home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Gamers Delight 2
/
Gamers Delight 2.iso
/
Aminet
/
game
/
misc
/
attacks.lzh
/
Attacks
/
Sources
/
input.mod
< prev
next >
Wrap
Text File
|
1992-04-15
|
24KB
|
622 lines
IMPLEMENTATION MODULE input;
(*$R-*) (* range checking OFF *)
(* This module deals with all the input of the program, Ataxx. It must *)
(* be linked with the graphics module, because the IDCMP events are *)
(* linked to the window. Therefore, some of the structures that should *)
(* be hidden in the ataxxgraphics module are visible so that this module *)
(* can use them. The only procedure visible here is GetEvent. *)
FROM header
IMPORT playertype, movetype, boardrange, boardtype, state,
squaretype, (* Strangely, it's necessary to compile! *)
gameover, pointercode, difficulty, whoisred, whoisblue,
thinkertype;
FROM attacksgraphics
IMPORT mywindowptr, (* Necessary for getting IDCMP events *)
HighlightSquare, UnHighlightSquare, ChangePointer,
DrawBoard, DrawSquare, PrintTurn;
FROM mdgenerallib
IMPORT MyPause;
FROM Ports
IMPORT GetMsg, ReplyMsg, MsgPortPtr, WaitPort, MessagePtr;
FROM Tasks
IMPORT SignalSet, Wait;
FROM SYSTEM
IMPORT ADDRESS, LONGWORD;
FROM Intuition
IMPORT IntuiMessagePtr, SelectDown, SelectUp, SetMenuStrip,
ClearMenuStrip, IDCMPFlagsSet, IDCMPFlags, MENUNUM, ITEMNUM,
MenuItemMutualExcludeSet;
FROM MenuUtil
IMPORT MENUBARPTR, InitMenuBar, ArrangeMenus, AddMenu, AddItem,
DisposeMenuBar;
VAR
mymsgportptr : MsgPortPtr; (* Points to my message port *)
mousex, mousey : INTEGER; (* The coordinates of last IDCMP event *)
mymenuptr : MENUBARPTR; (* For Chris' menu routines *)
editpointerstate : squaretype; (* This tells what the state of the *)
(* pointer is during editing. *)
(**************************************************************************)
PROCEDURE InitMenus;
(* This initializes the menus for the program. Simple. *)
(* *)
(* INPUT *)
(* n/a *)
(* *)
(* OUTPUT *)
(* The menus for the program now should work. *)
(* *)
BEGIN
InitMenuBar(mymenuptr);
AddMenu(mymenuptr, "Project"); (* First menu *)
AddItem(mymenuptr, "New Game ", "N", MenuItemMutualExcludeSet{}, FALSE);
AddItem(mymenuptr, "Edit Board ", "E", MenuItemMutualExcludeSet{}, FALSE);
AddItem(mymenuptr, "About", 0C, MenuItemMutualExcludeSet{}, FALSE);
AddItem(mymenuptr, "Quit ", "Q", MenuItemMutualExcludeSet{}, FALSE);
AddMenu(mymenuptr, "Commands");
AddItem(mymenuptr, "Backup a move ", "B", MenuItemMutualExcludeSet{}, FALSE);
AddItem(mymenuptr, "Redo a move ", "R", MenuItemMutualExcludeSet{}, FALSE);
AddItem(mymenuptr, "Force Computer to move ", "F", MenuItemMutualExcludeSet{}, FALSE);
AddMenu(mymenuptr, "Options"); (* Second menu *)
AddItem(mymenuptr, " Red is Human", 0C, MenuItemMutualExcludeSet{1}, whoisred = human);
AddItem(mymenuptr, " Red is Computer", 0C, MenuItemMutualExcludeSet{0}, whoisred = computer);
AddItem(mymenuptr, " Blue is Human", 0C, MenuItemMutualExcludeSet{3}, whoisblue = human);
AddItem(mymenuptr, " Blue is Computer", 0C, MenuItemMutualExcludeSet{2}, whoisblue = computer);
AddItem(mymenuptr, "", 0C, MenuItemMutualExcludeSet{}, FALSE);
AddItem(mymenuptr, " Tries to Lose", 0C, MenuItemMutualExcludeSet{6,7,8,9}, difficulty = 0);
