Refactored some 3d-only code into a new module, to reduce the bloated size of gameloop.

This commit is contained in:
Martin Haye 2019-07-15 10:21:12 -07:00
parent 995907da95
commit 317fa2c890
4 changed files with 75 additions and 384 deletions

View File

@ -2406,7 +2406,7 @@ class A2PackPartitions
compileModule("store", "src/plasma/")
compileModule("diskops", "src/plasma/")
compileModule("godmode", "src/plasma/")
compileModule("intimate", "src/plasma/")
compileModule("util3d", "src/plasma/")
compileModule("automap", "src/plasma/")
//compileModule("sndseq", "src/plasma/") // not yet
compileModule("questlog", "src/plasma/")

View File

@ -86,7 +86,6 @@ import gamelib
predef pause(count)#1
predef payGold(amount)#1
predef percentToRatio(pct)#1
predef plotLinePixels(page, color, len, xbyte, xbit, xinc, xdir, y, yinc, ydir)#0
predef printf1(fmt, arg1)#0
predef printf2(fmt, arg1, arg2)#0
predef printf3(fmt, arg1, arg2, arg3)#0
@ -120,7 +119,6 @@ import gamelib
predef setCursor(x, y)#0
predef setGameFlag(flagName, val)#0
predef setGround(num)#0
predef setIntimateMode(enable)#0
predef setMap(is3D, num, x, y, dir)#0
predef setRecordMode(enable)#0
predef setStoryMode(enable)#0
@ -167,6 +165,10 @@ import gamelib
word pGlobalTileset
byte isFloppyVer
byte recordMode
byte prevClockColor, prevClockHour, prevClockMinute
byte nextSignificantMinute
byte lampFrame
word lampDir
/////////// Shared string constants //////////////
@ -179,4 +181,5 @@ import gamelib
// Next: other useful strings
byte[] S_HIS, S_HER, S_THEIR
end

View File

@ -19,13 +19,6 @@ const CHAR_WND_HEALTH_X = 112
const ANIM_PAUSE_MAX = 150
const CLOCK_X = 119
const CLOCK_Y = 176
const CLOCK_RADIUS = 14
const LAMP_Y = 168
const LAMP_XBYTE = 10
const CLOCK_ADV_2D_HOURS = 1
const CLOCK_ADV_2D_MINS = 0
const CLOCK_ADV_2D_SECS = 0
@ -52,11 +45,11 @@ include "combat.plh"
include "party.plh"
include "store.plh"
include "diskops.plh"
include "intimate.plh"
include "godmode.plh"
include "automap.plh"
include "questlog.plh"
include "story.plh"
include "util3d.plh"
///////////////////////////////////////////////////////////////////////////////////////////////////
// Data structures
@ -81,7 +74,7 @@ predef playerDeath()#0
predef startGame(firstTime, ask)#0
predef showAnimFrame()#0
predef showParty()#0
predef unloadTextures()#0
predef textureControl(flg)#0
predef clearEncounterZones()#0
///////////////////////////////////////////////////////////////////////////////////////////////////
@ -117,11 +110,11 @@ word triggerTbl
word cmdTbl[96] // ASCII $00..$5F
byte frameLoaded = 0
word curEngine = NULL
word pIntimate = NULL
word pModUtil3d = NULL
word util3d = NULL
export word pResourceIndex = NULL
export word pGlobalTileset = NULL
export byte curMapPartition = 0
export word pGodModule = NULL
export word typeHash = 0
word curHeapPct = 0
byte lastMoveDir = $FF
@ -155,13 +148,13 @@ byte animDirCt
byte anyAnims = TRUE
word animPauseCt
byte showingLamp = TRUE
byte lampFrame = 0
word lampDir = 1
export byte lampFrame = 0
export word lampDir = 1
byte storyMode = FALSE
// Time and clock
byte prevClockColor, prevClockHour, prevClockMinute
byte nextSignificantMinute
export byte prevClockColor, prevClockHour, prevClockMinute
export byte nextSignificantMinute
byte snoozeX0, snoozeX1, snoozeY
word timeEventFunc
@ -193,9 +186,6 @@ export byte[] S_HIS = "his"
export byte[] S_HER = "her"
export byte[] S_THEIR = "their"
//byte[] macro = "lddddwwwwwwwwwwwwwwaaaaawwwwwdwwwwwwwwddwwwwwwwwaw",0
//word pMacro = NULL //@macro
//word startTick = 0
word lastTick = 0
export byte recordMode = 0
@ -302,7 +292,7 @@ asm render(intrOnKbd)#0
+asmPlasmNoRet 1
jmp $6018
end
asm texControl(doLoad)#0
asm _texControl(doLoad)#0
+asmPlasmNoRet 1
jmp $601B
end
@ -399,123 +389,6 @@ export asm memset(pDst, val, len)#0
+ rts
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Specialized line routine for drawing the clock. Plots in black or white only.
