lawless-legends/Platform/Apple/virtual/src/plasma/gameloop.pla

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///////////////////////////////////////////////////////////////////////////////////////////////////
// Handy constants.
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const FALSE = 0
const TRUE = !FALSE
const NULL = 0
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///////////////////////////////////////////////////////////////////////////////////////////////////
// Fixed memory locations
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const displayEngine = $6000 // main mem (raycaster and tile engine at same location)
const expandVec = $2000 // aux mem (only for raycaster)
const fontEngine = $BA00 // main mem
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///////////////////////////////////////////////////////////////////////////////////////////////////
// Resource numbers
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const RES_NUM_RAYCASTER = 1
const RES_NUM_EXPAND_VEC = 2
const RES_NUM_FONT_ENGINE = 3
const RES_NUM_TILE_ENGINE = 4
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///////////////////////////////////////////////////////////////////////////////////////////////////
// Hardware addresses.
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const keyboard = $C000
const keystrobe = $C010
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///////////////////////////////////////////////////////////////////////////////////////////////////
// Memory manager definitions
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// Resource types
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const RES_TYPE_CODE = 1
const RES_TYPE_2D_MAP = 2
const RES_TYPE_3D_MAP = 3
const RES_TYPE_TILE = 4
const RES_TYPE_TEXTURE = 5
const RES_TYPE_SCREEN = 6
const RES_TYPE_FONT = 7
const RES_TYPE_MODULE = 8
const RES_TYPE_BYTECODE = 9
const RES_TYPE_FIXUP = 10
const RES_TYPE_PORTRAIT = 11
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// Memory banks
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const MAIN_MEM = 0
const AUX_MEM = 1
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// Command codes
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const RESET_MEMORY = $10
const REQUEST_MEMORY = $11
const LOCK_MEMORY = $12
const UNLOCK_MEMORY = $13
const SET_MEM_TARGET = $14
const START_LOAD = $15
const QUEUE_LOAD = $16
const FINISH_LOAD = $17
const FREE_MEMORY = $18
const CALC_FREE = $19
const DEBUG_MEM = $1A
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const CHAIN_LOADER = $1E
const FATAL_ERROR = $1F
///////////////////////////////////////////////////////////////////////////////////////////////////
// Other constants
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const callbacks = $300
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// 3D map start
//const OVERMAP_NUM = 11
//const OVERMAP_IS_3D = 1
// 2D map start
const OVERMAP_NUM = 1
const OVERMAP_IS_3D = 0
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///////////////////////////////////////////////////////////////////////////////////////////////////
// Predefined functions, for circular calls or out-of-order calls
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predef setWindow2, initCmds
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///////////////////////////////////////////////////////////////////////////////////////////////////
// Font engine variables
const wndleft = $70 // left edge of the window
const wndwdth = $71 // right edge (NOT width) of text window
const wndtop = $72 // top of text window
const wndbtm = $73 // bottom+1 of text window
const cursh = $74 // Cursor H-pos 0-39
const cursv = $75 // Cursor V-pos 0-23
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///////////////////////////////////////////////////////////////////////////////////////////////////
// Global variables
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byte mapNum
byte mapIs3D
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word pFont
word pMap
word cmdTbl[64]
word triggerOriginX, triggerOriginY
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word triggerTbl
byte redraw
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byte frameLoaded = 0
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byte textDrawn = FALSE
byte needRender = FALSE
word skyNum = 9
word groundNum = 10
byte portraitNum = 1
// Queue setMap / teleport, since otherwise script might be replaced while executing
byte q_mapIs3D
byte q_mapNum = 0
word q_x
word q_y
byte q_dir
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///////////////////////////////////////////////////////////////////////////////////////////////////
// Definitions used by assembly code
asm __defs
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; Use hi-bit ASCII for Apple II
!convtab "../../include/hiBitAscii.ct"
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; Headers
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!source "../../include/global.i"
!source "../../include/plasma.i"
!source "../../include/mem.i"
!source "../../include/fontEngine.i"
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; Optional debug printing support
DEBUG = 1
!if DEBUG { !source "../../include/debug.i" }
; General use
tmp = $2
pTmp = $4
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; NOTE ABOUT ABSOLUTE ADDRESSES
; You cannot use them: this code, including variable space, can be loaded *anywhere*.
