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