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help.c
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help.c
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/* help.c: Displaying online help.
*
* Copyright (C) 2001-2010 by Brian Raiter and Madhav Shanbhag,
* under the GNU General Public License. No warranty. See COPYING for details.
*/
#include <stdlib.h>
#include "defs.h"
#include "err.h"
#include "state.h"
#include "oshw.h"
#include "ver.h"
#include "comptime.h"
#include "help.h"
#define array(a) a, (sizeof a / sizeof *a)
/* Help for command-line options.
*/
static char *yowzitch_items[] = {
"1-Usage:", "1!tworld [-hvVdlsbtpqrPFa] [-n N] [-DLRS DIR] "
"[NAME] [SNAME] [LEVEL]",
"1- -D", "1!Read data files from DIR instead of the default.",
"1- -L", "1!Read level sets from DIR instead of the default.",
"1- -R", "1!Read resource files from DIR instead of the default.",
"1- -S", "1!Save games in DIR instead of the default.",
"1- -p", "1!Disable password checking.",
"1- -F", "1!Run in fullscreen mode.",
"1- -q", "1!Run quietly.",
"1- -r", "1!Run in read-only mode; solutions will not be saved.",
"1- -P", "1!Put Lynx ruleset emulation in pedantic mode.",
"1- -n", "1!Set initial volume level to N.",
"1- -a", "1!Double the size of the sound buffer (can be repeated).",
"1- -l", "1!Display the list of available data files and exit.",
"1- -s", "1!Display scores for the selected data file and exit.",
"1- -t", "1!Display times for the selected data file and exit.",
"1- -b", "1!Batch-verify solutions for the selected data file and exit.",
"1- -h", "1!Display this help and exit.",
"1- -d", "1!Display default directories and exit.",
"1- -v", "1!Display version number and exit.",
"1- -V", "1!Display version and license information and exit.",
"2!NAME specifies which data file to use.",
"2!LEVEL specifies which level to start at.",
"2!SNAME specifies an alternate solution file."
};
static tablespec const yowzitch_table = { 23, 2, 2, -1, yowzitch_items };
tablespec const *yowzitch = &yowzitch_table;
/* Version and license information.
*/
static char *vourzhon_items[] = {
"1+*", "1-Tile World: version " VERSION,
"1+", "1-Copyright (c) 2001-2010 by Brian Raiter and Madhav Shanbhag",
"1+", "1-compiled " COMPILE_TIME,
"1+*", "1!This program is free software; you can redistribute it and/or"
" modify it under the terms of the GNU General Public License as"
" published by the Free Software Foundation; either version 2 of"
" the License, or (at your option) any later version.",
"1+*", "1!This program is distributed in the hope that it will be"
" useful, but WITHOUT ANY WARRANTY; without even the implied"
" warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR"
" PURPOSE. See the GNU General Public License for more details.",
"1+*", "1!Bug reports are appreciated, and can be sent to"
#ifdef __TWPLUSPLUS
#else
#endif
};
static tablespec const vourzhon_table = { 6, 2, 1, -1, vourzhon_items };
tablespec const *vourzhon = &vourzhon_table;
/* Descriptions of the different surfaces of the levels.
*/
static tiletablerow const help_floors[] = {
{ TRUE, Fire, 0,
"Fire is fatal unless Chip has fire boots." },
{ TRUE, Water, 0,
"Chip drowns in Water without water boots." },
{ TRUE, Ice, 0,
"Chip slides across Ice without ice boots." },
{ TRUE, Slide_East, 0,
"Force floors push Chip along unless he has the force boots." },
{ TRUE, Gravel, 0,
"Gravel is safe to walk on, and no one but Chip can touch it." },
{ TRUE, Dirt, 0,
"Chip is also the only one that can walk on Dirt, but it"
" turns into a normal floor when he steps on it." }
};
/* Descriptions of the various kinds of wall-like obstacles.
*/
static tiletablerow const help_walls[] = {
{ TRUE, Wall_North, Wall,
"Walls can either take up an entire square,"
" or just cut off one direction." },
{ TRUE, BlueWall_Fake, 0,
"Blue Walls can either be real walls, or just mirages. They show"
" their true nature when Chip tries to walk through them." },
{ TRUE, PopupWall, 0,
"Popup Walls spring up when Chip walks across them, blocking retreat." },
{ TRUE, Door_Green, Door_Red,
"Doors can be opened if Chip has a matching key." }
};
/* Descriptions of various objects to be found.