; So don't declare any variables as !byte or !word here.
end
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///////////////////////////////////////////////////////////////////////////////////////////////////
// API to call rendering engine (same API for raycaster and tile engine)
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asm initDisplay // params: mapNum, pMapData, x, y, dir
+asmPlasm 5
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jmp $6000
end
asm flipToPage1 // no params
+asmPlasm 0
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jmp $6003
end
asm getPos // params: @x, @y
+asmPlasm 2
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jmp $6006
end
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asm setPos // params: x, y
+asmPlasm 2
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jmp $6009
end
asm getDir // no params; returns: dir (0-15)
+asmPlasm 0
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jmp $600C
end
asm setDir // params: dir (0-15)
+asmPlasm 1
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jmp $600F
end
asm advance // no params; return: 0 if same pos, 1 if new pos, 2 if new pos and scripted
+asmPlasm 0
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jmp $6012
end
asm setColor // params: slot (0=sky/1=ground), color (0-17)
+asmPlasm 2
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jmp $6015
end
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asm render // no params
+asmPlasm 0
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jmp $6018
end
///////////////////////////////////////////////////////////////////////////////////////////////////
asm pushAuxStr // params: none; ret: $200 (inbuf)
stx tmp ; save PLASMA's X reg eval stack index
tsx
lda $103,x ; get PLASMA's Y-reg value from its place in the stack
tay
; Create the following subroutine, used to copy chars from aux to main:
;0010- 8D 03 C0 STA $C003
;0013- B1 F4 LDA ($F4),Y
;0015- 8D 02 C0 STA $C002
;0018- 60 RTS
lda #$8D
sta $10
sta $15
ldx #2
stx $16
inx
stx $11
lda #$C0
sta $12
sta $17
lda #$B1
sta $13
lda #$F4
sta $14
lda #$60
sta $18
; Get string length and save it
iny ; advance to next code byte
bne +
inc $F4 ; next pg if necessary
+ jsr $10
sta $200
ldx #0
; Copy entire string
.lup cpx $200
beq ++
iny ; advance to next code byte
bne +
inc $F4 ; next pg if necessary
+ jsr $10 ; now fetch the byte from aux mem
inx
sta $200,x ; and stuff it in the string / input buffer
bne .lup ; always taken
++ tsx
tya
sta $103,x ; modify PLASMA's Y reg so it picks up code execution just after the string
ldx tmp ; retrieve PLASMA's eval stack ptr
dex ; make room for ret value
lda #0
sta evalStkL,x ; return value lo (<$200)
lda #2
sta evalStkH,x ; and hi (>$200)
rts
end
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///////////////////////////////////////////////////////////////////////////////////////////////////
asm blitPortrait // params: srcData, dstScreenPtr
+asmPlasm 2
; Save the dest pointer
sta pTmp
sty pTmp+1
; Save the source pointer
lda evalStkL+1,x
sta tmp
lda evalStkH+1,x
sta tmp+1
; Create the following subroutine, used to copy pixels from aux to main:
; 0010- 8D 03 C0 STA $C003
; 0013- B1 02 LDA ($02),Y
; 0015- 91 04 STA ($04),Y
; 0017- 88 DEY
; 0018- 10 F9 BPL $0013
; 001A- 8D 02 C0 STA $C002
; 001D- 60 RTS
lda #$8D
sta $10
sta $1A
ldx #2
stx $14
stx $1B
inx
stx $11
lda #$C0
sta $12
sta $1C
lda #$B1
sta $13
lda #$91
sta $15
inx
stx $16
lda #$88
sta $17
lda #$10
sta $18
lda #$F9
sta $19
lda #$60
sta $1D
; Outer copy loop
ldx #128 ; line count
.loop ldy #17 ; byte count minus 1
jsr $10 ; copy pixel bytes
; Advance to next row of data
lda tmp
clc
adc #18
sta tmp
bcc +
inc tmp+1
+
; Fun code to advance to the next hi-res line
ldy pTmp+1
iny
iny
iny
iny
cpy #$40
bcc .ok2
tya
sbc #$20 ; carry already set
tay
lda pTmp
eor #$80
bmi .ok
iny
cpy #$24
bcc .ok
ldy #$20
adc #$27 ; carry was set, so actually adding $28
.ok sta pTmp
.ok2 sty pTmp+1
; Loop until we've done all rows.
