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ularn_win.h
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/* =============================================================================
* PROGRAM: ularn
* FILENAME: ularn_win.h
*
* DESCRIPTION:
* This module contains all operating system dependant code for input and
* display update.
* Each version of ularn should provide a different implementation of this
* module.
*
* =============================================================================
* EXPORTED VARIABLES
*
* nonap : Set to true if no time delays are to be used.
* nosignal : Set if ctrl-C is to be trapped to prevent exit.
* enable_scroll : Probably superfluous
* yrepcount : Repeat count for input commands.
*
* =============================================================================
* EXPORTED FUNCTIONS
*
* init_app : Initialise the app
* close_app : Close the app and free resources
* get_normal_input : Get the next command input
* get_prompt_input : Get input in response to a question
* get_password_input : Get a password
* get_num_input : Geta number
* get_dir_input : Get a direction
* set_display : Set the display mode
* UpdateStatus : Update the status display
* UpdateEffects : Update the effects display
* UpdateStatusAndEffects : Update both status and effects display
* ClearText : Clear the text output area
* UlarnBeep : Make a beep
* MoveCursor : Set the cursor location
* Printc : Print a single character
* Print : Print a string
* Printf : Print a formatted string
* Standout : Print a string is standout format
* SetFormat : Set the output text format
* ClearEOL : Clear to end of line
* ClearEOPage : Clear to end of page
* show1cell : Show 1 cell on the map
* showplayer : Show the player on the map
* showcell : Show the area around the player
* drawscreen : Redraw the screen
* draws : Redraw a section of the screen
* mapeffect : Draw a directional effect
* magic_effect_frames : Get the number of animation frames in a magic fx
* magic_effect : Draw a frame in a magic fx
* nap : Delay for a specified number of milliseconds
* GetUser : Get the username and user id.
*
* =============================================================================
*/
#ifndef __ULARN_WIN_H
# define __ULARN_WIN_H
# include "config.h"
# ifdef WINDOWS
# include <windows.h>
# endif
/*
* Text formats
*/
typedef enum FormatType {
FORMAT_NORMAL,
FORMAT_STANDOUT,
FORMAT_STANDOUT2,
FORMAT_STANDOUT3,
FORMAT_BOLD,
FORMAT_INVERSE,
} FormatType;
/*
* Flag indicating if time delays are active.
* 0 = Use delays
* 1 = No delays
*/
extern int nonap;
/*
* Flag to indicate if signals are to be trapped.
*/
extern int nosignal;
/* constant for enabled/disabled scrolling regn */
extern char enable_scroll;
/* Repeat count for the current command */
extern int yrepcount;
/*
* Display modes for the main window
*/
typedef enum DisplayModeType {
DISPLAY_MAP, /* Map display mode for moving around dungeons */
DISPLAY_TEXT /* Text display mode for scores, shops etc. */
} DisplayModeType;
//
// Effects types for map_effect
//
typedef enum DirEffectsType {
EFFECT_MLE,
EFFECT_SSP,
EFFECT_BAL,
EFFECT_LIT,
EFFECT_CLD,
EFFECT_COUNT
} DirEffectsType;
//
// Effects for show_nagic_effect.
//
typedef enum MagicEffectsType {
MAGIC_SPARKLE,
MAGIC_SLEEP,
MAGIC_WEB,
MAGIC_PHANTASMAL,
MAGIC_CLOUD,
MAGIC_VAPORIZE,
MAGIC_DEHYDRATE,
MAGIC_DRAIN,
MAGIC_FLOOD,
MAGIC_FINGER,
MAGIC_TELEPORT,
MAGIC_FIRE,
MAGIC_WALL,
MAGIC_DEMON,
MAGIC_ANNIHILATE,
MAGIC_COUNT
} MagicEffectsType;
//
// Actions that can be selected in the game.