AddItem(mymenuptr, " Easy", 0C, MenuItemMutualExcludeSet{5,7,8,9}, difficulty = 1);
AddItem(mymenuptr, " Kinda' Good", 0C, MenuItemMutualExcludeSet{5,6,8,9}, difficulty = 2);
AddItem(mymenuptr, " Good", 0C, MenuItemMutualExcludeSet{4,5,7,9}, difficulty = 3);
AddItem(mymenuptr, " Very Good", 0C, MenuItemMutualExcludeSet{5,6,7,8}, difficulty = 4);
ArrangeMenus(mymenuptr);
SetMenuStrip( mywindowptr^, mymenuptr^.FirstMenuPtr^ );
END InitMenus;
(**************************************************************************)
PROCEDURE CloseMenus;
(* This closes and deallocates the memory for the menus. *)
(* *)
(* INPUT *)
(* n/a *)
(* *)
(* OUTPUT *)
(* Kills the menus. *)
(* *)
BEGIN
ClearMenuStrip( mywindowptr^ );
DisposeMenuBar( mymenuptr );
END CloseMenus;
(**************************************************************************)
PROCEDURE ChangeToEditMenu;
(* Clears the current menu and makes the Edit menu. *)
(* *)
(* INPUT *)
(* n/a *)
(* *)
(* OUTPUT *)
(* Remakes the menu bar. *)
BEGIN
CloseMenus;
InitMenuBar(mymenuptr);
AddMenu(mymenuptr, "Project");
AddItem(mymenuptr, "Exit Edit Mode", 0C, MenuItemMutualExcludeSet{}, FALSE);
AddMenu(mymenuptr, "Player");
IF state.turn = red THEN
AddItem(mymenuptr, " Red to move", 0C, MenuItemMutualExcludeSet {1}, TRUE);
AddItem(mymenuptr, " Blue to move", 0C, MenuItemMutualExcludeSet {0}, FALSE);
ELSE
AddItem(mymenuptr, " Red to move", 0C, MenuItemMutualExcludeSet {1}, FALSE);
AddItem(mymenuptr, " Blue to move", 0C, MenuItemMutualExcludeSet {0}, TRUE);
END;
AddMenu(mymenuptr, "Build");
AddItem(mymenuptr, " Empty Space", 0C,
MenuItemMutualExcludeSet{1,2,3}, editpointerstate = empty);
AddItem(mymenuptr, " Block Space", 0C,
MenuItemMutualExcludeSet{0,2,3}, editpointerstate = block);
AddItem(mymenuptr, " Red Player", 0C,
MenuItemMutualExcludeSet{0,1,3}, editpointerstate = red);
AddItem(mymenuptr, " Blue Player", 0C,
MenuItemMutualExcludeSet{0,1,2}, editpointerstate = blue);
AddMenu(mymenuptr, "Major");
AddItem(mymenuptr, "Cancel All", 0C, MenuItemMutualExcludeSet{}, FALSE);
AddItem(mymenuptr, "All Empty", 0C, MenuItemMutualExcludeSet{}, FALSE);
AddItem(mymenuptr, "All Blocks", 0C, MenuItemMutualExcludeSet{}, FALSE);
ArrangeMenus(mymenuptr);
SetMenuStrip( mywindowptr^, mymenuptr^.FirstMenuPtr^ );
END ChangeToEditMenu;
(**************************************************************************)
PROCEDURE ChangeToComputerMenu;
(* Clears the current menu and makes the menu to be displayed during *)
(* the time the computer is moving. *)
(* *)
(* INPUT *)
(* n/a *)
(* *)
(* OUTPUT *)
(* Remakes the menu bar. *)
BEGIN
CloseMenus;
InitMenuBar(mymenuptr);
AddMenu(mymenuptr, "Stop!");
AddItem(mymenuptr, "Abort Computer's Move ", "A", MenuItemMutualExcludeSet{}, FALSE);
ArrangeMenus(mymenuptr);
SetMenuStrip( mywindowptr^, mymenuptr^.FirstMenuPtr^ );
END ChangeToComputerMenu;
(**************************************************************************)
PROCEDURE ChangeToMainMenu;
(* Clears the current menu and makes the regular Main menu. *)
(* *)
(* INPUT *)
(* n/a *)
(* *)
(* OUTPUT *)
(* Remakes the menu bar. *)
(* *)
BEGIN
CloseMenus;
InitMenus;
END ChangeToMainMenu;
(**************************************************************************)