dex
bne .loop
rts
end
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///////////////////////////////////////////////////////////////////////////////////////////////////
// Simply retrieve the X register. Used to double-check that we're not leaking PLASMA eval
// stack entries.
asm getXReg
+asmPlasm 0
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txa
ldy #0
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rts
end
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///////////////////////////////////////////////////////////////////////////////////////////////////
// Print a string
asm puts
+asmPlasm 1
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sta pTmp
sty pTmp+1
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ldy #0
lda (pTmp),y
tax
iny
- lda (pTmp),y
ora #$80
jsr cout
iny
dex
bne -
rts
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
// Print part of a string, until we hit the end or a '%' code. Return how far we got, or -1 for end.
asm partialPrintf
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!zone {
+asmPlasm 2
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lda evalStkL+1,x ; get string pointer
sta pTmp
lda evalStkH+1,x
sta pTmp+1
ldy #0
lda (pTmp),y ; get length byte
sec
sbc evalStkL,x ; minus offset
sta tmp ; to count of characters left to print
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bcc .eos ; avoid overrunning
beq .eos
lda evalStkL,x ; get desired offset into string
tay
iny ; increment past length byte
- lda (pTmp),y
ora #$80
cmp #'%' ; stop if we hit % code
beq +
jsr cout
iny
dec tmp ; otherwise go until end of string
bne -
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.eos ldy #$FF ; if we hit end of string, return -1
tya
rts
+ dey ; adjust back for length byte
tya ; that's the lo byte of return
ldy #0 ; hi byte of return is zero
rts
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}
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Print a 16-bit hex value
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asm printHex
+asmPlasm 1
tax
tya
jmp prntax
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Print a single character
asm printChar
+asmPlasm 1
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ora #$80
jmp cout
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end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Print a carriage return
asm crout
+asmPlasm 0
jmp crout
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Ring the bell
asm beep
+asmPlasm 0
jmp bell
end
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///////////////////////////////////////////////////////////////////////////////////////////////////
// Read a string from the keyboard, turn it into a PLASMA string and return a pointer to the string.
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asm readStr
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+asmPlasm 0
jsr getln1
txa
pha
beq +
- lda inbuf-1,x
and #$7F
sta inbuf,x
dex
bne -
+ pla
sta inbuf,x
lda #<inbuf
ldy #>inbuf
rts
end
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///////////////////////////////////////////////////////////////////////////////////////////////////
// Send a command to the memory manager
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// Params: cmd, mainOrAux, amount
asm loader
+asmPlasm 3
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lda evalStkL+2,x ; command code
pha
lda evalStkL+1,x ; main or aux
lsr
ldy evalStkH,x ; address (or other param)
lda evalStkL,x
tax
pla
bcs +
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jsr mainLoader ; ret value in X=lo/Y=hi
txa
rts
+ jsr auxLoader ; ditto
txa
rts
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
// Set up the font engine
// Params: pFont
asm initFontEngine
+asmPlasm 1
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ldy evalStkL,x ; font engine likes *lo* byte in Y
lda evalStkH,x ; hi byte in X
tax
jsr setFONT
; Set to write text on both hi-res pages at the same time
lda #pHGR3
jsr displayMODE
; Set to normal (non-inverse) text
lda #pNORMAL
jmp drawMODE
end
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///////////////////////////////////////////////////////////////////////////////////////////////////
// Jump straight to the system monitor
// Params: None
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asm goMon
bit setROM
jmp $FF69
end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Execute a monitor breakpoint
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// Params: None
asm brk
bit setROM
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bit setText
bit page1
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brk
end
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///////////////////////////////////////////////////////////////////////////////////////////////////
// Use the font engine to clear the current text window
// Params: None
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asm clearWindow
+asmPlasm 0
jmp clearWINDOW
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end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Display a string using the font engine, but without any break checking.