//
typedef enum ActionType {
ACTION_NULL,
ACTION_DIAG,
ACTION_MOVE_WEST,
ACTION_RUN_WEST,
ACTION_MOVE_EAST,
ACTION_RUN_EAST,
ACTION_MOVE_SOUTH,
ACTION_RUN_SOUTH,
ACTION_MOVE_NORTH,
ACTION_RUN_NORTH,
ACTION_MOVE_NORTHEAST,
ACTION_RUN_NORTHEAST,
ACTION_MOVE_NORTHWEST,
ACTION_RUN_NORTHWEST,
ACTION_MOVE_SOUTHEAST,
ACTION_RUN_SOUTHEAST,
ACTION_MOVE_SOUTHWEST,
ACTION_RUN_SOUTHWEST,
ACTION_WAIT,
ACTION_NONE,
ACTION_WIELD,
ACTION_WEAR,
ACTION_READ,
ACTION_QUAFF,
ACTION_DROP,
ACTION_CAST_SPELL,
ACTION_OPEN_DOOR,
ACTION_CLOSE_DOOR,
ACTION_OPEN_CHEST,
ACTION_INVENTORY,
ACTION_EAT_COOKIE,
ACTION_LIST_SPELLS,
ACTION_HELP,
ACTION_SAVE,
ACTION_TELEPORT,
ACTION_IDENTIFY_TRAPS,
ACTION_BECOME_CREATOR,
ACTION_CREATE_ITEM,
ACTION_TOGGLE_WIZARD,
ACTION_DEBUG_MODE,
ACTION_REMOVE_ARMOUR,
ACTION_PACK_WEIGHT,
ACTION_VERSION,
ACTION_QUIT,
ACTION_REDRAW_SCREEN,
ACTION_SHOW_TAX,
ACTION_COUNT
} ActionType;
/* =============================================================================
* FUNCTION: init_app
*
* DESCRIPTION:
* Initialise the application and create the app windows
*
* PARAMETERS:
*
* hinstance : The application instance.
*
* RETURN VALUE:
*
* 0 if init failed, or 1 if success.
*/
# ifdef WINDOWS
int init_app(HINSTANCE hinstance);
# else
# ifdef UNIX_X11
int init_app(char *DisplayName);
# else
int init_app(void);
# endif
# endif
/* =============================================================================
* FUNCTION: close_app
*
* DESCRIPTION:
* Close the application, freeing all resources.
*
* PARAMETERS:
*
* None.
*
* RETURN VALUE:
*
* None.
*/
void close_app(void);
/* =============================================================================
* FUNCTION: get_normal_input
*
* DESCRIPTION:
* Standard input handling routine.
* Handles all windows events until a keydown or game action is received.
* If a key was pressed then the ASCII code for the key press translated to
* its corresponding actoin and the action is then returned.
* For other action events (menu, toolbar, or whatever else I decide is useful
* for activating game commands) the action corresponding to the event is
* returned.
*
* PARAMETERS:
*
* None.
*
* RETURN VALUE:
*
* The input action.
*/
ActionType get_normal_input(void);
/* =============================================================================
* FUNCTION: get_prompt_input
*
* DESCRIPTION:
* Input handling routine for prompting the player for input before the
* game will continue.
* This will display the indicated prompt in the message window, activate
* a cursor and process events until a character in the answers string is
* entered.
*
* PARAMETERS:
*
* prompt : The prompt to display
*
* answers : The acceptable answer characters
*
* ShowCursor : Set to 1 to show a cursor, or 0 for no cursor
*
* RETURN VALUE:
*
* The input character fromt he answers set.
*/
char get_prompt_input(char *prompt, char *answers, int ShowCursor);
/* =============================================================================
* FUNCTION: get_password_input
*
* DESCRIPTION:
* Input handling routine to input a password.
* Echos '*' instead of the typed character
*
* PARAMETERS:
*
* password : The buffer to store the input password.
*
* Len : The maximum length of the input password.
* Password should be at least (Len+1) characeters to allow
* for the null terminator.
*
* RETURN VALUE:
*
* None.
*/
void get_password_input(char *password, int Len);
/* =============================================================================
* FUNCTION: get_num_input
*
* DESCRIPTION:
* Input handling routine to input a number.
* Allows entry of '*' for returning the default value.
*
* PARAMETERS:
*
* defval : The default value if no entry is input or '*' is entered.
*
* RETURN VALUE:
*
* The input number.
*/
int get_num_input(int defval);
/* =============================================================================
* FUNCTION: get_dir_input
*
* DESCRIPTION:
* Input handling routine to input a direction key.
*
* PARAMETERS:
*
* prompt : The prompt to display
*
* ShowCursor : Set to 1 to show a cursor, or 0 for no cursor.
*
* RETURN VALUE:
*
* The move action associated with the input direction key.