// Parameters:
// page : 0=page1, $60=page2
// color: 0=black, $7F=white
// len : number of pixels to plot
// xbyte: x/7, e.g. 0-39 byte offset within screen row
// xbit : (3<<(x%7)) & $7F
// xinc : fraction 0..$FF telling how often to advance on X axis
// xdir : 0=left, 1=right
// y : hi-res line number 0..191
// yinc : fraction 0..$FF telling how often to advance on X axis
// ydir : 0=up, 1=down
export asm plotLinePixels(page, color, len, xbyte, xbit, xinc, xdir, y, yinc, ydir)#0
!zone {
.param_page = evalStkL+9
.param_color = evalStkL+8
.param_len = evalStkL+7
.param_xbyte = evalStkL+6
.param_xbit = evalStkL+5
.param_xinc = evalStkL+4
.param_xdir = evalStkL+3
.param_y = evalStkL+2
.param_yinc = evalStkL+1
.param_ydir = evalStkL+0
.xfrac = tmp
.yfrac = tmp+1
+asmPlasmNoRet 10
lda #0
sta .xfrac
sta .yfrac
.getline
txa
pha
lda .param_y,x
jsr GetScreenLine
pla
tax
lda pTmp+1
eor .param_page,x ; $60 flips to page 2, 0 for page 1
sta pTmp+1
clc ; signal to take X path first
.pix
dec .param_len,x ; decrement count of pixels todo
bmi .done ; get out if it goes negative
ldy .param_xbyte,x ; byte number on line
lda .param_color,x ; get color mask
eor (pTmp),y ; funny logic to plot in color - part 1
and .param_xbit,x ; bit mask within byte
eor (pTmp),y ; funny logic - part 2
ora #$80 ; force hi-bit colors for entire clock face (no mixing)
sta (pTmp),y ; store the result
lda .param_xbit,x ; check bit mask:
and #$60 ; was it the rightmost pixel?
eor #$40
bne + ; if not, done w/ plotting
lda .param_color,x ; it was, so we need to plot
iny ; ...next byte's...
eor (pTmp),y
and #1 ; ...first pixel
eor (pTmp),y
ora #$80 ; force hi-bit colors for entire clock face (no mixing)
sta (pTmp),y
dey ; back to where we were
+ bcs .movey ; skip X processing if we just did it
.movex ; check and move on X axis
lda .xfrac
clc
adc .param_xinc,x ; bump the X fraction
sta .xfrac
bcc .movey ; if not a whole number bump, don't move on X
lda .param_xbit,x
ldy .param_xdir,x ; check X direction (0=left, 1=right)
bne .right
.left
lsr ; 1 bit to the left
cmp #$20
bne +
ora #$40
+ cmp #1
bne .ltrt
dec .param_xbyte,x ; finished with byte, move 1 byte left
lda #$40 ; high bit of next-to-left byte
bne .ltrt ; always taken
.right
asl ; 1 bit to right
bpl .ltrt
and #$7F
bne .ltrt
inc .param_xbyte,x ; finished with byte, move 1 byte right
lda #3 ; low bit of next-to-right byte
.ltrt
sta .param_xbit,x
sec ; signal to take the Y path next time
bcs .pix ; plot at the new position
.movey
lda .yfrac
clc
adc .param_yinc,x ; bump the Y fraction
sta .yfrac
bcc .movex ; if not a whole number bump, don't move on Y, go bump X
lda .param_ydir,x ; check Y direction (0=up, 1=down)
bne .down
.up
dec .param_y,x ; prev line (up)
bcs .getline ; always taken
.down
inc .param_y,x ; next line (down)
bcs .getline ; always taken
.done
rts
}
end
///////////////////////////////////////////////////////////////////////////////////////////////////
export asm readAuxByte(ptr)#1
+asmPlasmRet 1
@ -1595,22 +1468,6 @@ export def getUpperKey()#1
copyWindow(0)
fin
//if pMacro
// pMacro++
// if ^pMacro
// if ^pMacro <> 'l'
// if !startTick; startTick = getTick(); fin
// fin
// return charToUpper(^pMacro)
// else
// pMacro = NULL
// printf3("start=%d end=%d elapsed=%d\n", startTick, getTick(), tickDiff(startTick, getTick()))
// ^$C054
// ^$C051
// rdkey()
// fin
//fin
// Now wait for a key, and animate while doing so.
