I have one that I got off this board. Actually, I thought you wrote the code . Maybe I was mistaken?
In any case, I have a block of I6 code and a few lines of I7 code - which I got off some nice person - will allow you to reroute a blank hit of the enter key to a particular command of your own.
The person who provided the code made that command ‘look.’ For me, I made it ‘again’, because I like hitting return to repeat my last command.
Here are the bits:
[code]Include (- [ Keyboard a_buffer a_table nw i w w2 x1 x2;
sline1 = score; sline2 = turns;
while (true) {
! Save the start of the buffer, in case "oops" needs to restore it
for (i=0 : i<64 : i++) oops_workspace->i = a_buffer->i;
! In case of an array entry corruption that shouldn't happen, but would be
! disastrous if it did:
#Ifdef TARGET_ZCODE;
a_buffer->0 = INPUT_BUFFER_LEN;
a_table->0 = 15; ! Allow to split input into this many words
#Endif; ! TARGET_
! Print the prompt, and read in the words and dictionary addresses
PrintPrompt();
DrawStatusLine();
KeyboardPrimitive(a_buffer, a_table);
! Set nw to the number of words
#Ifdef TARGET_ZCODE; nw = a_table->1; #Ifnot; nw = a_table-->0; #Endif;
! If the line was blank, get a fresh line
!if (nw == 0) {
! @push etype; etype = BLANKLINE_PE;
! players_command = 100;
! BeginActivity(PRINTING_A_PARSER_ERROR_ACT);
! if (ForActivity(PRINTING_A_PARSER_ERROR_ACT) == false) L__M(##Miscellany,10);
! EndActivity(PRINTING_A_PARSER_ERROR_ACT);
! @pull etype;
! continue;
!}
! Unless the opening word was OOPS, return
! Conveniently, a_table-->1 is the first word on both the Z-machine and Glulx
w = a_table-->1;
if (w == OOPS1__WD or OOPS2__WD or OOPS3__WD) {
if (oops_from == 0) { L__M(##Miscellany, 14); continue; }
if (nw == 1) { L__M(##Miscellany, 15); continue; }
if (nw > 2) { L__M(##Miscellany, 16); continue; }
! So now we know: there was a previous mistake, and the player has
! attempted to correct a single word of it.
for (i=0 : i<INPUT_BUFFER_LEN : i++) buffer2->i = a_buffer->i;
#Ifdef TARGET_ZCODE;
x1 = a_table->9; ! Start of word following "oops"
x2 = a_table->8; ! Length of word following "oops"
#Ifnot; ! TARGET_GLULX
x1 = a_table-->6; ! Start of word following "oops"
x2 = a_table-->5; ! Length of word following "oops"
#Endif; ! TARGET_
! Repair the buffer to the text that was in it before the "oops"
! was typed:
for (i=0 : i<64 : i++) a_buffer->i = oops_workspace->i;
VM_Tokenise(a_buffer,a_table);
! Work out the position in the buffer of the word to be corrected:
#Ifdef TARGET_ZCODE;
w = a_table->(4*oops_from + 1); ! Start of word to go
w2 = a_table->(4*oops_from); ! Length of word to go
#Ifnot; ! TARGET_GLULX
w = a_table-->(3*oops_from); ! Start of word to go
w2 = a_table-->(3*oops_from - 1); ! Length of word to go
#Endif; ! TARGET_
! Write spaces over the word to be corrected:
for (i=0 : i<w2 : i++) a_buffer->(i+w) = ' ';
if (w2 < x2) {
! If the replacement is longer than the original, move up...
for (i=INPUT_BUFFER_LEN-1 : i>=w+x2 : i-- )
a_buffer->i = a_buffer->(i-x2+w2);
! ...increasing buffer size accordingly.
#Ifdef TARGET_ZCODE;
a_buffer->1 = (a_buffer->1) + (x2-w2);
#Ifnot; ! TARGET_GLULX
a_buffer-->0 = (a_buffer-->0) + (x2-w2);
#Endif; ! TARGET_
}
! Write the correction in:
for (i=0 : i<x2 : i++) a_buffer->(i+w) = buffer2->(i+x1);
VM_Tokenise(a_buffer, a_table);
#Ifdef TARGET_ZCODE; nw = a_table->1; #Ifnot; nw = a_table-->0; #Endif;
return nw;
}
! Undo handling
if ((w == UNDO1__WD or UNDO2__WD or UNDO3__WD) && (nw==1)) {
Perform_Undo();
continue;
}
i = VM_Save_Undo();
#ifdef PREVENT_UNDO; undo_flag = 0; #endif;
#ifndef PREVENT_UNDO; undo_flag = 2; #endif;
if (i == -1) undo_flag = 0;
if (i == 0) undo_flag = 1;
if (i == 2) {
VM_RestoreWindowColours();
VM_Style(SUBHEADER_VMSTY);
SL_Location(); print "^";
! print (name) location, "^";
VM_Style(NORMAL_VMSTY);
L__M(##Miscellany, 13);
continue;
}
return nw;
}
]; -) instead of “Reading the Command” in “Parser.i6t”.[/code]
Now the I7 bit.
After reading a command (this is the blank line = again rule):
let T be indexed text;
now T is the player's command;
if T is "", change the text of the player's command to "again".
So just replace ‘again’ with the command you want to have activate, and that’s it. There’s nothing you need to change in the i6 part.