In a nutshell..
I've been annoyed that some of my library extensions have to replace PrintStatusLine. What do you do when two of your extensions replace PrintStatusLine? Of course, you hack together a version that works this way in some circumstances and that way in others. Like other parts of roodylib, I wondered if there wasn't a way to make it more modular.Now, I probably could have done it all with multiple routines and maybe some global variables and arrays, but like my other "settings" in roodylib, I decided to make it object based. Extension PrintStatusLine objects have properties that point to routines that determine the height they need and instructions for drawing their portion of the status window.
Even when you aren't using fancy library extension stuff, you could make the status window bigger than usual and draw whatever you want in the extra space (and you can make the normal status part of the window "bottom justified" if you want).
I just finished this thing so hopefully I'll be able to pretty it up a little so it's easier to understand at some point, but it's uncertain that this version of PrintStatusLine will be readable to anyone but me, unfortunately. Let's take a look at what I wrote:
property find_height alias u_to
property draw_window alias e_to
property bottom_justified alias d_to
property terp_type alias w_to
! "terp_type" values 0, 2, 4
enumerate step * 2
{
NORMAL_TERP, GLK_TERP = 2, SIMPLE_TERP
}
object printstatuslib
{
find_height
{
local sum, i
for i in self
{
sum += i.find_height
}
return sum
}
draw_window
{
local i
for i in self
{
run i.draw_window
}
}
terp_type NORMAL_TERP
bottom_justified 0
}
! this object and its properties draw the status window as we normally know it
object statuswindow
{
in printstatuslib
find_height
{
return (call &FindStatusHeight)
}
draw_window
{
return (call &WriteStatus)
}
}
replace PrintStatusline
{
local newstatusheight
#ifset CHEAP
if cheap
return
#endif
! set the "terp_type" value
if IsGlk
printstatuslib.terp_type = GLK_TERP
elseif system(61) ! minimal port
printstatuslib.terp_type = SIMPLE_TERP
else
printstatuslib.terp_type = NORMAL_TERP
! figure out the size our window will be
newstatusheight = printstatuslib.find_height
! remove the windows if the status window height has changed
if (newstatusheight < display.statusline_height) and not system(61)
window 0
display.statusline_height = newstatusheight
Font(BOLD_OFF | ITALIC_OFF | UNDERLINE_OFF | PROP_OFF)
window display.statusline_height
{
color SL_TEXTCOLOR, SL_BGCOLOR
if printstatuslib.terp_type ~= SIMPLE_TERP
{
cls
locate 1,1
}
run printstatuslib.draw_window
}
color TEXTCOLOR, BGCOLOR, INPUTCOLOR
Font(DEFAULT_FONT)
}
! routine for finding the height of the regular status info
replace FindStatusHeight
{
local a, b
text to _temp_string
if not location
print "\_";
elseif not light_source
print "In the dark";
else
{
if FORMAT & DESCFORM_F: print "\_";
print capital location.name;
print "\_";
}
text to 0
a = StringLength(_temp_string)
if STATUSTYPE = 1
{
text to _temp_string
if (FORMAT & DESCFORM_F)
print "\_";
print number score; " / "; number counter;
if (FORMAT & DESCFORM_F)
print "\_";
text to 0
}
elseif STATUSTYPE = 3
{
text to _temp_string
if (FORMAT & DESCFORM_F) : print "\_";
print "Score: "; number score; "\_ "; "Moves: "; number counter;
if (FORMAT & DESCFORM_F) : print "\_";
text to 0
b = StringLength(_temp_string)
}
elseif STATUSTYPE = 2
{
text to _temp_string
if (FORMAT & DESCFORM_F) : print "\_";
print HoursMinutes(counter);
if (FORMAT & DESCFORM_F) : print "\_";
text to 0
}
elseif STATUSTYPE = 4
{
text to _temp_string
if (FORMAT & DESCFORM_F) : print "\_";
STATUSTYPE4 ! routine for configurable statusline
if (FORMAT & DESCFORM_F) : print "\_";
text to 0
}
if (b + a + 4)<display.screenwidth ! let's force a 4 character gap between
{ ! the two fields
return 1
}
elseif (b + a - 4 ) < display.screenwidth and STATUSTYPE = 3
{
text to _temp_string
if (FORMAT & DESCFORM_F) : print "\_";
print "S: "; number score; "\_ "; "M: "; number counter;
if (FORMAT & DESCFORM_F) : print "\_";
text to 0
return 1
}
else
return 2
}
! Roody's note: Replace this if you want to use the top right area
! for something else ("HUNGRY", "TIRED", or whatever)
replace STATUSTYPE4
{}
! routine for drawing the regular status
routine WriteStatus
{
if printstatuslib.bottom_justified and
printstatuslib.terp_type ~= SIMPLE_TERP
{
if statuswindow.find_height = 2
{
locate 1, (display.windowlines - 1)
}
else
locate 1, display.windowlines
}
if not location
print "\_";
elseif not light_source
print "In the dark";
else
{
if FORMAT & DESCFORM_F: print "\_";
print capital location.name;
}
if statuswindow.find_height = 1 and STATUSTYPE
{
print to (display.screenwidth - \
(StringLength(_temp_string) + \
((printstatuslib.terp_type = SIMPLE_TERP)*2)));
StringPrint(_temp_string)
}
elseif STATUSTYPE and statuswindow.find_height = 2
{
if printstatuslib.terp_type ~= SIMPLE_TERP and
not printstatuslib.bottom_justified
locate 1, 2
else
""
StringPrint(_temp_string)
}
}
So, say, if you're using newconverse's version of this (after I update it, that is), it'd point printstatuslib find_height and draw_window properties to either these routines or newconverse's status window instructions, depending on whether the player is in a conversation.
