577 lines
12 KiB
C
577 lines
12 KiB
C
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/* $Id: screen.c,v 1.3 2000/07/05 15:20:34 jholder Exp $
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* --------------------------------------------------------------------
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* see doc/License.txt for License Information
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* --------------------------------------------------------------------
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*
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* File name: $Id: screen.c,v 1.3 2000/07/05 15:20:34 jholder Exp $
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*
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* Description:
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*
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* Modification history:
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* $Log: screen.c,v $
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* Revision 1.3 2000/07/05 15:20:34 jholder
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* Updated code to remove warnings.
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*
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* Revision 1.2 2000/05/25 22:28:56 jholder
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* changes routine names to reflect zmachine opcode names per spec 1.0
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*
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* Revision 1.1.1.1 2000/05/10 14:21:34 jholder
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*
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* imported
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*
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*
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* --------------------------------------------------------------------
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*/
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/*
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* screen.c
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*
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* Generic screen manipulation routines. Most of these routines call the machine
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* specific routines to do the actual work.
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*
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*/
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#include "ztypes.h"
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/*
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* z_set_window
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*
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* Put the cursor in the text or status window. The cursor is free to move in
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* the status window, but is fixed to the input line in the text window.
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*
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*/
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void z_set_window( zword_t w )
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{
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int row, col;
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flush_buffer( FALSE );
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screen_window = w;
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if ( screen_window == STATUS_WINDOW )
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{
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/* Status window: disable formatting and select status window */
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formatting = OFF;
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scripting_disable = ON;
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select_status_window( );
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/* Put cursor at top of status area */
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if ( h_type < V4 )
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move_cursor( 2, 1 );
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else
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move_cursor( 1, 1 );
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}
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else
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{
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/* Text window: enable formatting and select text window */
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select_text_window( );
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scripting_disable = OFF;
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formatting = ON;
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/* Move cursor if it has been left in the status area */
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get_cursor_position( &row, &col );
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if ( row <= status_size )
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move_cursor( status_size + 1, 1 );
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}
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/* Force text attribute to normal rendition */
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set_attribute( NORMAL );
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} /* z_set_window */
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/*
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* z_split_window
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*
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* Set the size of the status window. The default size for the status window is
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* zero lines for both type 3 and 4 games. The status line is handled specially
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* for type 3 games and always occurs the line immediately above the status
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* window.
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*
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*/
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void z_split_window( zword_t lines )
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{
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/* Maximum status window size is 255 */
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lines &= 0xff;
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/* The top line is always set for V1 to V3 games, so account for it here. */
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if ( h_type < V4 )
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lines++;
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if ( lines )
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{
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/* If size is non zero the turn on the status window */
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status_active = ON;
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/* Bound the status size to one line less than the total screen height */
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if ( lines > ( zword_t ) ( screen_rows - 1 ) )
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status_size = ( zword_t ) ( screen_rows - 1 );
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else
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status_size = lines;
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/* Create the status window, or resize it */
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create_status_window( );
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/* Need to clear the status window for type 3 games */
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if ( h_type < V4 )
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z_erase_window( STATUS_WINDOW );
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}
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else
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{
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/* Lines are zero so turn off the status window */
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status_active = OFF;
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/* Reset the lines written counter and status size */
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lines_written = 0;
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status_size = 0;
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/* Delete the status window */
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delete_status_window( );
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/* Return cursor to text window */
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select_text_window( );
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}
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} /* z_split_window */
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/*
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* z_erase_window
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*
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* Clear one or all windows on the screen.
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*
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*/
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void z_erase_window( zword_t w )
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{
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flush_buffer( TRUE );
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if ( ( zbyte_t ) w == ( zbyte_t ) Z_SCREEN )
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{
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clear_screen( );
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}
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else if ( ( zbyte_t ) w == TEXT_WINDOW )
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{
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clear_text_window( );
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}
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else if ( ( zbyte_t ) w == STATUS_WINDOW )
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{
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clear_status_window( );
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return;
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}
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if ( h_type > V4 )
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move_cursor( 1, 1 );
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else
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move_cursor( screen_rows, 1 );
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} /* z_erase_window */
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/*
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* z_erase_line
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*
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* Clear one line on the screen.