while ^kbd < 128
if recordMode
@ -1684,33 +1541,6 @@ export def forEach(p, do)#0
forSome(p, @trueFunc, do)
end
///////////////////////////////////////////////////////////////////////////////////////////////////
def nextLampFrame()#0
word n, pTile
if !mapIs3D or !frameLoaded; return; fin
if showingLamp
n = lampFrame - LAMP_1
n = n + lampDir
while n < 0
n = n + (LAMP_COUNT-1) // because PLASMA's modulo operator adopts C's (IMO useless) behavior
loop
if n >= (LAMP_COUNT-1)
n = n % (LAMP_COUNT-1)
fin
n = n + LAMP_1
if (rand16() % 100) < 10
lampDir = -lampDir
fin
else
n = LAMP_0
fin
pTile = pGlobalTileset + (n << 5) + 1 // +1 to skip to the header (# of tiles)
blit(FALSE, pTile, getScreenLine(LAMP_Y)+LAMP_XBYTE, 16, 2)
blit(FALSE, pTile, getScreenLine(LAMP_Y)+LAMP_XBYTE+$2000, 16, 2)
lampFrame = n
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Pause for a specified count period, advancing the animation periodically. Terminates early
// if a key is pressed. In either case, returns the number of counts waited.
@ -1813,8 +1643,8 @@ export def setSky(num)#0
skyNum = num
setColor(0, skyNum)
needRender = TRUE
showingLamp = mapIs3D and (skyNum == 0 or skyNum == 8)
nextLampFrame // to update image
showingLamp = mapIs3D and texturesLoaded and (skyNum == 0 or skyNum == 8)
if showingLamp and util3d; util3d=>util3d_nextLampFrame(); fin // to update image
fin
end
@ -1909,7 +1739,7 @@ def resetAnimPause()#0
anyAnims = TRUE // for now; might get cleared if we discover otherwise on advance
animDirCt = 1
animPauseCt = ANIM_PAUSE_MAX
showingLamp = mapIs3D and (skyNum == 0 or skyNum == 8)
showingLamp = mapIs3D and texturesLoaded and (skyNum == 0 or skyNum == 8)
lampFrame = 0
lampDir = 1
end
@ -1924,7 +1754,7 @@ export def loadFrameImg(img)#0
clearPortrait()
// Make room in aux mem by throwing out textures
unloadTextures()
textureControl(FALSE)
// Load the image data into aux mem
if img
@ -2163,157 +1993,22 @@ export def loadMainFrameImg()#0
end
///////////////////////////////////////////////////////////////////////////////////////////////////
def horzSegment(color, len, x, y)#0
//params: page, color, len, xbyte, xbit, xinc, xdir, y, yinc, ydir
plotLinePixels($60, color, len, x/7, (3<<(x%7)) & $7F, $FF, 1, y, 0, 0)
end
///////////////////////////////////////////////////////////////////////////////////////////////////
def putSegment(color, len, isOuter, x, y)#0
if isOuter
horzSegment(color ^ $7F, len, x, y)
else
horzSegment(color ^ $7F, 1, x, y)
horzSegment(color, len-3, x+2, y)
horzSegment(color ^ $7F, 1, x+len, y)
def loadUtil3d()#0
if !pModUtil3d and mapIs3D
mmgr(START_LOAD, 1) // code is in partition 1
pModUtil3d = mmgr(QUEUE_LOAD, MOD_UTIL3D<<8 | RES_TYPE_MODULE)
mmgr(FINISH_LOAD, 0)
util3d = pModUtil3d()
fin
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Draw a filled, outlined circle
def drawCircle(color, radius, x0, y0)#0
word x, y, dx, dy, err, r2, p
// Clear extents buffer
r2 = radius << 1
memset($280, 0, r2)
// Midpoint circle algorithm, but instead of plotting points, just record max extents
x = radius-1
y = 0
dx = 1
dy = 1
err = dx - r2
while (x >= y)
p = $280 + y
^p = max(^p, x)
p = $280 + x
^p = max(^p, y)
if err <= 0
y++
err = err + dy
dy = dy + 2
elsif err > 0
x--
dx = dx + 2
err = err + dx - r2
fin
loop
// Using the extents, draw an outline circle
