.ascii_draw_stage * width
+            end = (self.ascii_draw_stage + 1) * width
+            self.input_ = self.game.player.carrying.design[1][start:end]
 
     def send_tile_control_command(self):
         self.send('SET_TILE_CONTROL %s %s' %
@@ -543,199 +661,282 @@ class TUI:
             self.map_mode = 'terrain only'
 
     def switch_mode(self, mode_name):
+
+        def fail(msg, return_mode='play'):
+            self.log('? ' + msg)
+            self.flash = True
+            self.switch_mode(return_mode)
+
+        if self.mode and self.mode.name == 'control_tile_draw':
+            self.log('@ finished tile protection drawing.')
+        self.draw_face = False
         self.tile_draw = False
+        self.ascii_draw_stage = 0
+        self.full_ascii_draw = ''
+        if mode_name == 'command_thing' and\
+           (not self.game.player.carrying or
+            not self.game.player.carrying.commandable):
+            return fail('not carrying anything commandable')
+        if mode_name == 'name_thing' and not self.game.player.carrying:
+            return fail('not carrying anything to re-name', 'edit')
+        if mode_name == 'admin_thing_protect' and not self.game.player.carrying:
+            return fail('not carrying anything to protect')
+        if mode_name == 'take_thing' and self.game.player.carrying:
+            return fail('already carrying something')
+        if mode_name == 'drop_thing' and not self.game.player.carrying:
+            return fail('not carrying anything droppable')
+        if mode_name == 'enter_design' and\
+           (not self.game.player.carrying or
+            not hasattr(self.game.player.carrying, 'design')):
+            return fail('not carrying designable to edit', 'edit')
         if mode_name == 'admin_enter' and self.is_admin:
             mode_name = 'admin'
-        elif mode_name in {'name_thing', 'admin_thing_protect'}:
-            player = self.game.get_thing(self.game.player_id)
-            thing = None
-            for t in [t for t in self.game.things if t.position == player.position
-                      and t.id_ != player.id_]:
-                thing = t
-                break
-            if not thing:
-                self.flash = True
-                self.log_msg('? not standing over thing')
-                return
-            else:
-                self.thing_selected = thing
         self.mode = getattr(self, 'mode_' + mode_name)
-        if self.mode.name == 'control_tile_draw':
-            self.log_msg('@ finished tile protection drawing.')
         if self.mode.name in {'control_tile_draw', 'control_tile_type',
                               'control_pw_type'}:
             self.map_mode = 'protections'
         elif self.mode.name != 'edit':
             self.map_mode = 'terrain + things'
         if self.mode.shows_info or self.mode.name == 'control_tile_draw':
-            player = self.game.get_thing(self.game.player_id)
-            self.explorer = YX(player.position.y, player.position.x)
-            if self.mode.shows_info:
-                self.query_info()
+            self.explorer = YX(self.game.player.position.y,
+                               self.game.player.position.x)
         if self.mode.is_single_char_entry:
             self.show_help = True
-        if self.mode.name == 'waiting_for_server':
-            self.log_msg('@ waiting for server …')
-        elif self.mode.name == 'login':
+        if len(self.mode.intro_msg) > 0:
+            self.log(self.mode.intro_msg)
+        if self.mode.name == 'login':
             if self.login_name:
                 self.send('LOGIN ' + quote(self.login_name))
             else:
-                self.log_msg('@ enter username')
-        elif self.mode.name == 'admin_enter':
-            self.log_msg('@ enter admin password:')
-        elif self.mode.name == 'control_pw_type':
-            self.log_msg('@ enter protection character for which you want to change the password:')
-        elif self.mode.name == 'control_tile_type':
-            self.log_msg('@ enter protection character which you want to draw:')
-        elif self.mode.name == 'admin_thing_protect':
-            self.log_msg('@ enter thing protection character:')
+                self.log('@ enter username')
+        elif self.mode.name == 'take_thing':
+            self.log('Portable things in reach for pick-up:')
+            directed_moves = {
+                'HERE': YX(0, 0), 'LEFT': YX(0, -1), 'RIGHT': YX(0, 1)
+            }
+            if type(self.game.map_geometry) == MapGeometrySquare:
+                directed_moves['UP'] = YX(-1, 0)
+                directed_moves['DOWN'] = YX(1, 0)
+            elif type(self.game.map_geometry) == MapGeometryHex:
+                if self.game.player.position.y % 2:
+                    directed_moves['UPLEFT'] = YX(-1, 0)
+                    directed_moves['UPRIGHT'] = YX(-1, 1)
+                    directed_moves['DOWNLEFT'] = YX(1, 0)
+                    directed_moves['DOWNRIGHT'] = YX(1, 1)
+                else:
+                    directed_moves['UPLEFT'] = YX(-1, -1)
+                    directed_moves['UPRIGHT'] = YX(-1, 0)
+                    directed_moves['DOWNLEFT'] = YX(1, -1)
+                    directed_moves['DOWNRIGHT'] = YX(1, 0)
+            select_range = {}
+            for direction in directed_moves:
+                move = directed_moves[direction]
+                select_range[direction] = self.game.player.position + move
+            self.selectables = []
+            directions = []
+            for direction in select_range:
+                for t in [t for t in self.game.things
+                          if t.portable and t.position == select_range[direction]]:
+                    self.selectables += [t.id_]
+                    directions += [direction]
+            if len(self.selectables) == 0:
+                return fail('nothing to pick-up')
+            else:
+                for i in range(len(self.selectables)):
+                    t = self.game.get_thing(self.selectables[i])
+                    self.log('%s %s: %s' % (i, directions[i],
+                                                self.get_thing_info(t)))
+        elif self.mode.name == 'drop_thing':
+            self.log('Direction to drop thing to:')
+            self.selectables =\
+                ['HERE'] + list(self.game.tui.movement_keys.values())
+            for i in range(len(self.selectables)):
+                self.log(str(i) + ': ' + self.selectables[i])
+        elif self.mode.name == 'enter_design':
+            if self.game.player.carrying.type_ == 'Hat':
+                self.log('@ The design you enter must be %s lines of max %s '
+                             'characters width each'
+                             % (self.game.player.carrying.design[0].y,
+                                self.game.player.carrying.design[0].x))
+                self.log('@ Legal characters: ' + self.game.players_hat_chars)
+                self.log('@ (Eat cookies to extend the ASCII characters available for drawing.)')