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*
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*/
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void z_erase_line( zword_t flag )
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{
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if ( flag == TRUE )
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clear_line( );
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} /* z_erase_line */
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/*
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* z_set_cursor
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*
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* Set the cursor position in the status window only.
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*
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*/
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void z_set_cursor( zword_t row, zword_t column )
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{
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/* Can only move cursor if format mode is off and in status window */
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if ( formatting == OFF && screen_window == STATUS_WINDOW )
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{
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move_cursor( row, column );
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}
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#ifdef STRICTZ
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else
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{
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report_strictz_error( STRZERR_MOV_CURSOR, "@set_cursor called outside the status window!" );
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}
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#endif
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} /* z_set_cursor */
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/*
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* pad_line
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*
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* Pad the status line with spaces up to a column position.
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*
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*/
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static void pad_line( int column )
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{
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int i;
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for ( i = status_pos; i < column; i++ )
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write_char( ' ' );
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status_pos = column;
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} /* pad_line */
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/*
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* z_show_status
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*
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* Format and output the status line for type 3 games only.
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*
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*/
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void z_show_status( void )
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{
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int i, count = 0, end_of_string[3];
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char *status_part[3];
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/* Move the cursor to the top line of the status window, set the reverse
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* rendition and print the status line */
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z_set_window( STATUS_WINDOW );
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move_cursor( 1, 1 );
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set_attribute( REVERSE );
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/* Redirect output to the status line buffer */
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z_output_stream( 3, 0 );
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/* Print the object description for global variable 16 */
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pad_line( 1 );
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status_part[count] = &status_line[status_pos];
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if ( load_variable( 16 ) != 0 )
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z_print_obj( load_variable( 16 ) );
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end_of_string[count++] = status_pos;
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status_line[status_pos++] = '\0';
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if ( get_byte( H_CONFIG ) & CONFIG_TIME )
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{
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/* If a time display print the hours and minutes from global
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* variables 17 and 18 */
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pad_line( screen_cols - 21 );
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status_part[count] = &status_line[status_pos];
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write_string( " Time: " );
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print_time( load_variable( 17 ), load_variable( 18 ) );
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end_of_string[count++] = status_pos;
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status_line[status_pos++] = '\0';
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}
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else
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{
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/* If a moves/score display print the score and moves from global
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* variables 17 and 18 */
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pad_line( screen_cols - 31 );
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status_part[count] = &status_line[status_pos];
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write_string( " Score: " );
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z_print_num( load_variable( 17 ) );
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end_of_string[count++] = status_pos;
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status_line[status_pos++] = '\0';
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pad_line( screen_cols - 15 );
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status_part[count] = &status_line[status_pos];
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write_string( " Moves: " );
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z_print_num( load_variable( 18 ) );
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end_of_string[count++] = status_pos;
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status_line[status_pos++] = '\0';
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}
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/* Pad the end of status line with spaces then disable output redirection */
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pad_line( screen_cols );
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z_output_stream( ( zword_t ) - 3, 0 );
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/* Try and print the status line for a proportional font screen. If this
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* fails then remove embedded nulls in status line buffer and just output
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* it to the screen */
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if ( print_status( count, status_part ) == FALSE )
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{
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for ( i = 0; i < count; i++ )
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status_line[end_of_string[i]] = ' ';
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status_line[status_pos] = '\0';
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write_string( status_line );
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}
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set_attribute( NORMAL );
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z_set_window( TEXT_WINDOW );
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} /* z_show_status */
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/*
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* blank_status_line
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*
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* Output a blank status line for type 3 games only.
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*
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*/
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void blank_status_line( void )
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{
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/* Move the cursor to the top line of the status window, set the reverse
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* rendition and print the status line */
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z_set_window( STATUS_WINDOW );
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move_cursor( 1, 1 );
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set_attribute( REVERSE );
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/* Redirect output to the status line buffer and pad the status line with
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* spaces then disable output redirection */
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z_output_stream( 3, 0 );
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pad_line( screen_cols );
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status_line[status_pos] = '\0';
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z_output_stream( ( zword_t ) - 3, 0 );
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/* Write the status line */
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write_string( status_line );
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/* Turn off attributes and return to text window */
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set_attribute( NORMAL );
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z_set_window( TEXT_WINDOW );
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} /* blank_status_line */
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/*
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* output_string
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*
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* Output a string of characters.