PROCEDURE GetPrimitiveEvent(VAR msgcode : CARDINAL;
VAR msgclass : IDCMPFlagsSet);
(* This is the low-level procedure that waits for an IDCMP event and *)
(* then returns the code associated with it. This routine also replies *)
(* to Intuition quickly so that inputs don't build up (hopefully). *)
(* *)
(* INPUT *)
(* All input comes from the USER! *)
(* *)
(* OUTPUT *)
(* The direct IDCMP code is returned. *)
(* *)
VAR
imessageptr : IntuiMessagePtr; (* Points to an intuimessage *)
Signals : SignalSet;
BEGIN
(* Waits for an IDCMP event *)
Signals :=
Wait( SignalSet{ CARDINAL(mywindowptr^.UserPort^.mpSigBit) } );
REPEAT
(* Takes the first event off the event queue *)
imessageptr := GetMsg(mywindowptr^.UserPort^);
IF imessageptr # NIL THEN
mousex := imessageptr^.MouseX;
mousey := imessageptr^.MouseY;
msgcode := imessageptr^.Code;
msgclass := imessageptr^.Class;
ReplyMsg(imessageptr);
END;
UNTIL imessageptr = NIL;
END GetPrimitiveEvent;
(**************************************************************************)
PROCEDURE TransCoordToBoard (screenx : INTEGER; screeny : INTEGER;
VAR boardx : boardrange; VAR boardy : boardrange)
: BOOLEAN;
(* Given two coordinates representing a low resolution screen's *)
(* pixel location, this returns with the second two variables represent- *)
(* ing the corresponding location on the ataxx board. In other words, *)
(* this finds out which square a certain pixel belongs to. If the pixel *)
(* does not belong to a square, then the function returns FALSE. *)
(* *)
(* INPUT *)
(* screenx, screeny These two numbers are simply coordi- *)
(* nates from the screen. The screen *)
(* is low res, so the values are 0..319 *)
(* and 0..199. *)
(* *)
(* boardx, boardy Although they are input, they're real- *)
(* just considered as garbage inputs. *)
(* *)
(* OUPUT *)
(* boardx, boardy These numbers will reflect the square *)
(* of the board where the screenx,screeny *)
(* pixel falls. If the pixel is not in *)
(* a square, then these are unchanged. *)
(* *)
(* The function returns a TRUE if the pixel location was in a *)
(* board square, and FALSE otherwise. *)
VAR
goodvalue : BOOLEAN; (* Tells whether we've found a place or not *)
BEGIN
goodvalue := FALSE;
IF (51 < screenx) AND (screenx < 268) AND (* check range *)
(17 < screeny) AND (screeny < 199) AND
(((screenx - 51) MOD 31) # 0) AND (* check on a line *)
(((screeny - 17) MOD 26) # 0)
THEN
goodvalue := TRUE;
boardx := (screenx - 21) DIV 31; (* change the values *)
boardy := (screeny + 8) DIV 26;
END;
RETURN goodvalue;
END TransCoordToBoard;
(************************************************************)
PROCEDURE ProcessMenuPick( code : CARDINAL) : eventtype;
(* This takes a code, assuming that this is the code returned for *)
(* a menu event, and translates it into MY event code, which is returned. *)
(* *)
(* INPUT *)
(* code This is the code that was received by the IDCMP *)
(* input event. The IDCMP class has already re- *)
(* vealed that this code is of a MenuPick class *)
(* (a menu event). *)
(* *)
(* OUTPUT *)
(* This returns an eventtype that specifies exactly what kind *)
(* of event occurred. Of course this routine will only return *)