*/
ActionType get_dir_input(char *prompt, int ShowCursor);
/* =============================================================================
* FUNCTION: set_display
*
* DESCRIPTION:
* Set the display mode for the main display area and redraw the screen
* in the new display mode.
* Display modes available are:
* DISPLAY_MAP, - Displays the dungeon map
* DISPLAY_TEXT, - Displays paged text
*
* PARAMETERS:
*
* Mode : The selected display mode.
*
* RETURN VALUE:
*
* None.
*/
void set_display(DisplayModeType Mode);
/* =============================================================================
* Status and effects display update functions
*/
/* =============================================================================
* FUNCTION: UpdateStatus
*
* DESCRIPTION:
* Update the status lines showing the current player's attributes, HP, Exp
* etc.
*
* PARAMETERS:
*
* None.
*
* RETURN VALUE:
*
* None.
*/
void UpdateStatus(void);
/* =============================================================================
* FUNCTION: UpdateEffects
*
* DESCRIPTION:
* Updates the display of effects curently in play.
*
* PARAMETERS:
*
* None.
*
* RETURN VALUE:
*
* None.
*/
void UpdateEffects(void);
/* =============================================================================
* FUNCTION: UpdateStatusAndEffects
*
* DESCRIPTION:
* Update status and effects display.
*
* PARAMETERS:
*
* None.
*
* RETURN VALUE:
*
* None.
*/
void UpdateStatusAndEffects(void);
/* =============================================================================
* Text routines (operates on message or text window)
*/
/* =============================================================================
* FUNCTION: ClearText
*
* DESCRIPTION:
* Clear the currently active text display.
*
* PARAMETERS:
*
* None.
*
* RETURN VALUE:
*
* None.
*/
void ClearText(void);
/* =============================================================================
* FUNCTION: beep
*
* DESCRIPTION:
* Make a beep.
*
* PARAMETERS:
*
* None.
*
* RETURN VALUE:
*
* None.
*/
void UlarnBeep(void);
/* =============================================================================
* FUNCTION: MoveCursor
*
* DESCRIPTION:
* Locate the cursor at position x, y where 1, 1 is the top left corner.
*
* PARAMETERS:
*
* x : The new x coordinate for the cursor
*
* y : The new y coordinate for the cursor
*
* RETURN VALUE:
*
* None.
*/
void MoveCursor(int x, int y);
/* =============================================================================
* FUNCTION: Printc
*
* DESCRIPTION:
* Print a single character to the current text output.
*
* PARAMETERS:
*
* c : The character to print.
*
* RETURN VALUE:
*
* None.
*/
void Printc(char c);
/* =============================================================================
* FUNCTION: Print
*
* DESCRIPTION:
* Print a string to the current text output.
*
* PARAMETERS:
*
* string : The string to print
*
* RETURN VALUE:
*
* None.
*/
void Print(char *string);
/* =============================================================================
* FUNCTION: Printf
*
* DESCRIPTION:
* Formatted print to the current text output. Takes the same input as the
* standard printf.
*
* PARAMETERS:
*
* fmt : Theformat string
*
* ... : Values to be printed as specified by the format string
*
* RETURN VALUE:
*
* None.
*/
void Printf(char *fmt, ...);
/* =============================================================================
* FUNCTION: Standout
*
* DESCRIPTION:
* Display a string in the standout style.
*
* PARAMETERS:
*
* string : The string to be printed
*
* RETURN VALUE:
*
* None.
*/
void Standout(char *String);
/* =============================================================================
* FUNCTION: SetFormat
*
* DESCRIPTION:
* Set the format for future text printing.
*
* PARAMETERS:
*
* format : The new text format.
*
* RETURN VALUE:
*
* None.
*/
void SetFormat(FormatType format);
/* =============================================================================
* FUNCTION: ClearToEOL
*
* DESCRIPTION:
* Clear from the current cursor position to the end of the current line.
* The cursor position is unchanged.
*
* PARAMETERS:
*
* None.
*
* RETURN VALUE:
*
* None.
*/
void ClearToEOL(void);
/* =============================================================================
* FUNCTION:ClearToEOPage
*
* DESCRIPTION:
* Clear from the specified cursor position to the end of the page.
* The cursor position is unchanged.
