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;
}
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