+            else:
+                self.log('@ Width of first line determines maximum width for remaining design')
+                self.log('@ Finish design by entering an empty line (multiple space characters do not count as empty)')
+        elif self.mode.name == 'command_thing':
+            self.send('TASK:COMMAND ' + quote('HELP'))
         elif self.mode.name == 'control_pw_pw':
-            self.log_msg('@ enter protection password for "%s":' % self.tile_control_char)
+            self.log('@ enter protection password for "%s":' % self.tile_control_char)
         elif self.mode.name == 'control_tile_draw':
-            self.log_msg('@ can draw protection character "%s", turn drawing on/off with [%s], finish with [%s].' % (self.tile_control_char, self.keys['toggle_tile_draw'], self.keys['switch_to_admin_enter']))
+            self.log('@ can draw protection character "%s", turn drawing on/off with [%s], finish with [%s].' % (self.tile_control_char, self.keys['toggle_tile_draw'], self.keys['switch_to_admin_enter']))
         self.input_ = ""
         self.restore_input_values()
 
-    def loop(self, stdscr):
-        import datetime
-
-        def safe_addstr(y, x, line):
-            if y < self.size.y - 1 or x + len(line) < self.size.x:
-                stdscr.addstr(y, x, line)
-            else:  # workaround to <https://stackoverflow.com/q/7063128>
-                cut_i = self.size.x - x - 1
-                cut = line[:cut_i]
-                last_char = line[cut_i]
-                stdscr.addstr(y, self.size.x - 2, last_char)
-                stdscr.insstr(y, self.size.x - 2, ' ')
-                stdscr.addstr(y, x, cut)
-
-        def handle_input(msg):
-            command, args = self.parser.parse(msg)
-            command(*args)
-
-        def task_action_on(action):
-            return action_tasks[action] in self.game.tasks
-
-        def msg_into_lines_of_width(msg, width):
-            chunk = ''
-            lines = []
-            x = 0
-            for i in range(len(msg)):
-                if x >= width or msg[i] == "\n":
-                    lines += [chunk]
-                    chunk = ''
-                    x = 0
-                    if msg[i] == "\n":
-                        x -= 1
-                if msg[i] != "\n":
-                    chunk += msg[i]
-                x += 1
-            lines += [chunk]
-            return lines
-
-        def reset_screen_size():
-            self.size = YX(*stdscr.getmaxyx())
-            self.size = self.size - YX(self.size.y % 4, 0)
-            self.size = self.size - YX(0, self.size.x % 4)
-            self.window_width = int(self.size.x / 2)
-
-        def recalc_input_lines():
-            if not self.mode.has_input_prompt:
-                self.input_lines = []
-            else:
-                self.input_lines = msg_into_lines_of_width(input_prompt + self.input_,
-                                                           self.window_width)
+    def set_default_colors(self):
+        if curses.can_change_color():
+            curses.init_color(7, 1000, 1000, 1000)
+            curses.init_color(0, 0, 0, 0)
+        self.do_refresh = True
 
-        def move_explorer(direction):
-            target = self.game.map_geometry.move_yx(self.explorer, direction)
-            if target:
-                self.explorer = target
-                if self.mode.shows_info:
-                    self.query_info()
-                if self.tile_draw:
-                    self.send_tile_control_command()
-            else:
-                self.flash = True
+    def set_random_colors(self):
 
-        def draw_history():
-            lines = []
-            for line in self.log:
-                lines += msg_into_lines_of_width(line, self.window_width)
-            lines.reverse()
-            height_header = 2
-            max_y = self.size.y - len(self.input_lines)
-            for i in range(len(lines)):
-                if (i >= max_y - height_header):
-                    break
-                safe_addstr(max_y - i - 1, self.window_width, lines[i])
-
-        def draw_info():
-            if not self.game.turn_complete:
-                return
-            pos_i = self.explorer.y * self.game.map_geometry.size.x + self.explorer.x
-            info = 'MAP VIEW: %s\n' % self.map_mode
-            if self.game.fov[pos_i] != '.':
-                info += 'outside field of view'
-            else:
-                terrain_char = self.game.map_content[pos_i]
-                terrain_desc = '?'
-                if terrain_char in self.game.terrains:
-                    terrain_desc = self.game.terrains[terrain_char]
-                info += 'TERRAIN: "%s" / %s\n' % (terrain_char, terrain_desc)
-                protection = self.game.map_control_content[pos_i]
-                if protection == '.':
-                    protection = 'unprotected'
-                info += 'PROTECTION: %s\n' % protection
-                for t in self.game.things:
-                    if t.position == self.explorer:
-                        protection = t.protection
-                        if protection == '.':
-                            protection = 'none'
-                        info += 'THING: %s / %s' % (t.type_,
-                                                    self.game.thing_types[t.type_])
-                        if hasattr(t, 'thing_char'):
-                            info += t.thing_char
-                        if hasattr(t, 'name'):
-                            info += ' (%s)' % t.name
-                        info += ' / protection: %s\n' % protection
-                if self.explorer in self.game.portals:
-                    info += 'PORTAL: ' + self.game.portals[self.explorer] + '\n'
-                else:
-                    info += 'PORTAL: (none)\n'
-                if self.explorer in self.game.info_db:
-                    info += 'ANNOTATION: ' + self.game.info_db[self.explorer]
-                else:
-                    info += 'ANNOTATION: waiting …'
-            lines = msg_into_lines_of_width(info, self.window_width)
-            height_header = 2
-            for i in range(len(lines)):
-                y = height_header + i
-                if y >= self.size.y - len(self.input_lines):
-                    break
-                safe_addstr(y, self.window_width, lines[i])
-
-        def draw_input():
-            y = self.size.y - len(self.input_lines)
-            for i in range(len(self.input_lines)):
-                safe_addstr(y, self.window_width, self.input_lines[i])
-                y += 1
-
-        def draw_turn():
-            if not self.game.turn_complete:
-                return
-            safe_addstr(0, self.window_width, 'TURN: ' + str(self.game.turn))
+        def rand(offset):
+            import random
+            return int(offset + random.random()*375)
 
-        def draw_mode():
-            help = "hit [%s] for help" % self.keys['help']
-            if self.mode.has_input_prompt:
-                help = "enter /help for help"
-            safe_addstr(1, self.window_width,
-                        'MODE: %s – %s' % (self.mode.short_desc, help))
+        if curses.can_change_color():
+            curses.init_color(7, rand(625), rand(625), rand(625))
+            curses.init_color(0, rand(0), rand(0), rand(0))
+        self.do_refresh = True
 
-        def draw_map():
-            if not self.game.turn_complete:
-                return
+    def get_info(self):
+        if self.info_cached:
+            return self.info_cached
+        pos_i = self.explorer.y * self.game.map_geometry.size.x + self.explorer.x
+        info_to_cache = ''
+        if len(self.game.fov) > pos_i and self.game.fov[pos_i] != '.':
+            info_to_cache += 'outside field of view'
+        else:
+            for t in self.game.things:
+                if t.position == self.explorer:
+                    info_to_cache += '%s' % self.get_thing_info(t, True)
+            terrain_char = self.game.map_content[pos_i]
+            terrain_desc = '?'