*
* PARAMETERS:
*
* x : The x cursor position for the start of the clear
*
* y : The y cursor position for the start of the clear
*
* RETURN VALUE:
*
* None.
*/
void ClearToEOPage(int x, int y);
/* =============================================================================
* Map display functions
*/
/* =============================================================================
* FUNCTION: show1cell
*
* DESCRIPTION:
* Display a single cell of the map, making that cell known if the player
* isn't blind.
*
* PARAMETERS:
*
* x : The x coordiante of the cell to show.
*
* y : The y coordinate of the cell to show.
*
* RETURN VALUE:
*
* None.
*/
void show1cell(int x, int y);
/* =============================================================================
* FUNCTION: showplayer
*
* DESCRIPTION:
* Show the player on the map, scrolling the map if necessary.
*
* PARAMETERS:
*
* None.
*
* RETURN VALUE:
*
* None.
*/
void showplayer(void);
/* =============================================================================
* FUNCTION: showcell
*
* DESCRIPTION:
* Display a cell location around the player on the screen.
* The player gets to know about the cells shown (sets the know array).
*
* PARAMETERS:
*
* x : The x position to display
*
* y : The y position to display
*
* RETURN VALUE:
*
* None.
*/
void showcell(int x, int y);
/* =============================================================================
* FUNCTION: drawscreen
*
* DESCRIPTION:
* Redraw the entire screen.
*
* PARAMETERS:
*
* None.
*
* RETURN VALUE:
*
* None.
*/
void drawscreen(void);
/* =============================================================================
* FUNCTION: draws
*
* DESCRIPTION:
* Redraw a sub-section of the screen.
*
* PARAMETERS:
*
* minx : The min x coordiante of the area to redraw.
*
* miny : The min y coordiante of the area to redraw.
*
* maxx : The max x coordiante of the area to redraw.
*
* maxy : The max y coordiante of the area to redraw.
*
* RETURN VALUE:
*
* None.
*/
void draws(int minx, int miny, int maxx, int maxy);
/* =============================================================================
* FUNCTION: mapeffect
*
* DESCRIPTION:
* Draw a directional effect on the map.
* This is used for drawing the range based spell effects.
*
* PARAMETERS:
*
* x : The x location to draw the effect
*
* y : The y location to draw the effect
*
* effect : The effect type to show.
*
* dir : The direction the effect is going.
*
* RETURN VALUE:
*
* None.
*/
void mapeffect(int x, int y, DirEffectsType effect, int dir);
/* =============================================================================
* FUNCTION: magic_effect_frames
*
* DESCRIPTION:
* The number of frames in a magic effect animation.
*
* PARAMETERS:
*
* fx : The effect type.
*
* RETURN VALUE:
*
* The number of frames in the effect animation
*/
int magic_effect_frames(MagicEffectsType fx);
/* =============================================================================
* FUNCTION: magic_effect
*
* DESCRIPTION:
* Draw 1 frame of the animatin for a magic effect.
*
* PARAMETERS:
*
* x : The x location for the effect
*
* y : The y location for the effect
*
* fx : The effect type.
*
* frame : The frame number to display
*
* RETURN VALUE:
*
* None.
*/
void magic_effect(int x, int y, MagicEffectsType fx, int frame);
/* =============================================================================
* Timing functions
*/
/* =============================================================================
* FUNCTION: nap
*
* DESCRIPTION:
* Delay for a number of milliseconds.
*
* PARAMETERS:
*
* delay : The number of milliseconds to delay
*
* RETURN VALUE:
*
* None.
*/
void nap(int delay);
/* =============================================================================
* User name functions
*/
/* =============================================================================
* FUNCTION: GetUser
*
* DESCRIPTION:
* This function gets the username and user id.
* This should use operating system calls if available.
* If not, ask the player for their name (I guess we'll just have to trust
* them).
*
* PARAMETERS:
*
* username : On input this should be set to the name specified in the
* ularn options file. If the OS doesn't provide a username
* then this should be used for the username.
* On exit this is set to the username to use for the game.
*
* uid : This is set to the user id of the user.
* Systems that do not support user ids must provide a mechanism
* for associating a number with each username.
* I suggest using a player id file to store the mappings
* between users and numbers, incrementing the uid for each new
* player.
*
* RETURN VALUE:
*
* None.
*/
void GetUser(char *username, int *uid);
#endif