for y = 0 to radius-1
x = ^($280+y)
putSegment(color, x<<1, y>=radius-2, x0-x, y0-y)
putSegment(color, x<<1, y>=radius-2, x0-x, y0+y)
next
end
///////////////////////////////////////////////////////////////////////////////////////////////////
def drawHand(color, hour, isShort)#0
word xdir, xinc, ydir, yinc, len
ydir = (hour > 3 and hour < 9) & 1 // 3..9 = 1
xdir = (hour < 6) & 1 // 1..6 = 1
xinc = (^("123210123210"+hour) - '0') * 85
yinc = (^("210123210123"+hour) - '0') * 85
len = (hour % 3) ?? (CLOCK_RADIUS*3/2)-4 :: CLOCK_RADIUS-2
if isShort
len = len * 3 / 5
fin
//params: page, color, len, xbyte, xbit, xinc, xdir, y, yinc, ydir
plotLinePixels($60, color, len, CLOCK_X/7, (3<<(CLOCK_X%7)) & $7F, xinc, xdir, CLOCK_Y, yinc, ydir)
end
///////////////////////////////////////////////////////////////////////////////////////////////////
def drawHands(color, hour, min)#0
word n
n = min/5
drawHand(color, n ?? n :: 12, FALSE)
n = hour % 12
drawHand(color, n ?? n :: 12, TRUE)
end
///////////////////////////////////////////////////////////////////////////////////////////////////
def showClock()#0
word cursX, cursY, color
// Show page 1 while we do work on page 2
flipToPage1
// Erase old clock hands if applicable
if prevClockColor <> 99
drawHands(prevClockColor, prevClockHour, prevClockMinute)
fin
// New color
color = global->b_hour < 6 or global->b_hour >= 18 ?? 0 :: $7F
if color <> prevClockColor
// Draw entire circle in new color
drawCircle(color, CLOCK_RADIUS, CLOCK_X, CLOCK_Y)
else
// Erase old clock hands
drawHands(prevClockColor, prevClockHour, prevClockMinute)
fin
// Draw new clock hands
drawHands(color ^ $7F, global->b_hour, global->b_minute)
// Copy the image from pg 2 to pg 1
cursX, cursY = getCursor()
setWindow(CLOCK_Y-CLOCK_RADIUS, CLOCK_Y+CLOCK_RADIUS, (CLOCK_X-CLOCK_RADIUS)/7*7, (CLOCK_X+CLOCK_RADIUS+13)/7*7)
copyWindow($60) // page 2 to page 1
setWindow2()
setCursor(cursX, cursY)
// And record parameters for erasing the clock hands next time
prevClockColor = color
prevClockHour = global->b_hour
prevClockMinute = global->b_minute
nextSignificantMinute = global->b_minute - (global->b_minute % 5) + 5
end
///////////////////////////////////////////////////////////////////////////////////////////////////
def showCompassDir(dir)#0
word cursX, cursY, str
cursX, cursY = getCursor()
setWindow(173, 182, 28, 49) // Top, Bottom, Left, Right
clearWindow()
when dir
is 15; is 0; is 1; str = "E"; break
is 2; str = "SE"; break
is 3; is 4; is 5; str = "S"; break;
is 6; str = "SW"; break;
is 7; is 8; is 9; str = "W"; break;
is 10; str = "NW"; break;
is 11; is 12; is 13; str = "N"; break;
is 14; str = "NE"; break;
wend
centerStr(str, 21)
if mapIs3D and texturesLoaded; copyWindow(0); fin
setWindow2()
setCursor(cursX, cursY)
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Load code and data, set up everything to display a 2D or 3D map
def initMap(x, y, dir)#0
word pDiskOps // TEMPORARY - FIXME FOO
// If we have a renderer loaded, let it know to flush automap marks
unloadTextures()
textureControl(FALSE)
// Reset memory (our module will stay since memory manager locked it upon load)
mmgr(RESET_MEMORY, 0)
@ -2334,6 +2029,7 @@ def initMap(x, y, dir)#0
pGlobalTileset = mmgr(QUEUE_LOAD, 1<<8 | RES_TYPE_TILESET) // even in 3d, need tiles for lamp/etc.