(* what kind of menu event only. *)
VAR
menunumber, itemnumber : CARDINAL;
BEGIN
menunumber := MENUNUM(code);
itemnumber := ITEMNUM(code);
CASE menunumber OF (* this is pretty simple, now. *)
| 0 :
CASE itemnumber OF
| 0 :
RETURN NEWGAME;
| 1 :
RETURN EDIT;
| 2 :
RETURN ABOUT;
| 3 :
RETURN QUIT;
END;
| 1 :
CASE itemnumber OF
| 0 :
RETURN BACKUP;
| 1 :
RETURN REDO;
| 2 :
RETURN FORCE;
END;
| 2 :
CASE itemnumber OF
| 0 :
whoisred := human;
RETURN OOPS;
| 1 :
whoisred := computer;
RETURN OOPS;
| 2 :
whoisblue := human;
RETURN OOPS;
| 3 :
whoisblue := computer;
RETURN OOPS;
| 4 :
RETURN OOPS;
| 5 :
difficulty := 0;
RETURN OOPS;
| 6 :
difficulty := 1;
RETURN OOPS;
| 7 :
difficulty := 2;
RETURN OOPS;
| 8 :
difficulty := 3;
RETURN OOPS;
| 9 :
difficulty := 4;
RETURN OOPS;
END;
ELSE RETURN OOPS;
END;
END ProcessMenuPick;
(**************************************************************************)
PROCEDURE GetEvent (player : playertype) : eventtype;
(* This procedure returns a code indicating a specific input event. *)
(* Such events are like a menu selection, or a player's move. If the *)
(* event is a move, then the specific move will be specified in the var- *)
(* iable, moveAttempted. It is expected that this routine will be called *)
(* and then waited for until the user(s) makes some sort of imput. It *)
(* is the responsibility of this and subordinate procedures to do the *)
(* waiting in a proper fashion. *)
(* *)
(* INPUT *)
(* player Tells the procedure who's turn it currently is. *)
(* Necessary because this does some checking to *)
(* see if a correct move was made. *)
(* *)
(* OUTPUT *)
(* Returns a variable of eventtype that indicates the high- *)
(* level input event. If the event is a move by a player, *)
(* then the variable moveAttempted will hold the move. *)
VAR
msgcode : CARDINAL;
msgclass : IDCMPFlagsSet;
foo : BOOLEAN;
BEGIN (*******************************************)
(* First, check to see if the game is over *)
(*******************************************)
IF gameover THEN
REPEAT
GetPrimitiveEvent(msgcode, msgclass);
UNTIL MenuPick IN msgclass;
RETURN ProcessMenuPick(msgcode);
END;
(*************************)
(* get the from square *)
(*************************)
REPEAT (* loop until mouse down in right place *)
GetPrimitiveEvent(msgcode, msgclass);
IF MenuPick IN msgclass THEN (* Or there's a menu selection. *)
RETURN ProcessMenuPick(msgcode);
END;
UNTIL (msgcode = SelectDown) AND
(TransCoordToBoard(mousex, mousey,
moveAttempted.fromX, moveAttempted.fromY) = TRUE) AND
(state.board[moveAttempted.fromX, moveAttempted.fromY] = player);
HighlightSquare(moveAttempted.fromX, moveAttempted.fromY, player);
IF state.turn = red THEN
ChangePointer(RedCircle);
ELSE ChangePointer(BlueCircle);
END;
(***********************)
(* Get the dest sqaure *)
(***********************)
REPEAT
GetPrimitiveEvent(msgcode, msgclass);
UNTIL msgcode = SelectUp;
foo := TransCoordToBoard(mousex, mousey,
moveAttempted.toX, moveAttempted.toY);
UnHighlightSquare(moveAttempted.fromX,moveAttempted.fromY, player);
RETURN MOVE;
END GetEvent;
(**************************************************************************)
PROCEDURE EditBoard (VAR board : boardtype; VAR player : playertype)