Hopefully, this isn't too complicated.
One other thing...
I also threw together an extension for score notification, as I never have these things around when I need them. I'll add proper documentation and upload it somewhere at some point:!::Actually, I haven't even compiled that code yet, so there might be a typo or other kind of bug in there.
! Hugo Score Notification extension
!::
!\
Provides text like "You score has gone up by [x] points!"
\!
#ifclear _SCORENOTIFY_H
#SET _SCORENOTIFY_H
#ifset VERSIONS
#message "ScoreNotify.h Version 0.5"
#endif
property score_notify alias d_to
property points alias e_to
object scorenotifylib "scorenotify"
{
score_notify true
points 0
#ifset _ROODYLIB_H
save_info
{
select self.score_notify
case 0 : SaveWordSetting("score_off")
case 1 : SaveWordSetting("score_on")
return true
}
type settings
in init_instructions
execute
{
local a
a = CheckWordSetting("scorenotify")
if a
{
select word[(a-1)]
case "score_off": self.score_notify = 0
case "score_on": self.score_notify = 1
}
}
#endif
#ifset _NEWMENU_H
usage_desc
{
"\BSCORE NOTIFICATION ON\b- Be notified when you score points."
Indent
"\BSCORE NOTIFICATION OFF\b- Play without score notifications."
}
#endif ! NEWMENU
}
#ifset _ROODYLIB_H
object scorenotifymain
{
type settings
in main_instructions
execute
{
ScoreNotify
}
}
#endif ! _ROODYLIB_H
routine ScoreNotify
{
if scorenotifylib.points and scorenotifylib.score_notify
{
""
Font(BOLD_ON)
ScoreNotificationMessage(&ScoreNotify, 1, scorenotifylib.points ) ! "[Your score has gone up.]"
Font(BOLD_OFF
}
score += scorenotifylib.points ! add the points to the score
scorenotifylib.points = 0 ! reset the point counter
}
! routine to call for the last score of a game (after the winning move), as
! main is not called again
routine LastScore(a)
{
score += a
}
! otherwise, call this routine to add to the game score
routine AddScore(a)
{
scorenotifylib.points += a
}
routine DoNotifyOnOff
{
if scorenotifylib.score_notify
Perform(&DoNotifyOff)
else
Perform(&DoNotifyOn)
}
routine DoNotifyOn
{
if scorenotifylib.score_notify
ScoreNotificationMessage(&DoNotifyOn, 1 ) ! "[Score notification already on.]"
else
{
ScoreNotificationMessage(&DoNotifyOn, 2 ) ! "[Score notification on.]"
scorenotifylib.score_notify = 1
}
}
routine DoNotifyOff
{
if not scorenotifylib.score_notify
ScoreNotificationMessage(&DoNotifyOff, 1 ) ! "[Score notification already off.]"
else
{
ScoreNotificationMessage(&DoNotifyOff, 2 ) ! "[Score notification off.]"
scorenotifylib.score_notify = 0
}
}
routine ScoreNotificationMessage(r, num, a, b)
{
if NewScoreNotificationMessages(r, num, a, b): return
select r
case &DoNotifyOn
{
select num
case 1: "[Score notification already on.]"
case 2: "[Score notification on.]"
}
case &DoNotifyOff
{
select num
case 1: "[Score notification already off.]"
case 2: "[Score notification off.]"
}
case &ScoreNotify
{
select num
case 1 : "[Your score has gone up.]"
}
}
!\ The NewScoreNotificationMessages routine may be REPLACED and should return
true if a replacement message exists for routine <r> \!
routine NewScoreNotificationMessages(r, num, a, b)
{
select r
! case &ScoreNotify
! {
! select num
! case 1
! {
! print "[Your score has gone up by "; number a; " points.]"
! }
! }
case else : return false
return true ! this line is only reached if we replaced something
}
#endif _SCORENOTIFY_H
The score notification extension is much needed. The ranking assignment code must be in SetGlobalsAndFillArrays in the roodylib shell.
ReplyDeleteMaking it easier to put stuff in the status line is always a welcome improvement. I've not yet looked into doing so at all, but I've been contemplating writing an IF-rougelike hybrid, where the status line would contain a semi-randomized ASCII rougelike layout.
But you should work on your own game! You've done more than enough for The Cause. ;)
(about the ranking assignment being in SetGlobalsAndFillArrays)
DeleteYup, and MAX_SCORE would have to be set there, too.
Yeah, sounds like you have some ideas similar to things I've been working on. The nice thing about putting it all in the status window is that the resulting game is then compatible with both regular and glk interpreters. Even when you do a nice-looking multiple window game, you could have a simple ASCII graphics status window version for glk.
Ah, ok, I'll work on my game, heh.