Annotation of micropolis/src/sim/w_keys.c, revision 1.1.1.1

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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