import "std.zh" const int SFX_KEYPRESS = 58; const int LINKTILEOFFSET = -261; const int KEY_DELAY = 7; //Trying this as 6.5 and timer changes as 1.0, using 65 and 10 const int LINE_LENGTH = 54; const int BUFFER_LENGTH = 55; //int b1[55]; int b2[55]; int b3[55]; int b4[55]; int b5[55]; //int b6[55]; int b7[55]; int b8[55]; int b9[55]; int b10[55]; //int bufptr; const int CHAR_WIDTH = 4; const int CURSOR_WIDTH = 4; const int CURSOR_POINT_CHAR = 62; const int CURSOR_Y_OFFSET = 4; const int CURSOR_X_OFFSET = 4; const int BUFFER_OUTPUT_X = 0; const int BUFFER_OUTPUT_Y = 0; const int CURSOR_BLINK_DUR = 70; const int CURSOR_Y_OFS = 1; const int TAB_WIDTH = 4; //number of spaces in a tab keypress. //! The actual 'CHAR_TAB' shors as '^' in some fonts, hence doing it this way. int ram[64]; const int RAM_q = 0; const int RAM_lastchar = 1; const int RAM_cursorspacing = 2; const int RAM_cursorposition = 3; int buffer[214747]; //={CURSOR_POINT_CHAR, CHAR_SPACE}; int bufferoverlay[214747]; //handles the cursor. bool ShiftKey; //int curbuffer = 0; int q; int timer = KEY_DELAY; bool cantype = true; int temp_q; int cursorblink = 0; //CursorAdv(RAM_q); void CursorAdv(int n){ if ( ram[RAM_cursorposition] == SizeOfArray(ram) ) return; bufferoverlay[ram[n]] = CHAR_SPACE; ram[n]++; //bufferoverlay[ram[n]] = '_'; //Cursor. ram[RAM_cursorposition] += ram[RAM_cursorspacing]; } //CursorRev(RAM_q); void CursorRev(int n){ if ( ram[RAM_cursorposition] == 0 ) return; bufferoverlay[ram[n]] = 0; ram[n]--; if ( ram[RAM_cursorposition] >= ram[RAM_cursorspacing] ) ram[RAM_cursorposition] -= ram[RAM_cursorspacing]; if ( ram[RAM_cursorposition] < 0 ) ram[RAM_cursorposition] = 0; //bufferoverlay[ram[n]] = '_'; //Cursor. } void ResetCursor(){ //bufferoverlay[ram[]] = 0; ram[RAM_q] = 0; ram[RAM_cursorposition] = 0; ram[RAM_cursorspacing] = 0; } global script a{ void run(){ //int buffers[]={b1, b2, b3, b4, b5, b6, b7, b8, b9, b10}; //bufptr = buffers; //int curbuffer = bufptr[ram[RAM_q]]; Link->Y = 90; //Game->Cheat = 4; while(true){ if ( PressControl() && Input->Key[KEY_I] ) Game->TypingMode = true; if ( timer ) cantype = false; if ( !timer ) cantype = true; if ( Input->Key[115] || Input->Key[116] ) ShiftKey = true; else ShiftKey = false; if ( timer > 0 ) timer --; if ( timer <= 0 ) timer = 0; if ( cursorblink > 0 ) cursorblink--; if ( cursorblink <= 0 ) cursorblink = 100; if ( cantype && Game->TypingMode ) { if ( !PressControl() ) { //NoAction(); //Link->PressMap = false; Link->InputMap = false; for ( int qq = 1; qq <= 26; qq++ ) { if ( Input->Key[qq] ){ NoAction(); if ( ram[RAM_q] < 214746 ) { if ( (Input->Key[115] || Input->Key[116])) { buffer[ram[RAM_q]] = CHAR_A-1+qq; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS); timer = KEY_DELAY; break; } else { buffer[ram[RAM_q]] = CHAR_a-1+qq; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS); timer = KEY_DELAY; break; } } } } if ( Input->Key[27] ){ if ( ram[RAM_q] < 214746 ) { if ( (Input->Key[115] || Input->Key[116])) { buffer[ram[RAM_q]] = ')'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);} else { buffer[ram[RAM_q]] = '0'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);} timer = KEY_DELAY; } } if ( Input->Key[28] ){ if ( ram[RAM_q] < 214746 ) { if ( (Input->Key[115] || Input->Key[116])) { buffer[ram[RAM_q]] = '!'