// Params: pStr
asm rawDisplayStr
+asmPlasm 1
pha
tya
tax ; hi byte of addr to X
pla
tay ; lo byte of addr to Y
jmp printSTR
end
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///////////////////////////////////////////////////////////////////////////////////////////////////
// Display a string using the font engine. Automatically splits lines to keep words from breaking.
// Params: pStr
asm displayStr
+asmPlasm 1
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sta pTmp
sty pTmp+1
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ldy #0
lda (pTmp),y ; get string length
beq .done ; if zero, get out.
inc pTmp ; advance past string len
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bne +
inc pTmp+1
+
-- tax ; length will be tracked in X reg
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ldy #0
- lda (pTmp),y ; next character
cmp #$20 ; check for invalid control chars
bcc +
cmp #$80 ; check for invalid hi-bit chars
bcc ++
+ lda #$C4 ; failure path
jsr $fded
brk
++ dex ; used a char
cmp #$20 ; is the char a space?
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beq +
sta $281,y ; no, save to word buffer
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iny
cpx #0 ; last char?
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bne -
+ sty $280 ; found a word break; save word length.
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tya
sec
adc pTmp ; advance main pointer over word
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sta pTmp
bcc +
inc pTmp+1
+ txa ; save X reg
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pha
tya ; string length
clc
adc cursh ; ...plus cursor pos
sec
sbc #2
cmp wndwdth ; ...vs. window width
bcc +
lda #$D ; force a line break
jsr printCHAR
+ tya ; if zero length (e.g. string starts with space), just print the space
beq +
ldy #$80 ; now display string at $280 (word buf)
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ldx #2
jsr printSTR
lda cursh
cmp wndleft
beq ++
+ lda #$20
jsr printCHAR
++ pla ; restore string length
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bne --
.done:
lda #$d
jmp printCHAR
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Convert a PLASMA string (starts with length, lo-bit ascii) to an assembly string
// (zero-terminated, hi-bit ascii).
asm toAsmStr
lda evalStkL,x
sta pTmp
lda evalStkH,x
sta pTmp+1
ldy #0
lda (pTmp),y
beq +
sta tmp
- iny
lda (pTmp),y
ora #$80
dey
sta (pTmp),y
iny
dec tmp
bne -
lda #0
sta (pTmp),y
+ rts
end
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///////////////////////////////////////////////////////////////////////////////////////////////////
// General methods
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///////////////////////////////////////////////////////////////////////////////////////////////////
// Fatal error: print message and stop the system.
def fatal(msg)
toAsmStr(msg)
loader(FATAL_ERROR, MAIN_MEM, msg)
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Print a signed decimal word
def printDec(n)
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word n0
if n < 0; printChar('-'); n = -n; fin
n0 = n
if n0 > 9999; printChar('0' + n/10000); n = n%10000; fin
if n0 > 999; printChar('0' + n/1000); n = n%1000; fin
if n0 > 99; printChar('0' + n/100); n = n%100; fin
if n0 > 9; printChar('0' + n/10); n = n%10; fin
printChar('0' + n)
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Print a formatted string a'la C printf, with up to four parameters.