+            if terrain_char in self.game.terrains:
+                terrain_desc = self.game.terrains[terrain_char]
+            info_to_cache += 'TERRAIN: %s (%s' % (terrain_char,
+                                                       terrain_desc)
+            protection = self.game.map_control_content[pos_i]
+            if protection != '.':
+                info_to_cache += '/protection:%s' % protection
+            info_to_cache += ')\n'
+            if self.explorer in self.game.portals:
+                info_to_cache += 'PORTAL: ' +\
+                    self.game.portals[self.explorer] + '\n'
+            if self.explorer in self.game.annotations:
+                info_to_cache += 'ANNOTATION: ' +\
+                    self.game.annotations[self.explorer]
+        self.info_cached = info_to_cache
+        return self.info_cached
+
+    def get_thing_info(self, t, detailed=False):
+        info = ''
+        if detailed:
+            info += '- '
+        info += self.game.thing_types[t.type_]
+        if hasattr(t, 'thing_char'):
+            info += t.thing_char
+        if hasattr(t, 'name'):
+            info += ': %s' % t.name
+        info += ' (%s' % t.type_
+        if hasattr(t, 'installed'):
+            info += '/installed'
+        if t.type_ == 'Bottle':
+            if t.thing_char == '_':
+                info += '/empty'
+            elif t.thing_char == '~':
+                info += '/full'
+        if detailed:
+            protection = t.protection
+            if protection != '.':
+                info += '/protection:%s' % protection
+            info += ')\n'
+            if hasattr(t, 'hat') or hasattr(t, 'face'):
+                info += '----------\n'
+            if hasattr(t, 'hat'):
+                info += '| %s |\n' % t.hat[0:6]
+                info += '| %s |\n' % t.hat[6:12]
+                info += '| %s |\n' % t.hat[12:18]
+            if hasattr(t, 'face'):
+                info += '| %s |\n' % t.face[0:6]
+                info += '| %s |\n' % t.face[6:12]
+                info += '| %s |\n' % t.face[12:18]
+                info += '----------\n'
+            if hasattr(t, 'design'):
+                line_length = t.design[0].x
+                lines = []
+                for i in range(t.design[0].y):
+                    start = i * line_length
+                    end = (i + 1) * line_length
+                    lines += [t.design[1][start:end]]
+                info += '-' * (line_length + 4) + '\n'
+                for line in lines:
+                    info += '| %s |\n' % line
+                info += '-' * (line_length + 4) + '\n'
+        else:
+            info += ')'
+        return info
+
+    def reset_size(self):
+        super().reset_size()
+        self.left_window_width = min(52, int(self.size.x / 2))
+        self.right_window_width = self.size.x - self.left_window_width
+
+    def addstr(self, y, x, line, ignore=None):
+        super().addstr(y, x, line, curses.color_pair(1))
+
+    def init_loop(self):
+        self.switch_mode('waiting_for_server')
+        curses.start_color()
+        self.set_default_colors()
+        curses.init_pair(1, 7, 0)
+        if not curses.can_change_color():
+            self.log('@ unfortunately, your terminal does not seem to '
+                         'support re-definition of colors; you might miss out '
+                         'on some color effects')
+        super().init_loop()
+
+    def recalc_input_lines(self):
+        if not self.mode.has_input_prompt:
+            self.input_lines = []
+        else:
+            self.input_lines = msg_into_lines_of_width(self.input_prompt
+                                                       + self.input_ + '█',
+                                                       self.right_window_width)
+    def draw_history(self):
+        lines = []
+        for line in self._log:
+            lines += msg_into_lines_of_width(line, self.right_window_width)
+        lines.reverse()
+        height_header = 2
+        max_y = self.size.y - len(self.input_lines)
+        for i in range(len(lines)):
+            if (i >= max_y - height_header):
+                break
+            self.addstr(max_y - i - 1, self.left_window_width, lines[i])
+
+    def draw_info(self):
+        info = 'MAP VIEW: %s\n%s' % (self.map_mode, self.get_info())
+        lines = msg_into_lines_of_width(info, self.right_window_width)
+        height_header = 2
+        for i in range(len(lines)):
+            y = height_header + i
+            if y >= self.size.y - len(self.input_lines):
+                break
+            self.addstr(y, self.left_window_width, lines[i])
+
+    def draw_input(self):
+        y = self.size.y - len(self.input_lines)
+        for i in range(len(self.input_lines)):
+            self.addstr(y, self.left_window_width, self.input_lines[i])
+            y += 1
+
+    def draw_stats(self):
+        stats = 'ENERGY: %s BLADDER: %s' % (self.game.energy,
+                                            self.game.bladder_pressure)
+        self.addstr(0, self.left_window_width, stats)
+
+    def draw_mode(self):
+        help = "hit [%s] for help" % self.keys['help']
+        if self.mode.has_input_prompt:
+            help = "enter /help for help"
+        self.addstr(1, self.left_window_width,
+                    'MODE: %s – %s' % (self.mode.short_desc, help))
+
+    def draw_map(self):
+        if (not self.game.turn_complete) and len(self.map_lines) == 0:
+            return
+        if self.game.turn_complete:
             map_lines_split = []
             for y in range(self.game.map_geometry.size.y):
                 start = self.game.map_geometry.size.x * y
@@ -747,316 +948,418 @@ class TUI:
                     map_lines_split += [[c + ' ' for c
                                          in self.game.map_content[start:end]]]
             if self.map_mode == 'terrain + annotations':
-                for p in self.game.info_hints:
+                for p in self.game.annotations:
                     map_lines_split[p.y][p.x] = 'A '
             elif self.map_mode == 'terrain + things':
                 for p in self.game.portals.keys():
                     original = map_lines_split[p.y][p.x]
                     map_lines_split[p.y][p.x] = original[0] + 'P'
                 used_positions = []
-                for t in self.game.things:
+
+                def draw_thing(t, used_positions):
                     symbol = self.game.thing_types[t.type_]
                     meta_char = ' '
                     if hasattr(t, 'thing_char'):
                         meta_char = t.thing_char
                     if t.position in used_positions:
                         meta_char = '+'
+                    if hasattr(t, 'carrying') and t.carrying:
+                        meta_char = '$'