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);} else { buffer[ram[RAM_q]] = '1'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);} timer = KEY_DELAY; } } if ( Input->Key[29] ){ if ( ram[RAM_q] < 214746 ) { if ( (Input->Key[115] || Input->Key[116])) { buffer[ram[RAM_q]] = '"'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);} else { buffer[ram[RAM_q]] = '2'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);} timer = KEY_DELAY; } } if ( Input->Key[30] ){ if ( ram[RAM_q] < 214746 ) { if ( (Input->Key[115] || Input->Key[116])) { buffer[ram[RAM_q]] = '#'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);} else { buffer[ram[RAM_q]] = '3'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);} timer = KEY_DELAY; } } if ( Input->Key[31] ){ if ( ram[RAM_q] < 214746 ) { if ( (Input->Key[115] || Input->Key[116])) { buffer[ram[RAM_q]] = '$'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);} else { buffer[ram[RAM_q]] = '4'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);} timer = KEY_DELAY; } } if ( Input->Key[32] ){ if ( ram[RAM_q] < 214746 ) { if ( (Input->Key[115] || Input->Key[116])) { buffer[ram[RAM_q]] = '%'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);} else { buffer[ram[RAM_q]] = '5'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);} timer = KEY_DELAY; } } if ( Input->Key[33] ){ if ( ram[RAM_q] < 214746 ) { if ( (Input->Key[115] || Input->Key[116])) { buffer[ram[RAM_q]] = '^'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);} else { buffer[ram[RAM_q]] = '6'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);} timer = KEY_DELAY; } } if ( Input->Key[34] ){ if ( ram[RAM_q] < 214746 ) { if ( (Input->Key[115] || Input->Key[116])) { buffer[ram[RAM_q]] = '&'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);} else { buffer[ram[RAM_q]] = '7'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);} timer = KEY_DELAY; } } if ( Input->Key[35] ){ if ( ram[RAM_q] < 214746 ) { if ( (Input->Key[115] || Input->Key[116])) { buffer[ram[RAM_q]] = '*'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);} else { buffer[ram[RAM_q]] = '8'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);} timer = KEY_DELAY; } } if ( Input->Key[36] ){ if ( ram[RAM_q] < 214746 ) { if ( (Input->Key[115] || Input->Key[116])) { buffer[ram[RAM_q]] = '('; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);} else { buffer[ram[RAM_q]] = '9'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);} timer = KEY_DELAY; } } if ( Input->Key[37] ){ //tilde -- this might have issues unless we can set uncap false. if ( ram[RAM_q] < 214746 ) { buffer[ram[RAM_q]] = '0'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS); timer = KEY_DELAY; } } if ( Input->Key[38] ){ //tilde -- this might have issues unless we can set uncap false. if ( ram[RAM_q] < 214746 ) { buffer[ram[RAM_q]] = '1'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS); timer = KEY_DELAY; } } if ( Input->Key[39] ){ //tilde -- this might have issues unless we can set uncap false. if ( ram[RAM_q] < 214746 ) { buffer[ram[RAM_q]] = '2'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS); timer = KEY_DELAY; } } if ( Input->Key[40] ){ //tilde -- this might have issues unless we can set uncap false. if ( ram[RAM_q] < 214746 ) { buffer[ram[RAM_q]] = '3'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS); timer = KEY_DELAY; } } if ( Input->Key[41] ){ //tilde -- this might have issues unless we can set uncap false. if ( ram[RAM_q] < 214746 ) { buffer[ram[RAM_q]] = '4'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS); timer = KEY_DELAY; } } if ( Input->Key[42] ){ //tilde -- this might