def printf4(str, arg1, arg2, arg3, arg4)
word pos
word curArg
word p
pos = 0
curArg = @arg1
while TRUE
pos = partialPrintf(str, pos)
if pos < 0
break
fin
p = str + pos + 2
when ^p
is 'x'
printHex(*curArg); break
is 'd'
printDec(*curArg); break
is 's'
puts(*curArg); break
is '%'
printChar('%'); break
otherwise
printHex(^p); fatal("Unknown % code")
wend
curArg = curArg + 2
pos = pos + 2
loop
end
def printf1(str, arg1); printf4(str, arg1, 0, 0, 0); end
def printf2(str, arg1, arg2); printf4(str, arg1, arg2, 0, 0); end
def printf3(str, arg1, arg2, arg3); printf4(str, arg1, arg2, arg3, 0); end
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///////////////////////////////////////////////////////////////////////////////////////////////////
def parseDec(str)
word n
word pend
word p
byte neg
neg = FALSE
n = 0
p = str + 1
pend = p + ^str
while p < pend
if p == (str+1) and ^p == '-'
neg = TRUE
elsif ^p >= '0' and ^p <= '9'
n = (n*10) + (^p - '0')
else
break
fin
p = p+1
loop
if neg; return -n; fin
return n
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Get a keystroke and convert it to upper case
def getUpperKey()
byte key
while ^keyboard < 128
loop
key = ^keyboard & $7F
^keystrobe
if key >= $60
key = key - $20
fin
return key
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Set the sky color (relevant to 3D display only)
def setSky(num)
skyNum = num
setColor(0, skyNum)
needRender = TRUE
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Switch to the next sky color (3D only)
def nextSky()
setSky((skyNum + 1) % 18)
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Set the ground color (relevant to 3D display only)
def setGround(num)
groundNum = num
setColor(1, groundNum)
needRender = TRUE
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Switch to the next ground color (3D only)
def nextGround()
setGround((groundNum + 1) % 18)
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Switch to text mode and display mem manager debug printout, get a key, switch back to graphics.
def debugMem(bank)
^$c051
^$c054
loader(DEBUG_MEM, bank, 0)
getUpperKey()
^$c050
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Establish a keystroke -> command association in the command table
def initCmd(key, func)
if key >= $60
key = key - $20
fin
cmdTbl[key-$20] = func
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Load the Frame Image, and lock it.
def loadFrameImg()
byte img
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img = mapIs3D+2
if frameLoaded <> img
if frameLoaded
loader(UNLOCK_MEMORY,MAIN_MEM, $2000)
loader(FREE_MEMORY, MAIN_MEM, $2000)
fin
loader(SET_MEM_TARGET, MAIN_MEM, $2000)
loader(QUEUE_LOAD, MAIN_MEM, img<<8 | RES_TYPE_SCREEN)
loader(LOCK_MEMORY, MAIN_MEM, $2000)
frameLoaded = img
fin
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Load code and data, set up everything to display a 3D map
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def initMap(x, y, dir)
// Set up the command table
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initCmds()
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// Reset memory (our module will stay since memory manager locked it upon load)
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loader(RESET_MEMORY, MAIN_MEM, 0)
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// Load the font engine and its font
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loader(SET_MEM_TARGET, MAIN_MEM, fontEngine)
loader(QUEUE_LOAD, MAIN_MEM, RES_NUM_FONT_ENGINE<<8 | RES_TYPE_CODE)
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loader(SET_MEM_TARGET, MAIN_MEM, $9000)
pFont = loader(QUEUE_LOAD, MAIN_MEM, 1<<8 | RES_TYPE_FONT)
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// Queue loading of the raycaster or tile engine and the map data
loader(SET_MEM_TARGET, MAIN_MEM, displayEngine)
if mapIs3D
loader(QUEUE_LOAD, MAIN_MEM, RES_NUM_RAYCASTER<<8 | RES_TYPE_CODE)
pMap = loader(QUEUE_LOAD, MAIN_MEM, mapNum<<8 | RES_TYPE_3D_MAP)
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loader(SET_MEM_TARGET, AUX_MEM, expandVec)
loader(QUEUE_LOAD, AUX_MEM, RES_NUM_EXPAND_VEC<<8 | RES_TYPE_CODE)
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else
loader(QUEUE_LOAD, MAIN_MEM, RES_NUM_TILE_ENGINE<<8 | RES_TYPE_CODE)
pMap = loader(QUEUE_LOAD, MAIN_MEM, mapNum<<8 | RES_TYPE_2D_MAP)
fin
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// Load everything that we just queued
loader(FINISH_LOAD, MAIN_MEM, 1) // 1 = keep open
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// Load the frame image (and lock it there)
loadFrameImg()
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loader(FINISH_LOAD, MAIN_MEM, 1) // 1 = keep open
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// Start up the font engine
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initFontEngine(pFont)
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// Start up the display engine with map data and starting position. This will also load and