                     map_lines_split[t.position.y][t.position.x] = symbol + meta_char
                     used_positions += [t.position]
-            player = self.game.get_thing(self.game.player_id)
+
+                for t in [t for t in self.game.things if t.type_ != 'Player']:
+                    draw_thing(t, used_positions)
+                for t in [t for t in self.game.things if t.type_ == 'Player']:
+                    draw_thing(t, used_positions)
             if self.mode.shows_info or self.mode.name == 'control_tile_draw':
                 map_lines_split[self.explorer.y][self.explorer.x] = '??'
             elif self.map_mode != 'terrain + things':
-                map_lines_split[player.position.y][player.position.x] = '??'
-            map_lines = []
+                map_lines_split[self.game.player.position.y]\
+                    [self.game.player.position.x] = '??'
+            self.map_lines = []
             if type(self.game.map_geometry) == MapGeometryHex:
                 indent = 0
                 for line in map_lines_split:
-                    map_lines += [indent * ' ' + ''.join(line)]
+                    self.map_lines += [indent * ' ' + ''.join(line)]
                     indent = 0 if indent else 1
             else:
                 for line in map_lines_split:
-                    map_lines += [''.join(line)]
+                    self.map_lines += [''.join(line)]
             window_center = YX(int(self.size.y / 2),
-                               int(self.window_width / 2))
-            center = player.position
+                               int(self.left_window_width / 2))
+            center = self.game.player.position
             if self.mode.shows_info or self.mode.name == 'control_tile_draw':
                 center = self.explorer
             center = YX(center.y, center.x * 2)
-            offset = center - window_center
-            if type(self.game.map_geometry) == MapGeometryHex and offset.y % 2:
-                offset += YX(0, 1)
-            term_y = max(0, -offset.y)
-            term_x = max(0, -offset.x)
-            map_y = max(0, offset.y)
-            map_x = max(0, offset.x)
-            while (term_y < self.size.y and map_y < self.game.map_geometry.size.y):
-                to_draw = map_lines[map_y][map_x:self.window_width + offset.x]
-                safe_addstr(term_y, term_x, to_draw)
-                term_y += 1
-                map_y += 1
-
-        def draw_help():
-            content = "%s help\n\n%s\n\n" % (self.mode.short_desc,
-                                             self.mode.help_intro)
-            if len(self.mode.available_actions) > 0:
-                content += "Available actions:\n"
-                for action in self.mode.available_actions:
-                    if action in action_tasks:
-                        if action_tasks[action] not in self.game.tasks:
-                            continue
-                    if action == 'move_explorer':
-                        action = 'move'
-                    if action == 'move':
-                        key = ','.join(self.movement_keys)
-                    else:
-                        key = self.keys[action]
-                    content += '[%s] – %s\n' % (key, action_descriptions[action])
-                content += '\n'
-            if self.mode.name == 'chat':
-                content += '/nick NAME – re-name yourself to NAME\n'
-                content += '/%s or /play – switch to play mode\n' % self.keys['switch_to_play']
-                content += '/%s or /study – switch to study mode\n' % self.keys['switch_to_study']
-                content += '/%s or /edit – switch to world edit mode\n' % self.keys['switch_to_edit']
-                content += '/%s or /admin – switch to admin mode\n' % self.keys['switch_to_admin_enter']
-            content += self.mode.list_available_modes(self)
-            for i in range(self.size.y):
-                safe_addstr(i,
-                            self.window_width * (not self.mode.has_input_prompt),
-                            ' ' * self.window_width)
-            lines = []
-            for line in content.split('\n'):
-                lines += msg_into_lines_of_width(line, self.window_width)
-            for i in range(len(lines)):
-                if i >= self.size.y:
-                    break
-                safe_addstr(i,
-                            self.window_width * (not self.mode.has_input_prompt),
-                            lines[i])
-
-        def draw_screen():
-            stdscr.clear()
-            recalc_input_lines()
-            if self.mode.has_input_prompt:
-                draw_input()
-            if self.mode.shows_info:
-                draw_info()
-            else:
-                draw_history()
-            draw_mode()
-            if not self.mode.is_intro:
-                draw_turn()
-                draw_map()
-            if self.show_help:
-                draw_help()
-
-        action_descriptions = {
-            'move': 'move',
-            'flatten': 'flatten surroundings',
-            'teleport': 'teleport',
-            'take_thing': 'pick up thing',
-            'drop_thing': 'drop thing',
-            'toggle_map_mode': 'toggle map view',
-            'toggle_tile_draw': 'toggle protection character drawing',
-            'door': 'open/close',
-        }
-
-        action_tasks = {
-            'flatten': 'FLATTEN_SURROUNDINGS',
-            'take_thing': 'PICK_UP',
-            'drop_thing': 'DROP',
-            'door': 'DOOR',
-            'move': 'MOVE',
-        }
+            self.offset = center - window_center
+            if type(self.game.map_geometry) == MapGeometryHex and self.offset.y % 2:
+                self.offset += YX(0, 1)
+        term_y = max(0, -self.offset.y)
+        term_x = max(0, -self.offset.x)
+        map_y = max(0, self.offset.y)
+        map_x = max(0, self.offset.x)
+        while term_y < self.size.y and map_y < len(self.map_lines):
+            to_draw = self.map_lines[map_y][map_x:self.left_window_width + self.offset.x]
+            self.addstr(term_y, term_x, to_draw)
+            term_y += 1
+            map_y += 1
+
+    def draw_names(self):
+        players = [t for t in self.game.things if t.type_ == 'Player']
+        players.sort(key=lambda t: len(t.name))
+        players.reverse()
+        shrink_offset = max(0, (self.size.y - self.left_window_width // 2) // 2)
+        y = 0
+        for t in players:
+            offset_y = y - shrink_offset
+            max_len = max(5, (self.left_window_width // 2) - (offset_y * 2) - 8)
+            name = t.name[:]
+            if len(name) > max_len:
+                name = name[:max_len - 1] + '…'
+            self.addstr(y, 0, '@%s:%s' % (t.thing_char, name))
