Annotation of micropolis/src/sim/w_keys.c, revision 1.1

1.1     ! root        1: /* w_keys.c
        !             2:  *
        !             3:  * Micropolis, Unix Version.  This game was released for the Unix platform
        !             4:  * in or about 1990 and has been modified for inclusion in the One Laptop
        !             5:  * Per Child program.  Copyright (C) 1989 - 2007 Electronic Arts Inc.  If
        !             6:  * you need assistance with this program, you may contact:
        !             7:  *   http://wiki.laptop.org/go/Micropolis  or email  [email protected].
        !             8:  * 
        !             9:  * This program is free software: you can redistribute it and/or modify
        !            10:  * it under the terms of the GNU General Public License as published by
        !            11:  * the Free Software Foundation, either version 3 of the License, or (at
        !            12:  * your option) any later version.
        !            13:  * 
        !            14:  * This program is distributed in the hope that it will be useful, but
        !            15:  * WITHOUT ANY WARRANTY; without even the implied warranty of
        !            16:  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
        !            17:  * General Public License for more details.  You should have received a
        !            18:  * copy of the GNU General Public License along with this program.  If
        !            19:  * not, see <http://www.gnu.org/licenses/>.
        !            20:  * 
        !            21:  *             ADDITIONAL TERMS per GNU GPL Section 7
        !            22:  * 
        !            23:  * No trademark or publicity rights are granted.  This license does NOT
        !            24:  * give you any right, title or interest in the trademark SimCity or any
        !            25:  * other Electronic Arts trademark.  You may not distribute any
        !            26:  * modification of this program using the trademark SimCity or claim any
        !            27:  * affliation or association with Electronic Arts Inc. or its employees.
        !            28:  * 
        !            29:  * Any propagation or conveyance of this program must include this
        !            30:  * copyright notice and these terms.
        !            31:  * 
        !            32:  * If you convey this program (or any modifications of it) and assume
        !            33:  * contractual liability for the program to recipients of it, you agree
        !            34:  * to indemnify Electronic Arts for any liability that those contractual
        !            35:  * assumptions impose on Electronic Arts.
        !            36:  * 
        !            37:  * You may not misrepresent the origins of this program; modified
        !            38:  * versions of the program must be marked as such and not identified as
        !            39:  * the original program.
        !            40:  * 
        !            41:  * This disclaimer supplements the one included in the General Public
        !            42:  * License.  TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS
        !            43:  * PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY
        !            44:  * OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK.  THE ENTIRE RISK OF
        !            45:  * SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU.  ELECTRONIC ARTS
        !            46:  * DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES,
        !            47:  * INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY,
        !            48:  * FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY
        !            49:  * RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING,
        !            50:  * USAGE, OR TRADE PRACTICE.  ELECTRONIC ARTS DOES NOT WARRANT AGAINST
        !            51:  * INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL
        !            52:  * MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE
        !            53:  * UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE
        !            54:  * WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE
        !            55:  * CORRECTED.  NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR
        !            56:  * ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY.  SOME
        !            57:  * JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED
        !            58:  * WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A
        !            59:  * CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY
        !            60:  * NOT APPLY TO YOU.
        !            61:  */
        !            62: #include "sim.h"
        !            63: 
        !            64: 
        !            65: static char LastKeys[5];
        !            66: 
        !            67: 
        !            68: /* TODO:
        !            69:   <n> new city
        !            70:   <l> load city
        !            71:   <s> save city
        !            72:   <q> quit
        !            73:   <a> autobulldoze
        !            74:   <0><1><2><3>... game speed
        !            75:   <m> map window
        !            76:   <g> graph window
        !            77:   <b> budget window
        !            78:   <e> evaluation window
        !            79: */
        !            80: 
        !            81: 
        !            82: ResetLastKeys()
        !            83: {
        !            84:   LastKeys[0] = ' ';
        !            85:   LastKeys[1] = ' ';
        !            86:   LastKeys[2] = ' ';