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// init the script module, if any, which will end up calling us back at the setScriptInfo
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triggerTbl = NULL
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setWindow2()
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initDisplay(mapNum, pMap, x, y, dir)
needRender = FALSE
end
///////////////////////////////////////////////////////////////////////////////////////////////////
def setWindow(top, btm, lft, rt)
^wndtop = top
^wndbtm = btm
^wndleft = lft
^wndwdth = rt
^cursv = ^wndtop
^cursh = ^wndleft
end
// Window for the map name bar
def setWindow1()
setWindow(1, 2, 5, 17)
end
///////////////////////////////////////////////////////////////////////////////////////////////////
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// Window for the large upper right bar
def setWindow2()
setWindow(3, 17, 22, 37)
end
///////////////////////////////////////////////////////////////////////////////////////////////////
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// Window for the mid-size lower right bar
def setWindow3()
setWindow(18, 23, 23, 37)
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Window for the map area (used for clearing it)
def setMapWindow()
if mapIs3D
setWindow(3, 19, 2, 19)
else
setWindow(3, 21, 2, 19)
fin
end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Check for script(s) attached to the current location, and call them if there are any.
def checkScripts()
word x
word y
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word p
word pNext
word script
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if !triggerTbl; return; fin
setWindow2()
getPos(@x, @y)
x = x - triggerOriginX
y = y - triggerOriginY
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p = triggerTbl
while TRUE
if ^p == $FF
return
fin
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pNext = p + p->1
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if ^p == y
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p = p + 2
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while p < pNext
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if x == ^p
script = p=>1
script()
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fin
p = p + 3
loop
fin
p = pNext
loop
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Advance one step forward (3D maps only)
def moveForward()
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byte val
val = advance()
// If not blocked, render at the new position.
if val > 0
needRender = TRUE
fin
// If we're on a new map tile, clear text from script(s) on the old tile.
if val >= 2 and textDrawn
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clearWindow()
textDrawn = FALSE
fin
// If there are script(s) on the new tile, run them.
if val == 3
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checkScripts()
fin
end
///////////////////////////////////////////////////////////////////////////////////////////////////
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// Adjust player's direction plus or minus n increments
def adjustDir(n)
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setDir((getDir() + n) & 15)
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Move backward one step (3D mode)
def moveBackward()
adjustDir(8)
moveForward()
adjustDir(8)
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Turn left (3D mode)
def rotateLeft()
adjustDir(-1)
needRender = TRUE
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Rotate to the right (3D mode)
def rotateRight()
adjustDir(1)
needRender = TRUE
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Sidestep to the right (3D mode)
def strafeRight()
adjustDir(4)
moveForward()
adjustDir(-4)
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Sidestep to the left (3D mode)
def strafeLeft()
adjustDir(-4)
moveForward()
adjustDir(4)
end
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///////////////////////////////////////////////////////////////////////////////////////////////////
def moveNorth()
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setDir(0)
moveForward()
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end
def moveEast()
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setDir(4)
moveForward()
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end
def moveSouth()
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setDir(8)
moveForward()
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end
def moveWest()
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setDir(12)
moveForward()
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Switch to a new map (2D or 3D) and establish position on it
def setMap(is3D, num, x, y, dir)
if is3D == mapIs3D and num == mapNum
setPos(x, y)
setDir(dir)
needRender = TRUE
else
flipToPage1()
setWindow1(); clearWindow()
rawDisplayStr("Traveling...")