+            y += 1
+            if y >= self.size.y:
+                break
 
-        curses.curs_set(False)  # hide cursor
-        curses.use_default_colors()
-        stdscr.timeout(10)
-        reset_screen_size()
-        self.explorer = YX(0, 0)
-        self.input_ = ''
-        input_prompt = '> '
-        interval = datetime.timedelta(seconds=5)
-        last_ping = datetime.datetime.now() - interval
-        while True:
-            if self.disconnected and self.force_instant_connect:
-                self.force_instant_connect = False
-                self.connect()
-            now = datetime.datetime.now()
-            if now - last_ping > interval:
-                if self.disconnected:
-                    self.connect()
+    def draw_face_popup(self):
+        t = self.game.get_thing(self.draw_face)
+        if not t or not hasattr(t, 'face'):
+            self.draw_face = False
+            return
+
+        start_x = self.left_window_width - 10
+        def draw_body_part(body_part, end_y):
+            self.addstr(end_y - 3, start_x, '----------')
+            self.addstr(end_y - 2, start_x, '| ' + body_part[0:6] + ' |')
+            self.addstr(end_y - 1, start_x, '| ' + body_part[6:12] + ' |')
+            self.addstr(end_y, start_x, '| ' + body_part[12:18] + ' |')
+
+        if hasattr(t, 'face'):
+            draw_body_part(t.face, self.size.y - 3)
+        if hasattr(t, 'hat'):
+            draw_body_part(t.hat, self.size.y - 6)
+        self.addstr(self.size.y - 2, start_x, '----------')
+        name = t.name[:]
+        if len(name) > 7:
+            name = name[:6 - 1] + '…'
+        self.addstr(self.size.y - 1, start_x, '@%s:%s' % (t.thing_char, name))
+
+    def draw_help(self):
+        content = "%s help\n\n%s\n\n" % (self.mode.short_desc,
+                                         self.mode.help_intro)
+        if len(self.mode.available_actions) > 0:
+            content += "Available actions:\n"
+            for action in self.mode.available_actions:
+                if action in self.action_tasks:
+                    if self.action_tasks[action] not in self.game.tasks:
+                        continue
+                if action == 'move_explorer':
+                    action = 'move'
+                if action == 'move':
+                    key = ','.join(self.movement_keys)
                 else:
-                    self.send('PING')
-                last_ping = now
-            if self.flash:
-                curses.flash()
-                self.flash = False
-            if self.do_refresh:
-                draw_screen()
-                self.do_refresh = False
-            while True:
-                try:
-                    msg = self.queue.get(block=False)
-                    handle_input(msg)
-                except queue.Empty:
-                    break
+                    key = self.keys[action]
+                content += '[%s] – %s\n' % (key, self.action_descriptions[action])
+            content += '\n'
+        content += self.mode.list_available_modes(self)
+        for i in range(self.size.y):
+            self.addstr(i,
+                        self.left_window_width * (not self.mode.has_input_prompt),
+                        ' ' * self.left_window_width)
+        lines = []
+        for line in content.split('\n'):
+            lines += msg_into_lines_of_width(line, self.right_window_width)
+        for i in range(len(lines)):
+            if i >= self.size.y:
+                break
+            self.addstr(i,
+                        self.left_window_width * (not self.mode.has_input_prompt),
+                        lines[i])
+
+    def draw_screen(self):
+        self.stdscr.bkgd(' ', curses.color_pair(1))
+        self.recalc_input_lines()
+        if self.mode.has_input_prompt:
+            self.draw_input()
+        if self.mode.shows_info:
+            self.draw_info()
+        else:
+            self.draw_history()
+        self.draw_mode()
+        if not self.mode.is_intro:
+            self.draw_stats()
+            self.draw_map()
+        if self.show_help:
+            self.draw_help()
+        if self.mode.name in {'chat', 'play'}:
+            self.draw_names()
+            if self.draw_face:
+                self.draw_face_popup()
+
+    def handle_server_message(self, msg):
+        command, args = self.game.parser.parse(msg)
+        command(*args)
+
+    def on_each_loop_start(self):
+        prev_disconnected = self.socket.disconnected
+        self.socket.keep_connection_alive()
+        if prev_disconnected and not self.socket.disconnected:
+            self.update_on_connect()
+        if self.flash:
+            curses.flash()
+            self.flash = False
+
+    def on_key(self, key, keycode):
+
+        def task_action_on(action):
+            return self.action_tasks[action] in self.game.tasks
+
+        def move_explorer(direction):
+            target = self.game.map_geometry.move_yx(self.explorer, direction)
+            if target:
+                self.info_cached = None
+                self.explorer = target
+                if self.tile_draw:
+                    self.send_tile_control_command()
+            else:
+                self.flash = True
+        def pick_selectable(task_name):
             try:
-                key = stdscr.getkey()
-                self.do_refresh = True
-            except curses.error:
-                continue
-            self.show_help = False
-            if key == 'KEY_RESIZE':
-                reset_screen_size()
-            elif self.mode.has_input_prompt and key == 'KEY_BACKSPACE':
-                self.input_ = self.input_[:-1]
-            elif self.mode.has_input_prompt and key == '\n' and self.input_ == '/help':
-                self.show_help = True
-                self.input_ = ""
+                i = int(self.input_)
+                if i < 0 or i >= len(self.selectables):
+                    self.log('? invalid index, aborted')
+                else:
+                    self.send('TASK:%s %s' % (task_name, self.selectables[i]))
+            except ValueError:
+                self.log('? invalid index, aborted')
+            self.input_ = ''
+            self.switch_mode('play')
+
+        def enter_ascii_art(command, height, width,
+                            with_pw=False, with_size=False):
+            if with_size and self.ascii_draw_stage == 0:
+                width = len(self.input_)
+                if width > 36:
+                    self.log('? input too long, must be max 36; try again')
+                    # TODO: move max width mechanism server-side
+                    return
+                old_size = self.game.player.carrying.design[0]
+                if width != old_size.x:
+                    # TODO: save remaining design?