        !            87:   LastKeys[3] = ' ';
        !            88:   LastKeys[4] = '\0';
        !            89:   PunishCnt = 0;
        !            90: }
        !            91: 
        !            92: 
        !            93: /* comefrom: processEvent */
        !            94: doKeyDown(SimView *view, short charCode)
        !            95: {
        !            96:   LastKeys[0] = LastKeys[1];
        !            97:   LastKeys[1] = LastKeys[2];
        !            98:   LastKeys[2] = LastKeys[3];
        !            99:   LastKeys[3] = tolower(charCode);
        !           100: 
        !           101:   if (strcmp(LastKeys, "fund") == 0) {
        !           102:     Spend(-10000);
        !           103:     PunishCnt++;                               /* punish for cheating */
        !           104:     if (PunishCnt == 5) {
        !           105:       PunishCnt = 0;
        !           106:       MakeEarthquake();
        !           107:     }
        !           108:     LastKeys[0] = '\0';
        !           109:   } else if (strcmp(LastKeys, "fart") == 0) {
        !           110:     MakeSound("city", "Explosion-High");
        !           111:     MakeSound("city", "Explosion-Low");
        !           112:     MakeFire();
        !           113:     MakeFlood();
        !           114:     MakeTornado();
        !           115:     MakeEarthquake();
        !           116:     MakeMonster();
        !           117:     LastKeys[0] = '\0';
        !           118:   } else if (strcmp(LastKeys, "nuke") == 0) {
        !           119:     int i, j;
        !           120:     MakeSound("city", "Explosion-High");
        !           121:     MakeSound("city", "Explosion-Low");
        !           122:     for (i = 0; i < WORLD_X; i++) {
        !           123:       for (j = 0; j < WORLD_Y; j++) {
        !           124:        short tile = Map[i][j] & LOMASK;
        !           125:        if ((tile >= RUBBLE) &&
        !           126:            ((tile < CHURCH - 4) ||
        !           127:             (tile > CHURCH + 4))) {
        !           128:          if ((tile >= HBRIDGE && tile <= VBRIDGE) ||
        !           129:              (tile >= BRWH && tile <= LTRFBASE + 1) ||
        !           130:              (tile >= BRWV && tile <= BRWV + 2) ||
        !           131:              (tile >= BRWXXX1 && tile <= BRWXXX1 + 2) ||
        !           132:              (tile >= BRWXXX2 && tile <= BRWXXX2 + 2) ||
        !           133:              (tile >= BRWXXX3 && tile <= BRWXXX3 + 2) ||
        !           134:              (tile >= BRWXXX4 && tile <= BRWXXX4 + 2) ||
        !           135:              (tile >= BRWXXX5 && tile <= BRWXXX5 + 2) ||
        !           136:              (tile >= BRWXXX6 && tile <= BRWXXX6 + 2) ||
        !           137:              (tile >= BRWXXX7 && tile <= BRWXXX7 + 2)) {
        !           138:            Map[i][j] = RIVER;
        !           139:          } else {
        !           140:            Map[i][j] = TINYEXP + ANIMBIT + BULLBIT + Rand(2);
        !           141:          }
        !           142:        }
        !           143:       }
        !           144:     }
        !           145:     LastKeys[0] = '\0';
        !           146:   } else if (strcmp(LastKeys, "stop") == 0) {
        !           147:     heat_steps = 0;
        !           148:     LastKeys[0] = '\0';
        !           149:     Kick();
        !           150:   } else if (strcmp(LastKeys, "will") == 0) {
        !           151:     int i;
        !           152:     int n = 500;
        !           153:     for (i = 0; i < n; i++) {
        !           154:       int x1 = Rand(WORLD_X - 1);
        !           155:       int y1 = Rand(WORLD_Y - 1);
        !           156:       int x2 = Rand(WORLD_X - 1);
        !           157:       int y2 = Rand(WORLD_Y - 1);
        !           158:       short temp =
        !           159:        Map[x1][y1];
        !           160:       Map[x1][y1] =
        !           161:        Map[x2][y2];
        !           162:       Map[x2][y2] =
        !           163:        temp;
        !           164:     }
        !           165:     Kick();
        !           166:   } else if (strcmp(LastKeys, "bobo") == 0) {
        !           167:     heat_steps = 1;
        !           168:     heat_flow = -1;
        !           169:     heat_rule = 0;
        !           170:     LastKeys[0] = '\0';
        !           171:     Kick();
        !           172:   } else if (strcmp(LastKeys, "boss") == 0) {
        !           173:     heat_steps = 1;
        !           174:     heat_flow = 1;
        !           175:     heat_rule = 0;
        !           176:     LastKeys[0] = '\0';
        !           177:     Kick();
        !           178:   } else if (strcmp(LastKeys, "mack") == 0) {
        !           179:     heat_steps = 1;
        !           180:     heat_flow = 0;
        !           181:     heat_rule = 0;
        !           182:     LastKeys[0] = '\0';
        !           183:     Kick();
        !           184:   } else if (strcmp(LastKeys, "donh") == 0) {
        !           185:     heat_steps = 1;
        !           186:     heat_flow = -1;
        !           187:     heat_rule = 1;
        !           188:     LastKeys[0] = '\0';
        !           189:     Kick();
        !           190:   } else if (strcmp(LastKeys, "patb") == 0) {
        !           191:     heat_steps = 1;
        !           192:     heat_flow = Rand(40) - 20;
        !           193:     heat_rule = 0;
        !           194:     LastKeys[0] = '\0';
        !           195:     Kick();