: BOOLEAN;
(* This procedure controls all the necessary input and outputs for mod- *)
(* ifying the board and returns whether or not any changes were made. *)
(* *)
(* INPUT *)
(* board The current board. *)
(* *)
(* player The current player to move. This is *)
(* needed to return the pointer to the old *)
(* state. *)
(* *)
(* OUTPUT *)
(* board This is returned reflecting the modified *)
(* state. *)
(* *)
(* The function returns TRUE only if the board was actually *)
(* altered. A return of FALSE signifies that no changes were *)
(* made to the board. *)
VAR
done : BOOLEAN;
modified : BOOLEAN;
msgcode : CARDINAL;
msgclass : IDCMPFlagsSet;
menunumber, itemnumber : CARDINAL;
backupboard : boardtype;
backupplayer : playertype;
boardx, boardy, i, j : boardrange;
BEGIN
CASE editpointerstate OF
| empty :
ChangePointer(EmptySquare);
| block :
ChangePointer(BlockSquare);
| red :
ChangePointer(RedCircle);
| blue :
ChangePointer(BlueCircle);
END;
backupboard := board;
backupplayer := player;
done := FALSE;
modified := FALSE;
REPEAT
GetPrimitiveEvent(msgcode, msgclass);
IF MenuPick IN msgclass THEN (* Doing menu selection *)
menunumber := MENUNUM(msgcode);
itemnumber := ITEMNUM(msgcode);
CASE menunumber OF
| 0 :
CASE itemnumber OF
| 0 : (* quit *)
done := TRUE;
END; (* case itemnumber *)
| 1 :
CASE itemnumber OF
| 0 :
IF player # red THEN
player := red;
PrintTurn(player);
modified := TRUE;
END;
| 1 :
IF player # blue THEN
player := blue;
PrintTurn(player);
modified := TRUE;
END;
END;
| 2 :
CASE itemnumber OF
| 0 : (* blank square *)
ChangePointer(EmptySquare);
editpointerstate := empty;
| 1 :
ChangePointer(BlockSquare);
editpointerstate := block;
| 2 :
ChangePointer(RedCircle);
editpointerstate := red;
| 3 :
ChangePointer(BlueCircle);
editpointerstate := blue;
END; (* case itemnumber *)
| 3 :
CASE itemnumber OF
| 0 : (* cancel changes *)
board := backupboard;
player := backupplayer;
PrintTurn(player);
modified := FALSE;
ChangeToEditMenu;
DrawBoard (board);
| 1 : (* make 'em all empty *)
FOR i := 1 TO 7 DO
FOR j := 1 TO 7 DO
board[i,j] := empty;
END;
END;
modified := TRUE;
DrawBoard (board);
| 2 : (* make 'em all blocks *)
FOR i := 1 TO 7 DO
FOR j := 1 TO 7 DO
board[i,j] := block;
END;
END;
modified := TRUE;
DrawBoard (board);
END; (* case itemnumber *)
END; (* case menunumber *)
ELSE (* Not a menu, but a click! *)
IF (msgcode = SelectUp) AND (* only want an UP mouse button *)
TransCoordToBoard(mousex, mousey, boardx, boardy) THEN
board[boardx, boardy] := editpointerstate;
DrawSquare(boardx, boardy, editpointerstate);
modified := TRUE;
END;
END;
UNTIL done;
(*
IF player = red THEN (* Revert the pointer *)
ChangePointer(RedPointer);
ELSE ChangePointer(BluePointer);
END;
*)
RETURN modified;
END EditBoard;
(**************************************************************************)
PROCEDURE WaitForMouseUp;
(* This simple procedure just waits until the left mouse button is re- *)
(* leased. *)
VAR
msgcode : CARDINAL;
msgclass : IDCMPFlagsSet;
BEGIN
REPEAT
GetPrimitiveEvent(msgcode, msgclass);
UNTIL msgcode = SelectUp;
END WaitForMouseUp;
(******************************************************************)
BEGIN
editpointerstate := empty;
END input.