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*
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*/
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void output_string( const char *s )
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{
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while ( *s )
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output_char( *s++ );
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} /* output_string */
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/*
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* output_line
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*
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* Output a string of characters followed by a new line.
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*
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*/
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void output_line( const char *s )
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{
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output_string( s );
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output_new_line( );
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} /* output_line */
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/*
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* output_char
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*
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* Output a character.
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*
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*/
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void output_char( int c )
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{
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/* If output is enabled then either select the rendition attribute
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* or just display the character */
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if ( outputting == ON )
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{
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display_char( (unsigned int)(c & 0xff) );
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}
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} /* output_char */
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/*
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* output_new_line
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*
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* Scroll the text window up one line and pause the window if it is full.
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*
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*/
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void output_new_line( void )
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{
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int row, col;
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/* Don't print if output is disabled or replaying commands */
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if ( outputting == ON )
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{
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if ( formatting == ON && screen_window == TEXT_WINDOW )
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{
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/* If this is the text window then scroll it up one line */
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scroll_line( );
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/* See if we have filled the screen. The spare line is for
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* the [MORE] message
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*/
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if ( ++lines_written >= ( ( screen_rows - top_margin ) - status_size - 1 ) )
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{
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/* Display the new status line while the screen in paused */
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if ( h_type < V4 )
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z_show_status( );
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/* Reset the line count and display the more message */
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lines_written = 0;
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if ( replaying == OFF )
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{
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get_cursor_position( &row, &col );
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output_string( "[MORE]" );
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( void ) input_character( 0 );
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move_cursor( row, col );
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output_string( " " );
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move_cursor( row, col );
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/* clear_line (); */
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}
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}
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}
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else
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/* If this is the status window then just output a new line */
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output_char( '\n' );
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}
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} /* output_new_line */
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/*
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* z_print_table
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*
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* Writes text into a rectangular window on the screen.
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*
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* argv[0] = start of text address
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* argv[1] = rectangle width
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* argv[2] = rectangle height (default = 1)
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*
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*/
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void z_print_table( int argc, zword_t * argv )
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{
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unsigned long address;
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unsigned int width, height;
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unsigned int row, column;
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/* Supply default arguments */
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if ( argc < 3 )
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argv[2] = 1;
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/* Don't do anything if the window is zero high or wide */
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if ( argv[1] == 0 || argv[2] == 0 )
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return;
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/* Get coordinates of top left corner of rectangle */
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get_cursor_position( ( int * ) &row, ( int * ) &column );
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address = argv[0];
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/* Write text in width * height rectangle */
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for ( height = 0; height < argv[2]; height++ )
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{
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for ( width = 0; width < argv[1]; width++ )
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write_char( read_data_byte( &address ) );
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/* Put cursor back to lefthand side of rectangle on next line */
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if ( height != (unsigned)( argv[2] - 1 ) )
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move_cursor( ++row, column );
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}
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} /* z_print_table */
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/*
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* z_set_font
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*
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* Set text or graphic font. 1 = text font, 3 = graphics font.
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*
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*/
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void z_set_font( zword_t new_font )
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{
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zword_t old_font = font;
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if ( new_font != old_font )
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{
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font = new_font;
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set_font( font );
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}
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store_operand( old_font );
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} /* z_set_font */
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/*
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* z_set_colour
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*
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* Set the colour of the screen. Colour can be set on four things:
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* Screen background
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* Text typed by player
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* Text written by game
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* Graphics characters
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*
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* Colors can be set to 1 of 9 values:
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* 1 = machine default (IBM/PC = blue background, everything else white)
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* 2 = black
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* 3 = red
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* 4 = green
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* 5 = brown
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* 6 = blue
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* 7 = magenta
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* 8 = cyan
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* 9 = white
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*
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*/
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void z_set_colour( zword_t foreground, zword_t background )
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{
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if ( ( ZINT16 ) foreground < -1 || ( ZINT16 ) foreground > 9 || ( ZINT16 ) background < -1 ||
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( ZINT16 ) background > 9 )
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fatal( "Bad colour!" );
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flush_buffer( FALSE );
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set_colours( foreground, background );
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return;
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} /* z_set_colour */
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