have issues unless we can set uncap false. if ( ram[RAM_q] < 214746 ) { buffer[ram[RAM_q]] = '5'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS); timer = KEY_DELAY; } } if ( Input->Key[43] ){ //tilde -- this might have issues unless we can set uncap false. if ( ram[RAM_q] < 214746 ) { buffer[ram[RAM_q]] = '6'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS); timer = KEY_DELAY; } } if ( Input->Key[44] ){ //tilde -- this might have issues unless we can set uncap false. if ( ram[RAM_q] < 214746 ) { buffer[ram[RAM_q]] = '7'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS); timer = KEY_DELAY; } } if ( Input->Key[45] ){ //tilde -- this might have issues unless we can set uncap false. if ( ram[RAM_q] < 214746 ) { buffer[ram[RAM_q]] = '8'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS); timer = KEY_DELAY; } } if ( Input->Key[46] ){ //tilde -- this might have issues unless we can set uncap false. if ( ram[RAM_q] < 214746 ) { buffer[ram[RAM_q]] = '9'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS); timer = KEY_DELAY; } } if ( Input->Key[60] ){ //tilde -- this might have issues unless we can set uncap false. if ( ram[RAM_q] < 214746 ) { buffer[ram[RAM_q]] = '~'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS); timer = KEY_DELAY; } } if ( Input->Key[61] ){ if ( ram[RAM_q] < 214746 ) { if ( (Input->Key[115] || Input->Key[116])) { buffer[ram[RAM_q]] = '_'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);} else { buffer[ram[RAM_q]] = '-'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);} timer = KEY_DELAY; } } if ( Input->Key[62] ){ if ( ram[RAM_q] < 214746 ) { if ( (Input->Key[115] || Input->Key[116])) { buffer[ram[RAM_q]] = '+'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);} else { buffer[ram[RAM_q]] = '='; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);} timer = KEY_DELAY; } } if ( Input->Key[63] ){ //backspace key //Do not permit backspace is we reach the first character of the buffer! if ( ram[RAM_q] < 214746 && ram[RAM_q] > 0 ) { CursorRev(RAM_q); temp_q--; buffer[ram[RAM_q]] = 0; //clear the last character typed. if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS); timer = KEY_DELAY; } } if ( Input->Key[64] ){ //tab if ( ram[RAM_q] < 214746 ) { for ( int w = 0; w < TAB_WIDTH; w++ ) { buffer[ram[RAM_q]] = CHAR_SPACE; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);} timer = KEY_DELAY; } } if ( Input->Key[65] ){ if ( ram[RAM_q] < 214746 ) { if ( (Input->Key[115] || Input->Key[116])) { buffer[ram[RAM_q]] = '{'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);} else { buffer[ram[RAM_q]] = '['; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);} timer = KEY_DELAY; } } if ( Input->Key[66] ){ if ( ram[RAM_q] < 214746 ) { if ( (Input->Key[115] || Input->Key[116])) { buffer[ram[RAM_q]] = '}'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);} else { buffer[ram[RAM_q]] = ']'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);} timer = KEY_DELAY; } } if ( Input->Key[68] ){ if ( ram[RAM_q] < 214746 ) { if ( (Input->Key[115] || Input->Key[116])) { buffer[ram[RAM_q]] = ':'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);} else { buffer[ram[RAM_q]] = ';'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);} timer = KEY_DELAY; } } if ( Input->Key[69] ){ if ( ram[RAM_q] < 214746 ) { if ( (Input->Key[115] || Input->Key[116])) { buffer[ram[RAM_q]] = CHAR_DQUOTE; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);} else { buffer[ram[RAM_q]] = CHAR_QUOTE; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);} timer = KEY_DELAY; } } if ( Input->Key[70] ){ if ( ram[RAM_q] < 214746 ) { if ( (Input->Key[115] || Input->Key[116])) { buffer[ram[RAM_q]] = '|'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);} else { buffer[ram[RAM_q]] = CHAR_BSLASH; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);} timer = KEY_DELAY; } } if ( Input->Key[71] ){ if ( ram[RAM_q] < 214746 ) { if ( (Input->Key[115] || Input->Key[116])) { buffer[ram[RAM_q]] = '|'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);} else { buffer[ram[RAM_q]] = CHAR_BSLASH; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);} timer = KEY_DELAY; } } if ( Input->Key[72] ){ if ( ram[RAM_q] < 214746 ) { if ( (Input->Key[115] || Input->Key[116])) { buffer[ram[RAM_q]] = '<'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);} else { buffer[ram[RAM_q]] = ','; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);} timer = KEY_DELAY; } } if ( Input->Key[73] ){ if ( ram[RAM_q] < 214746 ) { if ( (Input->Key[115] || Input->Key[116])) { buffer[ram[RAM_q]] = '>'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);} else { buffer[ram[RAM_q]] = '.'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);} timer = KEY_DELAY; } } if ( Input->Key[74] ){ if ( ram[RAM_q] < 214746 ) { if ( (Input->Key[115] || Input->Key[116])) { buffer[ram[RAM_q]] = '?'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);} else { buffer[ram[RAM_q]] = '/'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);} timer = KEY_DELAY; } } if ( Input->Key[75] ){ if ( ram[RAM_q] < 214746 ) { buffer[ram[RAM_q]] = CHAR_SPACE; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS); timer = KEY_DELAY; } } if ( Input->Key[77] ){ //delete if ( ram[RAM_q] < 214746 ) { for ( int w = ram[RAM_q]; w >= 0; w-- ) buffer[w] = 0; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS); ResetCursor(); temp_q = 0; timer = KEY_DELAY; } } if ( Input->Key[78] ){ if ( ram[RAM_q] < 214746 ) { if ( (Input->Key[115] || Input->Key[116])) { buffer[ram[RAM_q]] = '~'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);} else { buffer[ram[RAM_q]] = '`'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);} timer = KEY_DELAY; } } if ( Input->Key[82] ){ //leftarrow if ( ram[RAM_q] < 214746 ) { //ram[RAM_q]--; CursorRev(RAM_q); if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);//temp_q--; timer = KEY_DELAY; } } if ( Input->Key[83] ){ //leftarrow if ( ram[RAM_q] < 214746 ) { CursorAdv(RAM_q); //ram[RAM_q]++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);//temp_q--; //needs to operate on temp_q so that the highest position is recorded. timer = KEY_DELAY; } } if ( Input->Key[84] ){ //up //find the previous command in the list /* if ( ram[RAM_q] < 214746 ) { if ( (Input->Key[115] || Input->Key[116])) { buffer[ram[RAM_q]] = '|'; q++; temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);} else { buffer[ram[RAM_q]] = CHAR_BSLASH; q++; temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);} timer = KEY_DELAY; } */ } if ( Input->Key[85] ){ //up //find the next command in the list, clear if none /* if ( ram[RAM_q] < 214746 ) { if ( (Input->Key[115] || Input->Key[116])) { buffer[ram[RAM_q]] = '|'; q++; temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);} else { buffer[ram[RAM_q]] = CHAR_BSLASH; q++; temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);} timer = KEY_DELAY; } */ } if ( Input->Key[86] ){ if ( ram[RAM_q] < 214746 ) { buffer[ram[RAM_q]] = '/'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS); timer = KEY_DELAY; } } if ( Input->Key[87] ){ if ( ram[RAM_q] < 214746 ) { buffer[ram[RAM_q]] = '*'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS); timer = KEY_DELAY; } } if ( Input->Key[88] ){ if ( ram[RAM_q] < 214746 ) { buffer[ram[RAM_q]] = '-'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS); timer = KEY_DELAY; } } if ( Input->Key[89] ){ if ( ram[RAM_q] < 214746 ) { buffer[ram[RAM_q]] = '+'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS); timer = KEY_DELAY; } } if ( Input->Key[90] ){ //delete key, num pad if ( ram[RAM_q] < 214746 ) { buffer[ram[RAM_q]] = '/'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS); timer = KEY_DELAY; } } if ( Input->Key[91] ){ if ( ram[RAM_q] < 214746 ) { for ( int w = q; w >= 0; w-- ) buffer[w] = 0; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS); q = 0; temp_q = 0; timer = KEY_DELAY; } } if ( Input->Key[101] ){ if ( ram[RAM_q] < 214746 ) { if ( (Input->Key[115] || Input->Key[116])) { buffer[ram[RAM_q]] = ':'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);} else { buffer[ram[RAM_q]] = ';'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);} timer = KEY_DELAY; } } if ( Input->Key[105] ){ if ( ram[RAM_q] < 214746 ) { if ( (Input->Key[115] || Input->Key[116])) { buffer[ram[RAM_q]] = ':'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);} else { buffer[ram[RAM_q]] = ';'; CursorAdv(RAM_q); temp_q++; if ( SFX_KEYPRESS > 0 ) Game->PlaySound(SFX_KEYPRESS);} timer = KEY_DELAY; } } //for ( int qqq = 0; qqram[RAM_q] < SizeOfArray(bufferoverlay); qqq++ ) bufferoverlay[ram[RAM_q]] = CHAR_SPACE; //bufferoverlay[ram[RAM_q]] = '_'; //Cursor. } } //Adjust the cursor position based on the size of the last typed character. if ( ram[RAM_q] > 0 ) { ram[RAM_lastchar] = buffer[ram[RAM_q]-1]; ram[RAM_cursorspacing] = GetCursorSpacing(ram[RAM_lastchar]); } //If we backspace all the way, rfeser the cursor position to 0 in all respects. if ( ram[RAM_q] == 0 ) { ram[RAM_lastchar] = 0; ram[RAM_cursorspacing] = 0; } if ( timer == KEY_DELAY ) { Trace(ram[RAM_lastchar]); Trace(GetCursorSpacing(ram[RAM_lastchar])); Trace(ram[RAM_cursorspacing]); Trace(ram[RAM_cursorposition]); } if ( Game->TypingMode ) { Screen->DrawString(6,0,0,2, 0x01, -1, 0, GetBuffer(),128); if ( cursorblink > CURSOR_BLINK_DUR ) { int cursor[] = "_"; Screen->DrawString(6,ram[RAM_cursorposition]+ram[RAM_cursorspacing],0+CURSOR_Y_OFS,2, 0x01, -1, 0, cursor,128); //cursor //Screen->DrawString(6,0,0+CURSOR_Y_OFS,2, 0x01, -1, 0, GetCursorOverlay(),128); //cursor /* Screen->Line(6, 0+0+(q*CHAR_WIDTH), //BUFFER_OUTPUT_X+CURSOR_X_OFFSET+(q*CHAR_WIDTH), //BUFFER_OUTPUT_Y+CURSOR_Y_OFFSET, 6, 0+0+(q*CHAR_WIDTH)+4, //BUFFER_OUTPUT_X+CURSOR_X_OFFSET+(q*CHAR_WIDTH) + CURSOR_WIDTH, 6, //BUFFER_OUTPUT_Y+CURSOR_Y_OFFSET, 0x01, 1, 0, 0, 0, 128); */ } if ( PressControl() && Input->Key[KEY_C] ) { Game->TypingMode = false; } //if ( Input->Key[KEY_F6] ) //{ // Input->Key[KEY_F6] = false; //works. // TraceS("Pressed F6"); //} } else { Screen->DrawString(6,0,0,2, 0x01, -1, 0, "Press Ctl+I to insert text, Ctl+C to break",128); } if ( Input->Key[KEY_F6] ) TraceS("Pressed F6"); Waitdraw(); Waitframe(); } } } int GetCursorSpacing(int chr, int font){ if ( font == 0 ) { int spacing[]={ 0, 0, 0, 0, 0, 0, 0, 0, 0, 16, //tab 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, //(29) 0, 0, // (31) 4, 2, 4, 6, 6, 4, 5, 