        !           196:   } else if (strcmp(LastKeys, "lucb") == 0) {
        !           197:     heat_steps = 1;
        !           198:     heat_flow = Rand(1000) - 500;
        !           199:     heat_rule = 0;
        !           200:     LastKeys[0] = '\0';
        !           201:     Kick();
        !           202:   } else if (strcmp(LastKeys, "olpc") == 0) {
        !           203:     Spend(-1000000);
        !           204:   }
        !           205: 
        !           206:   switch (charCode) {
        !           207:     
        !           208:     case 'X':
        !           209:     case 'x': {
        !           210:       short s = view->tool_state;
        !           211:       if (++s > lastState) {
        !           212:        s = firstState;
        !           213:       }
        !           214:       setWandState(view, s);
        !           215:       break;
        !           216:     }
        !           217: 
        !           218:     case 'Z':
        !           219:     case 'z': {
        !           220:       short s = view->tool_state;
        !           221:       if (--s < firstState) {
        !           222:          s = lastState;
        !           223:       }
        !           224:       setWandState(view, s);
        !           225:       break;
        !           226:     }
        !           227: 
        !           228:     /***** shift wand state to bull dozer *****/
        !           229:     case 'B':
        !           230:     case 'b':
        !           231:     case 'B'-'@': {
        !           232:       if (view->tool_state_save == -1) {
        !           233:        view->tool_state_save = view->tool_state;
        !           234:       }
        !           235:       setWandState(view, dozeState);
        !           236:       break;
        !           237:     }
        !           238: 
        !           239:     /***** shift wand state to roads *****/
        !           240:     case 'R':
        !           241:     case 'r':
        !           242:     case 'R'-'@': {
        !           243:       if (view->tool_state_save == -1) {
        !           244:        view->tool_state_save = view->tool_state;
        !           245:       }
        !           246:       setWandState(view, roadState);
        !           247:       break;
        !           248:     }
        !           249: 
        !           250:     /***** shift wand state to power *****/
        !           251:     case 'P':
        !           252:     case 'p':
        !           253:     case 'P'-'@': {
        !           254:       if (view->tool_state_save == -1) {
        !           255:        view->tool_state_save = view->tool_state;
        !           256:       }
        !           257:       setWandState(view, wireState);
        !           258:       break;
        !           259:     }
        !           260: 
        !           261:     /***** shift wand state to transit *****/
        !           262:     case 'T':
        !           263:     case 't':
        !           264:     case 'T'-'@': {
        !           265:       if (view->tool_state_save == -1) {
        !           266:        view->tool_state_save = view->tool_state;
        !           267:       }
        !           268:       setWandState(view, rrState);
        !           269:       break;
        !           270:     }
        !           271: 
        !           272: #if 0
        !           273:     /***** shift wand state to query *****/
        !           274:     case 'Q':
        !           275:     case 'q':
        !           276:     case 'Q'-'@': {
        !           277:       if (view->tool_state_save == -1)
        !           278:        view->tool_state_save = view->tool_state;
        !           279:       setWandState(view, queryState);
        !           280:       break;
        !           281:     }
        !           282: #endif
        !           283: 
        !           284:     case 27: {
        !           285:       SoundOff();
        !           286:       break;
        !           287:     }
        !           288: 
        !           289:   }
        !           290: }
        !           291: 
        !           292: 
        !           293: /* comefrom: processEvent */
        !           294: doKeyUp(SimView *view, short charCode)
        !           295: {
        !           296:   switch(charCode) {
        !           297: 
        !           298:     case 'b':
        !           299:     case 'B':
        !           300:     case 'B'-'@':
        !           301:     case 'R':
        !           302:     case 'r':
        !           303:     case 'R'-'@':
        !           304:     case 'P':
        !           305:     case 'p':
        !           306:     case 'P'-'@':
        !           307:     case 'T':
        !           308:     case 't':
        !           309:     case 'T'-'@':
        !           310:     case 'q':
        !           311:     case 'Q':
        !           312:     case 'Q'-'@': {
        !           313:       if (view->tool_state_save != -1) {
        !           314:        setWandState(view, view->tool_state_save);
        !           315:       }
        !           316:       view->tool_state_save = -1;
        !           317:       break;
        !           318:     }
        !           319: 
        !           320:     default: {
        !           321:       break;
        !           322:     }
        !           323: 
        !           324:   }
        !           325: }

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