setMapWindow(); clearWindow()
setWindow2(); clearWindow()
mapIs3D = is3D
mapNum = num
initMap(x, y, dir)
fin
// Don't check scripts, because we often land on an "Exit to wilderness?" script
//NO:checkScripts()
end
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///////////////////////////////////////////////////////////////////////////////////////////////////
def kbdTeleport()
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word x, y
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byte dir
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flipToPage1()
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^$c053
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if ^$25 < 23; ^$25 = 23; fin
getPos(@x, @y)
printf3("\nCurrent: X=%d Y=%d Facing=%d\n", x, y, getDir())
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puts("3D : ")
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mapIs3D = parseDec(readStr())
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puts("Map: ")
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mapNum = parseDec(readStr())
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puts("X : ")
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x = parseDec(readStr())
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puts("Y : ")
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y = parseDec(readStr())
puts("Facing: ")
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dir = parseDec(readStr())
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^$c052
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setMap(mapIs3D, mapNum, x, y, dir)
end
///////////////////////////////////////////////////////////////////////////////////////////////////
def showPos()
word x, y
byte dir
flipToPage1()
^$c053
if ^$25 < 23; ^$25 = 23; fin
getPos(@x, @y)
printf2("\nX=%d Y=%d ", x, y)
if mapIs3D
printf3("Facing=%d Sky=%d Ground=%d", getDir(), skyNum, groundNum)
fin
puts("\nHit any key.\n")
getUpperKey()
^$c052
end
///////////////////////////////////////////////////////////////////////////////////////////////////
def queue_setMap(is3D, num, x, y, dir)
q_mapIs3D = is3D
q_mapNum = num
q_x = x
q_y = y
q_dir = dir
end
///////////////////////////////////////////////////////////////////////////////////////////////////
def queue_teleport(x, y, dir)
queue_setMap(mapIs3D, mapNum, x, y, dir)
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end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Get a key and dispatch it to a command. Then do it again, forever.
def kbdLoop()
word key, func
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byte xreg, tmp
xreg = getXReg()
while TRUE
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tmp = getXReg()
if tmp <> xreg
printf2("Error: x reg changed from %x to %x\n", xreg, tmp)
brk()
fin
key = getUpperKey()
key = key - $20
if key >= 0 and key < $40
func = cmdTbl[key]
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if func; func(); fin
fin
if q_mapNum
setMap(q_mapIs3D, q_mapNum, q_x, q_y, q_dir)
q_mapNum = 0
fin
if needRender
render()
needRender = FALSE
fin
loop
end
///////////////////////////////////////////////////////////////////////////////////////////////////
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// Set initial info for the scripts on this map: the trigger table and the name of the map. This
// is called by the init function for the scripts.
def setScriptInfo(mapName, trigTbl)
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// Grab the trigger table origins (used so the table can be more compact)
triggerOriginX = trigTbl=>0
triggerOriginY = trigTbl=>2
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// Record the trigger table pointer
triggerTbl = trigTbl + 4
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// Display map name
setWindow1()
clearWindow()
rawDisplayStr(mapName)
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// Back to the main text window.
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setWindow2()
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end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Called by scripts to display a string. We set the flag noting that something has been
// displayed, then use an assembly routine to do the work.
def scriptDisplayStr(str)
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textDrawn = TRUE
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displayStr(str)
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Get a key, and don't return until it's Y or N (or lower-case of those). Returns 1 for Y.
def getYN()
byte key
if needRender
render()
needRender = FALSE
fin
while TRUE
key = getUpperKey()
if key == 'Y'
return 1
elsif key == 'N'
clearWindow()
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textDrawn = FALSE
return 0
fin
beep()
loop
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Display a portrait drawing (typically called from scripts)
def setPortrait(portraitNum)
word srcData
byte cx, cy
flipToPage1()
// We're going to switch windows. Save the cursor pos in the text window.