+                    self.game.player.carrying.design[1] = ''
+                    self.game.player.carrying.design[0] = YX(old_size.y, width)
+            elif len(self.input_) > width:
+                self.log('? input too long, '
+                             'must be max %s; try again' % width)
+                return
+            self.log('  ' + self.input_)
+            if with_size and self.input_ in {'', ' '}\
+               and self.ascii_draw_stage > 0:
+                height = self.ascii_draw_stage
+            else:
+                if with_size:
+                    height = self.ascii_draw_stage + 2
+                if len(self.input_) < width:
+                    self.input_ += ' ' * (width - len(self.input_))
+                self.full_ascii_draw += self.input_
+            if with_size:
+                old_size = self.game.player.carrying.design[0]
+                self.game.player.carrying.design[0] = YX(height, old_size.x)
+            self.ascii_draw_stage += 1
+            if self.ascii_draw_stage < height:
                 self.restore_input_values()
-            elif self.mode.has_input_prompt and key != '\n':  # Return key
-                self.input_ += key
-                max_length = self.window_width * self.size.y - len(input_prompt) - 1
-                if len(self.input_) > max_length:
-                    self.input_ = self.input_[:max_length]
-            elif key == self.keys['help'] and not self.mode.is_single_char_entry:
-                self.show_help = True
-            elif self.mode.name == 'login' and key == '\n':
-                self.login_name = self.input_
-                self.send('LOGIN ' + quote(self.input_))
-                self.input_ = ""
-            elif self.mode.name == 'control_pw_pw' and key == '\n':
-                if self.input_ == '':
-                    self.log_msg('@ aborted')
+            else:
+                if with_pw and with_size:
+                    self.send('%s_SIZE %s %s' % (command, YX(height, width),
+                                                 quote(self.password)))
+                if with_pw:
+                    self.send('%s %s %s' % (command, quote(self.full_ascii_draw),
+                                            quote(self.password)))
                 else:
-                    self.send('SET_MAP_CONTROL_PASSWORD ' + quote(self.tile_control_char) + ' ' + quote(self.input_))
-                    self.log_msg('@ sent new password for protection character "%s"' % self.tile_control_char)
-                self.switch_mode('admin')
-            elif self.mode.name == 'password' and key == '\n':
-                if self.input_ == '':
-                    self.input_ = ' '
-                self.password = self.input_
+                    self.send('%s %s' % (command, quote(self.full_ascii_draw)))
+                self.full_ascii_draw = ""
+                self.ascii_draw_stage = 0
+                self.input_ = ""
                 self.switch_mode('edit')
-            elif self.mode.name == 'admin_enter' and key == '\n':
-                self.send('BECOME_ADMIN ' + quote(self.input_))
-                self.switch_mode('play')
-            elif self.mode.name == 'control_pw_type' and key == '\n':
-                if len(self.input_) != 1:
-                    self.log_msg('@ entered non-single-char, therefore aborted')
-                    self.switch_mode('admin')
-                else:
-                    self.tile_control_char = self.input_
-                    self.switch_mode('control_pw_pw')
-            elif self.mode.name == 'admin_thing_protect' and key == '\n':
-                if len(self.input_) != 1:
-                    self.log_msg('@ entered non-single-char, therefore aborted')
-                else:
-                    self.send('THING_PROTECTION %s %s' % (self.thing_selected.id_,
-                                                          quote(self.input_)))
-                    self.log_msg('@ sent new protection character for thing')
+
+        self.show_help = False
+        self.draw_face = False
+        if key == 'KEY_RESIZE':
+            self.reset_size()
+        elif self.mode.has_input_prompt and key == 'KEY_BACKSPACE':
+            self.input_ = self.input_[:-1]
+        elif (((not self.mode.is_intro) and keycode == 27)  # Escape
+              or (self.mode.has_input_prompt and key == '\n'
+                  and self.input_ == ''\
+                  and self.mode.name in {'chat', 'command_thing',
+                                         'take_thing', 'drop_thing',
+                                         'admin_enter'})):
+            if self.mode.name not in {'chat', 'play', 'study', 'edit'}:
+                self.log('@ aborted')
+            self.switch_mode('play')
+        elif self.mode.has_input_prompt and key == '\n' and self.input_ == '/help':
+            self.show_help = True
+            self.input_ = ""
+            self.restore_input_values()
+        elif self.mode.has_input_prompt and key != '\n':  # Return key
+            self.input_ += key
+            max_length = self.right_window_width * self.size.y - len(self.input_prompt) - 1
+            if len(self.input_) > max_length:
+                self.input_ = self.input_[:max_length]
+        elif key == self.keys['help'] and not self.mode.is_single_char_entry:
+            self.show_help = True
+        elif self.mode.name == 'login' and key == '\n':
+            self.login_name = self.input_
+            self.send('LOGIN ' + quote(self.input_))
+            self.input_ = ""
+        elif self.mode.name == 'enter_face' and key == '\n':
+            enter_ascii_art('PLAYER_FACE', 3, 6)
+        elif self.mode.name == 'enter_design' and key == '\n':
+            if self.game.player.carrying.type_ == 'Hat':
+                enter_ascii_art('THING_DESIGN',
+                                self.game.player.carrying.design[0].y,
+                                self.game.player.carrying.design[0].x, True)
+            else:
+                enter_ascii_art('THING_DESIGN',
+                                self.game.player.carrying.design[0].y,
+                                self.game.player.carrying.design[0].x,
+                                True, True)
