home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Gamers Delight 2
/
Gamers Delight 2.iso
/
Aminet
/
game
/
role
/
LabyrinthII.lha
/
LabyrinthII
/
console.c
< prev
next >
Wrap
C/C++ Source or Header
|
1988-10-02
|
6KB
|
236 lines
/* Console routines by Russell Wallace 1987, some obtained from other programs
* books etc. Feel free to copy them or use them in your own programs. Use
* +L option if compiling with Aztec C. */
#include "graphics/text.h"
#include "graphics/gfxbase.h"
#include "exec/exec.h"
#include "devices/console.h"
#include "devices/keymap.h"
#include "libraries/dos.h"
#include "intuition/intuition.h"
#define CloseConsole(x) CloseDevice(x)
#define XOFFSET 26
#define YOFFSET 39
extern struct Window *OpenWindow ();
extern struct MsgPort *CreatePort ();
extern struct IOStdReq *CreateStdIO ();
short row=0;
short column=0;
short font_width,font_height;
int class,code;
struct GfxBase *GfxBase=0;
long IntuitionBase=0;
struct NewWindow mynewwindow=
{
0,0, /* x,y co-ords of top left corner */
640,200, /* start size */
0,1, /* detailpen,blockpen */
MENUPICK|CLOSEWINDOW, /* want to know if these happen */
ACTIVATE|GIMMEZEROZERO|WINDOWSIZING|WINDOWDRAG|WINDOWDEPTH|WINDOWCLOSE,
0,0,"Labyrinth II",0,0,
120,88, /* minimum size */
640,256, /* maximum size */
WBENCHSCREEN
};
struct IOStdReq *consoleWriteMsg=0;
struct IOStdReq *consoleReadMsg=0;
struct MsgPort *consoleWritePort=0;
struct MsgPort *consoleReadPort=0;
unsigned char letter;
struct Window *mywindow=0;
struct IntuiMessage *message;
/* Start() must be called at beginning; returns window pointer - if 0,
* program has failed ... everything already cleaned up here, main ()
* must do its own cleaning up then exit */
struct Window *start ()
{
if (!(GfxBase=(struct GfxBase *)OpenLibrary ("graphics.library",0)))
goto FAILED;
if (!(IntuitionBase=OpenLibrary ("intuition.library",0)))
goto FAILED;
if (!(mywindow=OpenWindow (&mynewwindow)))
goto FAILED;
if (!(consoleWritePort=CreatePort ("my.con.write",0)))
goto FAILED;
if (!(consoleReadPort=CreatePort ("my.con.read",0)))
goto FAILED;
if (!(consoleWriteMsg=CreateStdIO (consoleWritePort)))
goto FAILED;
if (!(consoleReadMsg=CreateStdIO (consoleReadPort)))
goto FAILED;
if (OpenConsole (consoleWriteMsg,consoleReadMsg,mywindow))
goto FAILED;
QueueRead (consoleReadMsg,&letter);
font_width=GfxBase->DefaultFont->tf_XSize;
font_height=GfxBase->DefaultFont->tf_YSize;
return (mywindow);
FAILED:
closeall ();
return (0L);
}
/* Call finish() at the end IF start() was successful */
finish ()
{
AbortIO (consoleReadMsg);
CloseConsole (consoleWriteMsg);
closeall ();
}
closeall ()
{
if (GfxBase)
CloseLibrary (GfxBase);
if (IntuitionBase)
CloseLibrary (IntuitionBase);
if (mywindow)
CloseWindow (mywindow);
if (consoleWritePort)
DeletePort (consoleWritePort);
if (consoleReadPort)
DeletePort (consoleReadPort);
if (consoleWriteMsg)
DeleteStdIO (consoleWriteMsg);
if (consoleReadMsg)
DeleteStdIO (consoleReadMsg);
}
int OpenConsole (writerequest,readrequest,window)
struct IOStdReq *writerequest,*readrequest;
struct Window *window;
{
register int error;
writerequest->io_Data=(APTR)window;
writerequest->io_Length=sizeof(*window);
error=OpenDevice ("console.device",0,writerequest,0);
readrequest->io_Device=writerequest->io_Device;
readrequest->io_Unit =writerequest->io_Unit;
return (error);
}
QueueRead (request,whereto)
struct IOStdReq *request;
char *whereto;
{
request->io_Command=CMD_READ;
request->io_Data=(APTR)whereto;
request->io_Length=1;
SendIO (request);
}
/* Call checkinput() every so often to find out what the user is doing:
* a -ve number -1,-2 ... means the user has selected menu item 1,2 ...
* a +ve number means the user has typed a character, 1000 means the
* closewindow gadget has been selected, so do your ARE YOU SURE routine
* then call finish() and wind up. 0 means nothing's happened. */
long checkinput ()
{
if (message=(struct IntuiMessage *)GetMsg (mywindow->UserPort))
{
class=message->Class;
code=message->Code;
ReplyMsg (message);
if (class==CLOSEWINDOW)
return (1000);
if (class==MENUPICK && code!=MENUNULL)
return (-1-ITEMNUM (code));
}
if (GetMsg (consoleReadPort))
{
code=letter;
QueueRead (consoleReadMsg,&letter);
return (code);
}
return (0);
}
/* Writechar() writes a character to the window ... to get a response from
* typed input, call it immediately with any characters returned from
* checkinput(). */
writechar (c) /* NOTE - MUST BE CALLED WITH THE CHARACTER CAST TO TYPE LONG*/
char c; /* Don't blame me, I don't know why, blame the Amiga */
{ /* systems programmers. */
consoleWriteMsg->io_Command=CMD_WRITE;
consoleWriteMsg->io_Data=(APTR)&c;
consoleWriteMsg->io_Length=1;
DoIO (consoleWriteMsg);
if (c=='\n')
{
column=0;
row++;
}
else
column++;
if ((row*font_height)+YOFFSET > mywindow->Height)
{
nprint ("MORE...");
do
;
while (!checkinput ());
row=0;
nprint ("\r \r");
/* This is to prevent a large quantity of text from scrolling off the top
* of the window before the user has time to read it all e.g. in
* adventure games. Remove it if you don't need it. Note - don't let the
* user make the window too small vertically or an infinite loop occurs.*/
}
}
/* Print() does a formatted (i.e. trying not to split up words on the ends
* of lines) print of a null-terminated string; very useful for text-
* oriented applications in a variable-sized window. */
print (string)
char *string;
{
short x;
for (;;)
{
x=0;
while (string[x]!='\0' && string[x]!=' ' && string[x]!='\n')
x++;
if (((column+x)*font_width)+XOFFSET > mywindow->Width && column)
{ /* If word would go off end of line, */
writechar ((long)'\n'); /* go on to next line before print */
}
consoleWriteMsg->io_Command=CMD_WRITE;
consoleWriteMsg->io_Data=(APTR)string;
consoleWriteMsg->io_Length=x;
DoIO (consoleWriteMsg);
column+=x;
if (string[x]=='\n')
writechar ((long)'\n');
if (string[x]==' ')
writechar ((long)' ');
if (string[x]=='\0')
break;
string+=x+1;
}
}
nprint (string) /* Non-formatted print */
char *string;
{
consoleWriteMsg->io_Command=CMD_WRITE;
consoleWriteMsg->io_Data=(APTR)string;
consoleWriteMsg->io_Length=-1;
DoIO (consoleWriteMsg);
}
resetscroll () /* Reset scroll pause feature */
{
row=0;
}