*/
static tiletablerow const help_objects[] = {
{ TRUE, Bomb, 0,
"A Bomb is always fatal to whatever steps on it." },
{ TRUE, CloneMachine, Button_Red,
"Clone Machines produce duplicates of whatever is shown atop them"
" at the touch of a Red Button." },
{ TRUE, Beartrap, Button_Brown,
"A Bear Trap holds fast whatever steps on it. A Brown Button"
" resets the trap and permits escape." },
{ TRUE, Teleport, 0,
"A Teleport instantly transports you to another teleport." },
{ TRUE, SwitchWall_Open, Button_Green,
"Toggle Walls come and go when any Green Button is pressed." },
{ TRUE, Button_Blue, 0,
"A Blue Button causes tanks to turn around." },
{ TRUE, HintButton, 0,
"The Hint Button provides a brief suggestion on how to proceed." },
{ TRUE, Burglar, 0,
"The Thief takes back all your special footgear." }
};
/* Descriptions of things that Chip can use.
*/
static tiletablerow const help_tools[] = {
{ TRUE, ICChip, 0,
"IC Chips are what Chip needs to collect in order to pass through"
" the socket." },
{ TRUE, Key_Green, Key_Yellow,
"Keys permit Chip to open doors of the matching color." },
{ TRUE, Boots_Water, Boots_Fire,
"Boots allow Chip to get past fire and water, and to traverse"
" ice and force floors as if they were normal floors." },
{ TRUE, Block_Static, 0,
"Blocks are obstacles, but they can be pushed around. When pushed into"
" water, the water square turns into dirt." },
{ TRUE, Socket, 0,
"The Socket can only be passed when Chip has acquired"
" the necessary number of IC chips." },
{ TRUE, Exit, 0,
"The Exit takes Chip out. Finding and reaching the Exit"
" is the main goal of every level." }
};
/* Descriptions of the roaming creatures.
*/
static tiletablerow const help_monsters[] = {
{ FALSE, Tank, 0,
"Tanks only move in one direction, until a blue button"
" makes them turn around." },
{ FALSE, Ball, 0,
"Balls bounce back and forth in a straight line." },
{ FALSE, Glider, 0,
"Gliders fly straight until they hit an obstacle,"
" whereupon they turn left." },
{ FALSE, Fireball, 0,
"Fireballs turn to the right upon hitting an obstacle." },
{ FALSE, Walker, 0,
"Walkers turn in a random direction when stopped." },
{ FALSE, Bug, 0,
"Bugs march around things, keeping the wall to their left-hand side." },
{ FALSE, Paramecium, 0,
"Paramecia move along with the wall on their right-hand side." },
{ FALSE, Blob, 0,
"Blobs move about completely at random, albeit slowly." },
{ FALSE, Teeth, 0,
"Finally, Teeth home in on you; like Blobs, they can be outrun." }
};
/* Wrapper function for displaying illustrated help and then waiting
* for a key command.
*/
static int helptilescreen(char const *title, tiletablerow const *table,
int count, int completed)
{
displaytiletable(title, table, count, completed);
return anykey();
}
/* Display the illustrated help sequence for the game.
*/
int gameplayhelp(void)
{
int ret;
ret = helptilescreen("FLOORS", array(help_floors), +1)
&& helptilescreen("WALLS", array(help_walls), +1)
&& helptilescreen("OBJECTS", array(help_objects), +1)
&& helptilescreen("TOOLS", array(help_tools), +1)
&& helptilescreen("MONSTERS", array(help_monsters), 0);
cleardisplay();
return ret;
}
/* An input callback used while displaying the list of help topics.
