Mercurial > hg > early-roguelike
view xrogue/io.c @ 223:0e99eade579c
Generate text documentation from the troff source files.
This is done by make, in the 'docs' target, which is now part of the
normal build process.
Unfortunately, not all the games include troff sources. Getting decent
HTML output from groff is still a difficult process which will not be
attempted at this time. There are a few bugs in the 'install' and
'uninstall' rules.
Not to mention that the documentation is sometimes inaccurate.
author | John "Elwin" Edwards |
---|---|
date | Sun, 21 Feb 2016 20:47:12 -0500 |
parents | ce0cf824c192 |
children | f54901b9c39b |
line wrap: on
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/* io.c - Various input/output functions XRogue: Expeditions into the Dungeons of Doom Copyright (C) 1991 Robert Pietkivitch All rights reserved. Based on "Advanced Rogue" Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T All rights reserved. Based on "Rogue: Exploring the Dungeons of Doom" Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman All rights reserved. See the file LICENSE.TXT for full copyright and licensing information. */ #include <curses.h> #include <ctype.h> #include <stdarg.h> #include <string.h> #include "rogue.h" /* * msg: * Display a message at the top of the screen. */ static char msgbuf[BUFSIZ]; static int newpos = 0; /* VARARGS */ void msg(char *fmt, ...) { va_list ap; /* * if the string is "", just clear the line */ if (*fmt == '\0') { wclear(msgw); overwrite(cw, msgw); wmove(msgw, 0, 0); clearok(msgw, FALSE); draw(msgw); mpos = 0; return; } /* * otherwise add to the message and flush it out */ va_start(ap, fmt); doadd(fmt, ap); va_end(ap); endmsg(); } /* * add things to the current message */ /* VARARGS */ void addmsg(char *fmt, ...) { va_list ap; va_start(ap, fmt); doadd(fmt, ap); va_end(ap); } /* * If there is no current message, do nothing. Otherwise, prompt the * player with the --More-- string. Then erase the message. */ rmmsg() { if (mpos) { wclear(msgw); overwrite(cw, msgw); mvwaddstr(msgw, 0, 0, huh); waddstr(msgw, morestr); clearok(msgw, FALSE); draw(msgw); wait_for(' '); msg(""); } } /* * Display a new msg (giving him a chance to see the previous one if it * is up there with the --More--) */ endmsg() { /* Needed to track where we are for 5.0 (PC) curses */ register int x, y; if (mpos) { /* * If this message will fit on the line (plus space for --More--) * then just add it (only during combat). */ if (player.t_quiet < 0 && mpos + newpos + strlen(morestr) + 5 < cols) { wmove(msgw, 0, mpos + 5); newpos += mpos + 5; strcat(huh, " "); } else { wclear(msgw); overwrite(cw, msgw); mvwaddstr(msgw, 0, 0, huh); waddstr(msgw, morestr); clearok(msgw, FALSE); draw(msgw); wait_for(' '); wclear(msgw); overwrite(cw, msgw); wmove(msgw, 0, 0); huh[0] = '\0'; } } else { wclear(msgw); overwrite(cw, msgw); wmove(msgw, 0, 0); huh[0] = '\0'; } strcat(huh, msgbuf); mvwaddstr(msgw, 0, 0, huh); getyx(msgw, y, x); mpos = newpos; newpos = 0; wmove(msgw, y, x); clearok(msgw, FALSE); draw(msgw); } doadd(char *fmt, va_list ap) { vsprintf((char *) &msgbuf[newpos], fmt, ap); newpos = strlen(msgbuf); } /* * step_ok: * returns true if it is ok for type to step on ch * flgptr will be NULL if we don't know what the monster is yet! */ step_ok(y, x, can_on_monst, flgptr) register int y, x, can_on_monst; register struct thing *flgptr; { /* can_on_monst = MONSTOK if all we care about are physical obstacles */ register struct linked_list *item; register struct thing *tp; unsigned char ch; /* What is here? Don't check monster window if MONSTOK is set */ if (can_on_monst == MONSTOK) ch = mvinch(y, x); else ch = winat(y, x); if (can_on_monst == FIGHTOK && isalpha(ch) && (item = find_mons(y, x)) != NULL) { tp = THINGPTR(item); /* What monster is here? */ /* We can hit it if we're after it */ if (flgptr->t_dest == &tp->t_pos) return TRUE; /* * Otherwise, if we're friendly we'll hit it unless it is also * friendly or is