cx = ^cursh
cy = ^cursv
// Now clear out the map area
setMapWindow()
clearWindow()
// Restore the cursor position
setWindow2()
^cursh = cx
^cursv = cy
// Load the portrait image and display it
srcData = loader(QUEUE_LOAD, AUX_MEM, portraitNum<<8 | RES_TYPE_PORTRAIT)
loader(FINISH_LOAD, MAIN_MEM, 0) // 0 = close
if mapIs3D
blitPortrait(srcData, $2182) // start at 3rd text line
else
blitPortrait(srcData, $2202) // start at 4th text line
fin
needRender = FALSE // suppress display of map for this frame
loader(FREE_MEMORY, AUX_MEM, srcData)
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Clear the displayed portrait drawing
def clrPortrait()
render()
needRender = FALSE
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Test out portrait drawing
def testPortrait()
setPortrait(portraitNum)
portraitNum = portraitNum + 1
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Set up the command table for 3D mode
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def initCmds()
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// Clear the command table
byte i
for i = 0 to 63
cmdTbl[i] = 0
next
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// Commands common to both 2D and 3D
initCmd('T', @kbdTeleport)
initCmd('P', @showPos)
initCmd('/', @testPortrait)
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// Commands handled differently in 3D vs 2D
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if mapIs3D
initCmd('W', @moveForward)
initCmd('A', @rotateLeft)
initCmd('D', @rotateRight)
initCmd('S', @moveBackward)
initCmd('X', @moveBackward)
initCmd('Z', @strafeLeft)
initCmd('C', @strafeRight)
initCmd('I', @moveForward)
initCmd('J', @rotateLeft)
initCmd('L', @rotateRight)
initCmd('K', @moveBackward)
initCmd(',', @moveBackward)
initCmd('M', @strafeLeft)
initCmd('.', @strafeRight)
initCmd('Y', @nextSky)
initCmd('G', @nextGround)
else
initCmd('W', @moveNorth)
initCmd('D', @moveEast)
initCmd('S', @moveSouth)
initCmd('X', @moveSouth)
initCmd('A', @moveWest)
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initCmd('I', @moveNorth)
initCmd('J', @moveWest)
initCmd('L', @moveEast)
initCmd('K', @moveSouth)
initCmd(',', @moveSouth)
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fin
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Load and display the title screen.
def loadTitle()
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puts("Loading Lawless Legends.\n")
// Load the title screen
loader(SET_MEM_TARGET, MAIN_MEM, $2000)
loader(QUEUE_LOAD, MAIN_MEM, 1<<8 | RES_TYPE_SCREEN) // title screen is fixed at #1
loader(LOCK_MEMORY, MAIN_MEM, $2000)
loader(FINISH_LOAD, MAIN_MEM, 1) // 1 = keep open
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frameLoaded = 1
^$c050
^$c057
^$c054
^$c052
// Hack for real (not emulated) IIc: sometimes displays only lo-bit graphics
// unless we do this. *HUGE* thanks to Brendan Robert for the fix!
^$C07E=0 // disable double-hi-res
^$C05F // disable double-hi-res
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Set vectors so that scripts in PLASMA can call back to do things with this engine.
def setCallbacks()
// $300
callbacks.0 = $4c
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callbacks:1 = @setScriptInfo
// $303
callbacks.3 = $4c
callbacks:4 = @pushAuxStr
// $306
callbacks.6 = $4c
callbacks:7 = @scriptDisplayStr
// $309
callbacks.9 = $4c
callbacks:10 = @getYN
// $30C
callbacks.12 = $4c
callbacks:13 = @queue_setMap
// $30F
callbacks.15 = $4c
callbacks:16 = @setSky
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// $312
callbacks.18 = $4c
callbacks:19 = @setGround
// $315
callbacks.21 = $4c
callbacks:22 = @queue_teleport
// $318
callbacks.24 = $4c
callbacks:25 = @setPortrait
// $31B
callbacks.27 = $4c
callbacks:28 = @clrPortrait
end
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///////////////////////////////////////////////////////////////////////////////////////////////////
// Main code.
//
loadTitle()
setCallbacks()
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mapIs3D = OVERMAP_IS_3D
mapNum = OVERMAP_NUM
initMap(6, 123, 12) // per Seth. Need to have this in a script in the future
//initMap(4, 4, 0)
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checkScripts()
kbdLoop()
2014-06-25 15:47:28 +00:00
done