Mercurial > hg > early-roguelike
view xrogue/io.c @ 278:c222f9d56776
Remove an extra bracket from some Autoconf macros.
author | John "Elwin" Edwards |
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date | Sun, 10 Sep 2017 17:30:13 -0400 |
parents | f54901b9c39b |
children | e52a8a7ad4c5 |
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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" void doadd(char *fmt, va_list ap); /* * 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. */ void rmmsg(void) { 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--) */ void endmsg(void) { /* 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); } void 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! */ bool step_ok(int y, int x, int can_on_monst, 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 */ bool 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. * display: is TRUE, display unconditionally */ void status(bool display) { 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 */ void wait_for(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. */ void over_win(WINDOW *oldwin, WINDOW *newin, int maxy, int maxx, int cursory, int 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 */ void show_win(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 */ void dbotline(WINDOW *scr, char *message) { mvwaddstr(scr,lines-1,0,message); draw(scr); wait_for(' '); } /* * restscr: * Restores the screen to the terminal */ void restscr(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(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. * value: What to write * size: How much to write out * stream: Where to write it */ int netwrite(unsigned long value, int size, FILE *stream) { 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); }