*/
static int scrollinputcallback(int *move)
{
switch (input(TRUE)) {
case CmdPrev10: *move = SCROLL_ALLTHEWAY_UP; break;
case CmdNorth: *move = SCROLL_UP; break;
case CmdPrev: *move = SCROLL_UP; break;
case CmdPrevLevel: *move = SCROLL_UP; break;
case CmdSouth: *move = SCROLL_DN; break;
case CmdNext: *move = SCROLL_DN; break;
case CmdNextLevel: *move = SCROLL_DN; break;
case CmdNext10: *move = SCROLL_ALLTHEWAY_DN; break;
case CmdProceed: *move = TRUE; return FALSE;
case CmdQuitLevel: *move = FALSE; return FALSE;
case CmdQuit: exit(0);
}
return TRUE;
}
/* Display the list of help topics and allow the user to select which
* ones to view.
*/
void onlinemainhelp(int topic)
{
static char *items[] = {
"2-",
"1+\267", "1-Key commands during the game",
"1+\267", "1-Key commands inbetween games",
"1+\267", "1-Objects of the game",
"1+\267", "1-Command-line options",
"1+\267", "1-About Tile World",
"1+\267", "1-Return to the program"
};
static tablespec const table = { 7, 2, 4, 1, items };
int n;
switch (topic) {
case Help_KeysDuringGame: n = 0; break;
case Help_KeysBetweenGames: n = 1; break;
case Help_ObjectsOfGame: n = 2; break;
case Help_CmdlineOptions: n = 3; break;
case Help_AboutGame: n = 4; break;
default: n = 5; break;
}
while (displaylist("HELP", &table, &n, LIST_HELP, scrollinputcallback)) {
if (n == 5)
break;
switch (n) {
case 0:
displaytable("KEYS - DURING THE GAME",
keyboardhelp(KEYHELP_INGAME), -1);
anykey();
break;
case 1:
displaytable("KEYS - INBETWEEN GAMES",
keyboardhelp(KEYHELP_TWIXTGAMES), -1);
anykey();
break;
case 2:
(void)(helptilescreen("FLOORS", array(help_floors), +1)
&& helptilescreen("WALLS", array(help_walls), +1)
&& helptilescreen("OBJECTS", array(help_objects), +1)
&& helptilescreen("TOOLS", array(help_tools), +1)
&& helptilescreen("MONSTERS", array(help_monsters), 0));
break;
case 3:
displaytable("COMMAND-LINE OPTIONS", &yowzitch_table, -1);
anykey();
break;
case 4:
displaytable("ABOUT TILE WORLD", &vourzhon_table, -1);
anykey();
break;
}
}
cleardisplay();
}
/* Display a single online help screen for the given topic.
*/
void onlinecontexthelp(int topic)
{
static char *firsthelp_items[] = {
"1!Welcome to Tile World!",
"1-",
"1!In order to begin, you must first decide which level set you"
" wish to play. The opening screen shows you the list of all the"
" level sets that are currently available. Use the up and down"
" arrows to move the selection. When the level set of your choice"
" is selected, press Enter to begin.",
"1-",
"1!If the list is long, you may also use the PgUp and PgDn keys to"
" scroll one windowful at a time.",
"1-",
"1!At any point in the program, you may use the Q key to quit the"
" current activity and go back up one step. Typing Shift-Q will"
" exit Tile World completely. Typing ? or F1 at any time will bring"
" up a list of online help topics.",
"1-",
"1!Tile World also comes with offline documentation. Please see the"
" tworld.html file included for more help on playing the game and"
" using this program.",
"1-",
"1!Now, press any key to go back to the list of level sets."
};
static tablespec const firsthelp_table = { 9, 1, 0, 1, firsthelp_items };
switch (topic) {
case Help_First:
displaytable("HELP", &firsthelp_table, -1);
break;
case Help_KeysDuringGame:
displaytable("KEYS - DURING THE GAME",
keyboardhelp(KEYHELP_INGAME), -1);
break;
case Help_KeysBetweenGames:
displaytable("KEYS - INBETWEEN GAMES",
keyboardhelp(KEYHELP_TWIXTGAMES), -1);
break;
case Help_FileListKeys:
displaytable("KEYS - FILE LIST",
keyboardhelp(KEYHELP_FILELIST), -1);
break;
case Help_ScoreListKeys:
displaytable("KEYS - SCORE LIST",
keyboardhelp(KEYHELP_SCORELIST), -1);
break;
}
anykey();
cleardisplay();
}