our race. */ if (off(*flgptr, ISFRIENDLY) || on(*tp, ISFRIENDLY) || flgptr->t_index == tp->t_index) return FALSE; else return TRUE; } else switch (ch) { case ' ': case VERTWALL: case HORZWALL: case SECRETDOOR: if (flgptr && on(*flgptr, CANINWALL)) return(TRUE); return FALSE; when SCROLL: if (can_on_monst == MONSTOK) { /* Not a real obstacle */ move_free = 0; /* check free movement */ return(TRUE); } /* * If it is a scroll, it might be a scare monster scroll * so we need to look it up to see what type it is. */ if (flgptr && flgptr->t_ctype == C_MONSTER) { move_free = 1; item = find_obj(y, x); if (item != NULL && (OBJPTR(item))->o_which==S_SCARE && (flgptr == NULL || flgptr->t_stats.s_intel < 17)) { move_free = 2; return(FALSE); /* All but smart ones are scared */ } } return(TRUE); otherwise: return (!isalpha(ch)); } /* return(FALSE); */ /*NOTREACHED*/ } /* * shoot_ok: * returns true if it is ok for type to shoot over ch */ shoot_ok(int ch) { switch (ch) { case ' ': case VERTWALL: case HORZWALL: case SECRETDOOR: case FOREST: return FALSE; default: return (!isalpha(ch)); } } /* * status: * Display the important stats line. Keep the cursor where it was. */ status(display) bool display; /* is TRUE, display unconditionally */ { register struct stats *stat_ptr, *max_ptr; register int oy = 0, ox = 0, temp; register char *pb; char buf[LINELEN]; static int hpwidth = 0, s_hungry = -1; static int s_lvl = -1, s_hp = -1, s_str, maxs_str, s_ac = 0; static short s_intel, s_dext, s_wisdom, s_const, s_charisma; static short maxs_intel, maxs_dext, maxs_wisdom, maxs_const, maxs_charisma; static unsigned long s_exp = 0; static int s_carry, s_pack; bool first_line=FALSE; /* Go to English mode */ nofont(cw); stat_ptr = &pstats; max_ptr = &max_stats; /* * If nothing has changed in the first line, then skip it */ if (!display && s_lvl == level && s_intel == stat_ptr->s_intel && s_wisdom == stat_ptr->s_wisdom && s_dext == dex_compute() && s_const == stat_ptr->s_const && s_charisma == stat_ptr->s_charisma && s_str == str_compute() && s_hungry == hungry_state && maxs_intel == max_ptr->s_intel && maxs_wisdom == max_ptr->s_wisdom && maxs_dext == max_ptr->s_dext && maxs_const == max_ptr->s_const && maxs_charisma == max_ptr->s_charisma && maxs_str == max_ptr->s_str ) goto line_two; /* Display the first line */ first_line = TRUE; getyx(cw, oy, ox); sprintf(buf, "Int:%d(%d) Str:%d", stat_ptr->s_intel, max_ptr->s_intel, str_compute()); /* Maximum strength */ pb = &buf[strlen(buf)]; sprintf(pb, "(%d)", max_ptr->s_str); pb = &buf[strlen(buf)]; sprintf(pb, " Wis:%d(%d) Dxt:%d(%d) Con:%d(%d) Cha:%d(%d)", stat_ptr->s_wisdom,max_ptr->s_wisdom,dex_compute(),max_ptr->s_dext, stat_ptr->s_const,max_ptr->s_const,stat_ptr->s_charisma, max_ptr->s_charisma); /* Update first line status */ s_intel = stat_ptr->s_intel; s_wisdom = stat_ptr->s_wisdom; s_dext = dex_compute(); s_const = stat_ptr->s_const; s_charisma = stat_ptr->s_charisma; s_str = str_compute(); maxs_intel = max_ptr->s_intel; maxs_wisdom = max_ptr->s_wisdom; maxs_dext = max_ptr->s_dext; maxs_const = max_ptr->s_const; maxs_charisma = max_ptr->s_charisma; maxs_str = max_ptr->s_str; /* Print the line */ mvwaddstr(cw, lines-2, 0, buf); switch (hungry_state) { case F_SATIATED: waddstr(cw, " Satiated"); when F_OKAY: ; when F_HUNGRY: waddstr(cw, " Hungry"); when F_WEAK: waddstr(cw, " Weak"); when F_FAINT: waddstr(cw, " Fainting"); } wclrtoeol(cw); s_hungry = hungry_state; /* * If nothing has changed since the last status, don't * bother. */ line_two: if (!display && s_lvl == level && s_hp == stat_ptr->s_hpt && s_ac == ac_compute(FALSE) - dext_prot(s_dext) && s_pack == stat_ptr->s_pack && s_carry == stat_ptr->s_carry && s_exp == stat_ptr->s_exp ) { newfont(cw); return; } if (!first_line) getyx(cw, oy, ox); if (s_hp != max_ptr->s_hpt) { temp = s_hp = max_ptr->s_hpt; for (hpwidth = 0; temp; hpwidth++) temp /= 10; } sprintf(buf, "Lvl:%d Hp:%*d(%*d) Ac:%d Carry:%d(%d) Exp:%d/%lu %s", level, hpwidth, stat_ptr->s_hpt, hpwidth, max_ptr->s_hpt, ac_compute(FALSE) - dext_prot(s_dext),stat_ptr->s_pack/10, stat_ptr->s_carry/10, stat_ptr->s_lvl, stat_ptr->s_exp, cnames[player.t_ctype][min(stat_ptr->s_lvl-1, NUM_CNAMES-1)]); /* * Save old status */ s_lvl = level; s_hp = stat_ptr->s_hpt; s_ac = ac_compute(FALSE) - dext_prot(s_dext); s_pack = stat_ptr->s_pack; s_carry = stat_ptr->s_carry; s_exp = stat_ptr->s_exp; mvwaddstr(cw, lines-1, 0, buf); wclrtoeol(cw); newfont(cw); wmove(cw, oy, ox); } /* * wait_for * Sit around until the guy types the right key */ wait_for(ch) register char ch; { register char c; clearok(msgw, FALSE); if (ch == '\n') { while ((c = wgetch(msgw)) != '\n' && c != '\r') { continue; } } else { while (wgetch(msgw) != ch) { continue; } } } /* * over_win: * Given a current window, a new window, and the max y and x of the * new window, paint the new window on top of the old window without * destroying any of the old window. Current window and new window * are assumed to have lines lines and cols columns (max y and max x * pertain only the the useful information to be displayed. * If redraw is non-zero, we wait for the character "redraw" to be * typed and then redraw the starting screen. */ over_win(oldwin, newin, maxy, maxx, cursory, cursorx, redraw) WINDOW *oldwin, *newin; int maxy, maxx, cursory, cursorx; char redraw; { char blanks[LINELEN+1]; register int line, i; WINDOW *ow; /* Overlay window */ /* Create a blanking line */ for (i=0; i<maxx && i<cols && i<LINELEN; i++) blanks[i] = ' '; blanks[i] = '\0'; /* Create the window we will display */ ow = newwin(lines, cols, 0, 0); /* Blank out the area we want to use */ if (oldwin == cw) { msg(""); line = 1; } else line = 0; overwrite(oldwin, ow); /* Get a copy of the old window */ /* Do the remaining blanking */ for (; line < maxy; line++) mvwaddstr(ow, line, 0, blanks); overlay(newin, ow); /* Overlay our new window */ /* Move the cursor to the specified location */ wmove(ow, cursory, cursorx); clearok(ow, FALSE); /* Draw inventory without clearing */ draw(ow); if (redraw) { wait_for(redraw); clearok(oldwin, FALSE); /* Setup to redraw current screen */ touchwin(oldwin); /* clearing first */ draw(oldwin); } delwin(ow); } /* * show_win: * function used to display a window and wait before returning */ show_win(scr, message) register WINDOW *scr; char *message; { mvwaddstr(scr, 0, 0, message); touchwin(scr); wmove(scr, hero.y, hero.x); draw(scr); wait_for(' '); restscr(cw); } /* * dbotline: * Displays message on bottom line and waits for a space to return */ dbotline(scr,message) WINDOW *scr; char *message; { mvwaddstr(scr,lines-1,0,message); draw(scr); wait_for(' '); } /* * restscr: * Restores the screen to the terminal */ restscr(scr) WINDOW *scr; { clearok(scr,TRUE); touchwin(scr); draw(scr); } /* * netread: * Read a byte, short, or long machine independently * Always returns the value as an unsigned long. */ unsigned long netread(error, size, stream) int *error; int size; FILE *stream; { unsigned long result = 0L, /* What we read in */ partial; /* Partial value */ int nextc, /* The next byte */ i; /* To index through the result a byte at a time */ /* Be sure we have a right sized chunk */ if (size < 1 || size > 4) { *error = 1; return(0L); } for (i=0; i<size; i++) { nextc = getc(stream); if (nextc == EOF) { *error = 1; return(0L); } else { partial = (unsigned long) (nextc & 0xff); partial <<= 8*i; result |= partial; } } *error = 0; return(result); } /* * netwrite: * Write out a byte, short, or long machine independently. */ netwrite(value, size, stream) unsigned long value; /* What to write */ int size; /* How much to write out */ FILE *stream; /* Where to write it */ { int i; /* Goes through value one byte at a time */ char outc; /* The next character to be written */ /* Be sure we have a right sized chunk */ if (size < 1 || size > 4) return(0); for (i=0; i<size; i++) { outc = (char) ((value >> (8 * i)) & 0xff); putc(outc, stream); } return(size); }