+        elif self.mode.name == 'take_thing' and key == '\n':
+            pick_selectable('PICK_UP')
+        elif self.mode.name == 'drop_thing' and key == '\n':
+            pick_selectable('DROP')
+        elif self.mode.name == 'command_thing' and key == '\n':
+            self.send('TASK:COMMAND ' + quote(self.input_))
+            self.input_ = ""
+        elif self.mode.name == 'control_pw_pw' and key == '\n':
+            if self.input_ == '':
+                self.log('@ aborted')
+            else:
+                self.send('SET_MAP_CONTROL_PASSWORD ' + quote(self.tile_control_char) + ' ' + quote(self.input_))
+                self.log('@ sent new password for protection character "%s"' % self.tile_control_char)
+            self.switch_mode('admin')
+        elif self.mode.name == 'password' and key == '\n':
+            if self.input_ == '':
+                self.input_ = ' '
+            self.password = self.input_
+            self.switch_mode('edit')
+        elif self.mode.name == 'admin_enter' and key == '\n':
+            self.send('BECOME_ADMIN ' + quote(self.input_))
+            self.switch_mode('play')
+        elif self.mode.name == 'control_pw_type' and key == '\n':
+            if len(self.input_) != 1:
+                self.log('@ entered non-single-char, therefore aborted')
                 self.switch_mode('admin')
-            elif self.mode.name == 'control_tile_type' and key == '\n':
-                if len(self.input_) != 1:
-                    self.log_msg('@ entered non-single-char, therefore aborted')
-                    self.switch_mode('admin')
-                else:
-                    self.tile_control_char = self.input_
-                    self.switch_mode('control_tile_draw')
-            elif self.mode.name == 'chat' and key == '\n':
-                if self.input_ == '':
-                    continue
-                if self.input_[0] == '/':  # FIXME fails on empty input
-                    if self.input_ in {'/' + self.keys['switch_to_play'], '/play'}:
-                        self.switch_mode('play')
-                    elif self.input_ in {'/' + self.keys['switch_to_study'], '/study'}:
-                        self.switch_mode('study')
-                    elif self.input_ in {'/' + self.keys['switch_to_edit'], '/edit'}:
-                        self.switch_mode('edit')
-                    elif self.input_ in {'/' + self.keys['switch_to_admin_enter'], '/admin'}:
-                        self.switch_mode('admin_enter')
-                    elif self.input_.startswith('/nick'):
-                        tokens = self.input_.split(maxsplit=1)
-                        if len(tokens) == 2:
-                            self.send('NICK ' + quote(tokens[1]))
-                        else:
-                            self.log_msg('? need login name')
+            else:
+                self.tile_control_char = self.input_
+                self.switch_mode('control_pw_pw')
+        elif self.mode.name == 'admin_thing_protect' and key == '\n':
+            if len(self.input_) != 1:
+                self.log('@ entered non-single-char, therefore aborted')
+            else:
+                self.send('THING_PROTECTION %s' % (quote(self.input_)))
+                self.log('@ sent new protection character for thing')
+            self.switch_mode('admin')
+        elif self.mode.name == 'control_tile_type' and key == '\n':
+            if len(self.input_) != 1:
+                self.log('@ entered non-single-char, therefore aborted')
+                self.switch_mode('admin')
+            else:
+                self.tile_control_char = self.input_
+                self.switch_mode('control_tile_draw')
+        elif self.mode.name == 'chat' and key == '\n':
+            if self.input_ == '':
+                return
+            if self.input_[0] == '/':
+                if self.input_.startswith('/nick'):
+                    tokens = self.input_.split(maxsplit=1)
+                    if len(tokens) == 2:
+                        self.send('NICK ' + quote(tokens[1]))
                     else:
-                        self.log_msg('? unknown command')
+                        self.log('? need login name')
                 else:
-                    self.send('ALL ' + quote(self.input_))
-                self.input_ = ""
-            elif self.mode.name == 'name_thing' and key == '\n':
-                if self.input_ == '':
-                    self.input_ = ' '
-                self.send('THING_NAME %s %s %s' % (self.thing_selected.id_,
-                                                   quote(self.input_),
-                                                   quote(self.password)))
-                self.switch_mode('edit')
-            elif self.mode.name == 'annotate' and key == '\n':
-                if self.input_ == '':
-                    self.input_ = ' '
-                self.send('ANNOTATE %s %s %s' % (self.explorer, quote(self.input_),
-                                                 quote(self.password)))
-                self.switch_mode('edit')
-            elif self.mode.name == 'portal' and key == '\n':
-                if self.input_ == '':
-                    self.input_ = ' '
-                self.send('PORTAL %s %s %s' % (self.explorer, quote(self.input_),
-                                               quote(self.password)))
-                self.switch_mode('edit')
-            elif self.mode.name == 'study':
-                if self.mode.mode_switch_on_key(self, key):
-                    continue
-                elif key == self.keys['toggle_map_mode']:
-                    self.toggle_map_mode()
-                elif key in self.movement_keys:
-                    move_explorer(self.movement_keys[key])
-            elif self.mode.name == 'play':
-                if self.mode.mode_switch_on_key(self, key):
-                    continue
-                elif key == self.keys['take_thing'] and task_action_on('take_thing'):
-                    self.send('TASK:PICK_UP')
-                elif key == self.keys['drop_thing'] and task_action_on('drop_thing'):
-                    self.send('TASK:DROP')
-                elif key == self.keys['door'] and task_action_on('door'):