2, 3, 3, 4, 4, 3, 4, 2, 0, 4, 3, 4, 4, //literal 3 4, 4, 4, 4, 4, 4, 2, 2, 4, 4, //equals 4, 4, 5, //@ sign //A 5, 5, 4, 5, 4, 4, 5, 4, 2, 4, //K 5, 4, 6, 6, 5, 5, 5, 5, 5, 4, //U 5, 6, 6, 6, 4, 4, //Z //lbrace 4, 5, 4, 4, 4, 4, //a 5, 5, 4, 5, 4, 4, 5, 4, 2, 4, //k 5, 4, 6, 6, 5, 5, 5, 5, 5, 4, //u 5, 6, 6, 4, 4, 4, //z //{ 4, 2, 4, 5, //127 0, //Forward Del 0 }; return spacing[chr]; } } int GetCursorSpacing(int chr){ //Custom kerning... Organised by English-language, and C-Programming linguistic frequency for short-circuiting, if ( chr == ' ' ) return 4; if ( chr == 'E' ) return 4; if ( chr == 'T' ) return 4; if ( chr == 'A' ) return 5; if ( chr == 'O' ) return 5; if ( chr == 'I' ) return 2; if ( chr == 'N' ) return 6; if ( chr == 'S' ) return 5; if ( chr == 'H' ) return 4; if ( chr == 'R' ) return 5; if ( chr == 'D' ) return 5; if ( chr == 'L' ) return 4; if ( chr == 'C' ) return 4; if ( chr == 'U' ) return 5; if ( chr == 'M' ) return 6; if ( chr == 'W' ) return 6; if ( chr == 'F' ) return 4; if ( chr == 'G' ) return 5; if ( chr == 'Y' ) return 4; if ( chr == 'P' ) return 5; if ( chr == 'B' ) return 5; if ( chr == 'V' ) return 6; if ( chr == 'K' ) return 5; if ( chr == 'J' ) return 4; if ( chr == 'X' ) return 6; if ( chr == 'Q' ) return 5; if ( chr == 'Z' ) return 4; if ( chr == 'e' ) return 4; if ( chr == 't' ) return 4; if ( chr == 'a' ) return 5; if ( chr == 'o' ) return 5; if ( chr == 'i' ) return 2; if ( chr == 'n' ) return 6; if ( chr == 's' ) return 5; if ( chr == 'h' ) return 4; if ( chr == 'r' ) return 5; if ( chr == 'd' ) return 5; if ( chr == 'l' ) return 4; if ( chr == 'c' ) return 4; if ( chr == 'u' ) return 5; if ( chr == 'm' ) return 6; if ( chr == 'w' ) return 6; if ( chr == 'f' ) return 4; if ( chr == 'g' ) return 5; if ( chr == 'y' ) return 4; if ( chr == 'p' ) return 5; if ( chr == 'b' ) return 5; if ( chr == 'v' ) return 6; if ( chr == 'k' ) return 5; if ( chr == 'j' ) return 4; if ( chr == 'x' ) return 4; if ( chr == 'q' ) return 5; if ( chr == 'z' ) return 4; if ( chr == '.' ) return 2; if ( chr == '!' ) return 2; if ( chr == ',' ) return 3; if ( chr == '?' ) return 4; if ( chr == ':' ) return 2; if ( chr == '1' ) return 3; if ( chr == '2' ) return 4; if ( chr == '3' ) return 4; if ( chr == '4' ) return 4; if ( chr == '5' ) return 4; if ( chr == '6' ) return 4; if ( chr == '7' ) return 4; if ( chr == '8' ) return 4; if ( chr == '9' ) return 4; if ( chr == '0' ) return 4; if ( chr == ';' ) return 2; if ( chr == '(' ) return 3; if ( chr == ')' ) return 3; if ( chr == '-' ) return 4; if ( chr == CHAR_QUOTE ) return 2; //Zeelda to be a parser bug. Comparing the buffer character ' ' ' to 'A' returned 5. if ( chr == CHAR_DQUOTE ) return 4; if ( chr == '{' ) return 4; if ( chr == '}' ) return 4; if ( chr == '&' ) return 5; if ( chr == '|' ) return 2; if ( chr == '_' ) return 4; if ( chr == '=' ) return 4; if ( chr == '*' ) return 4; if ( chr == '+' ) return 4; if ( chr == '/' ) return 4; if ( chr == '%' ) return 4; if ( chr == '<' ) return 4; if ( chr == '>' ) return 4; if ( chr == '[' ) return 4; if ( chr == ']' ) return 4; if ( chr == '~' ) return 5; if ( chr == '@' ) return 5; if ( chr == '#' ) return 6; if ( chr == '$' ) return 6; if ( chr == CHAR_POUNDS ) return 5; if ( chr == '^' ) return 4; if ( chr == CHAR_BSLASH ) return 5; if ( chr == '`' ) return 4; } int GetBuffer(){ //int ptr = bufptr; //return bufptr[buffer]; return buffer; } int GetCursorOverlay(){ return bufferoverlay; }