-                    self.send('TASK:DOOR')
-                elif key == self.keys['teleport']:
-                    player = self.game.get_thing(self.game.player_id)
-                    if player.position in self.game.portals:
-                        self.host = self.game.portals[player.position]
-                        self.reconnect()
-                    else:
-                        self.flash = True
-                        self.log_msg('? not standing on portal')
-                elif key in self.movement_keys and task_action_on('move'):
-                    self.send('TASK:MOVE ' + self.movement_keys[key])
-            elif self.mode.name == 'write':
-                self.send('TASK:WRITE %s %s' % (key, quote(self.password)))
-                self.switch_mode('edit')
-            elif self.mode.name == 'control_tile_draw':
-                if self.mode.mode_switch_on_key(self, key):
-                    continue
-                elif key in self.movement_keys:
-                    move_explorer(self.movement_keys[key])
-                elif key == self.keys['toggle_tile_draw']:
-                    self.tile_draw = False if self.tile_draw else True
-            elif self.mode.name == 'admin':
-                if self.mode.mode_switch_on_key(self, key):
-                    continue
-                elif key in self.movement_keys and task_action_on('move'):
-                    self.send('TASK:MOVE ' + self.movement_keys[key])
-            elif self.mode.name == 'edit':
-                if self.mode.mode_switch_on_key(self, key):
-                    continue
-                elif key == self.keys['flatten'] and task_action_on('flatten'):
-                    self.send('TASK:FLATTEN_SURROUNDINGS ' + quote(self.password))
-                elif key == self.keys['toggle_map_mode']:
-                    self.toggle_map_mode()
-                elif key in self.movement_keys and task_action_on('move'):
-                    self.send('TASK:MOVE ' + self.movement_keys[key])
+                    self.log('? unknown command')
+            else:
+                self.send('ALL ' + quote(self.input_))
+            self.input_ = ""
+        elif self.mode.name == 'name_thing' and key == '\n':
+            if self.input_ == '':
+                self.input_ = ' '
+            self.send('THING_NAME %s %s' % (quote(self.input_),
+                                            quote(self.password)))
+            self.switch_mode('edit')
+        elif self.mode.name == 'annotate' and key == '\n':
+            if self.input_ == '':
+                self.input_ = ' '
+            self.send('ANNOTATE %s %s %s' % (self.explorer, quote(self.input_),
+                                             quote(self.password)))
+            self.switch_mode('edit')
+        elif self.mode.name == 'portal' and key == '\n':
+            if self.input_ == '':
+                self.input_ = ' '
+            self.send('PORTAL %s %s %s' % (self.explorer, quote(self.input_),
+                                           quote(self.password)))
+            self.switch_mode('edit')
+        elif self.mode.name == 'study':
+            if self.mode.mode_switch_on_key(self, key):
+                return
+            elif key == self.keys['toggle_map_mode']:
+                self.toggle_map_mode()
+            elif key in self.movement_keys:
+                move_explorer(self.movement_keys[key])
+        elif self.mode.name == 'play':
+            if self.mode.mode_switch_on_key(self, key):
+                return
+            elif key == self.keys['door'] and task_action_on('door'):
+                self.send('TASK:DOOR')
+            elif key == self.keys['consume'] and task_action_on('consume'):
+                self.send('TASK:INTOXICATE')
+            elif key == self.keys['wear'] and task_action_on('wear'):
+                self.send('TASK:WEAR')
+            elif key == self.keys['spin'] and task_action_on('spin'):
+                self.send('TASK:SPIN')
+            elif key == self.keys['dance'] and task_action_on('dance'):
+                self.send('TASK:DANCE')
+            elif key == self.keys['teleport']:
+                if self.game.player.position in self.game.portals:
+                    self.socket.host = self.game.portals[self.game.player.position]
+                    self.reconnect()
+                else:
+                    self.flash = True
+                    self.log('? not standing on portal')
+            elif key in self.movement_keys and task_action_on('move'):
+                self.send('TASK:MOVE ' + self.movement_keys[key])
+        elif self.mode.name == 'write':
+            self.send('TASK:WRITE %s %s' % (key, quote(self.password)))
+            self.switch_mode('edit')
+        elif self.mode.name == 'control_tile_draw':
+            if self.mode.mode_switch_on_key(self, key):
+                return
+            elif key in self.movement_keys:
+                move_explorer(self.movement_keys[key])
+            elif key == self.keys['toggle_tile_draw']:
+                self.tile_draw = False if self.tile_draw else True
+        elif self.mode.name == 'admin':
+            if self.mode.mode_switch_on_key(self, key):
+                return
+            elif key == self.keys['toggle_map_mode']:
+                self.toggle_map_mode()
+            elif key in self.movement_keys and task_action_on('move'):
+                self.send('TASK:MOVE ' + self.movement_keys[key])
+        elif self.mode.name == 'edit':
+            if self.mode.mode_switch_on_key(self, key):
+                return
+            elif key == self.keys['flatten'] and task_action_on('flatten'):
+                self.send('TASK:FLATTEN_SURROUNDINGS ' + quote(self.password))
+            elif key == self.keys['install'] and task_action_on('install'):
+                self.send('TASK:INSTALL %s' % quote(self.password))
+            elif key == self.keys['toggle_map_mode']:
+                self.toggle_map_mode()
+            elif key in self.movement_keys and task_action_on('move'):
+                self.send('TASK:MOVE ' + self.movement_keys[key])
 
 if len(sys.argv) != 2:
     raise ArgError('wrong number of arguments, need game host')
 host = sys.argv[1]
-TUI(host)
+RogueChatTUI(host)