pDiskOps = mmgr(QUEUE_LOAD, MOD_DISKOPS<<8 | RES_TYPE_MODULE) // TEMPORARY - FIXME FOO
mmgr(FINISH_LOAD, 0)
if mapIs3D; loadUtil3d(); fin
pDiskOps()=>diskops_checkAutomap() // TEMPORARY - FIXME FOO
mmgr(FREE_MEMORY, pDiskOps) // TEMPORARY - FIXME FOO
@ -2376,8 +2072,10 @@ def initMap(x, y, dir)#0
snoozeX1 = -1
if timeEventFunc; timeEventFunc(global->b_hour); fin
if mapIs3D
showCompassDir(dir)
showClock()
if util3d
util3d=>util3d_showCompassDir(dir)
util3d=>util3d_showClock()
fin
elsif global->b_curAvatar <> 0
setAvatar(global->b_curAvatar)
doRender()
@ -2403,12 +2101,23 @@ export def scriptSetAvatar(avatarTileNum)#0
end
///////////////////////////////////////////////////////////////////////////////////////////////////
export def unloadTextures()#0
if renderLoaded and texturesLoaded
flipToPage1()
texControl(0)
texturesLoaded = FALSE
export def textureControl(flg)#0
if !renderLoaded or !mapIs3D; return; fin
flipToPage1
if flg and !texturesLoaded
_texControl(1)
loadUtil3d
showingLamp = (skyNum == 0 or skyNum == 8)
elsif !flg and texturesLoaded
_texControl(0)
if pModUtil3d
mmgr(FREE_MEMORY, pModUtil3d)
pModUtil3d = NULL
util3d = NULL
fin
showingLamp = FALSE
fin
texturesLoaded = flg
end
///////////////////////////////////////////////////////////////////////////////////////////////////
@ -2432,12 +2141,8 @@ end
// Perform rendering, copy if necessary, clear appropriate flags
def doRender()#0
if curPortrait; clearPortrait(); fin
if !texturesLoaded
flipToPage1()
texControl(1)
texturesLoaded = TRUE
fin
if showingLamp; nextLampFrame; fin
textureControl(TRUE)
if showingLamp; util3d=>util3d_nextLampFrame(); fin
render(0) // Don't interrupt on kbd - must finish the render
needRender = FALSE
end
@ -2474,7 +2179,7 @@ def advTime(hours, mins, secs)#0
fin
if mapIs3D and redrawClock
showClock()
if util3d; util3d=>util3d_showClock(); fin
fin
if runScript and timeEventFunc
@ -2487,18 +2192,14 @@ 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.
export def _scriptDisplayStr(str)#0
if pIntimate
pIntimate=>intimate_displayStr(str)
else
if renderLoaded and !curPortrait and !curFullscreenImg and needRender
doRender()
flipToPage1()
needRender = FALSE
fin
if textClearCountdown; clearTextWindow(); fin
displayStr(str)
textDrawn = TRUE
if renderLoaded and !curPortrait and !curFullscreenImg and needRender
doRender()
flipToPage1()
needRender = FALSE
fin
if textClearCountdown; clearTextWindow(); fin
displayStr(str)
textDrawn = TRUE
anyInteraction = TRUE
end
@ -2632,7 +2333,7 @@ end
// Turn left (3D mode)
def rotateLeft()#1
needRender = TRUE
showCompassDir(adjustDir(-global->b_moveMode))
util3d=>util3d_showCompassDir(adjustDir(-global->b_moveMode))
return 0
end
@ -2640,7 +2341,7 @@ end
// Rotate to the right (3D mode)
def rotateRight()#1
needRender = TRUE
showCompassDir(adjustDir(global->b_moveMode))
util3d=>util3d_showCompassDir(adjustDir(global->b_moveMode))
return 0
end
@ -2884,14 +2585,14 @@ def showAnimFrame()#0
blit(1, curPortrait + 2, getScreenLine(top)+2, 128, 18)
fin
needRender = FALSE // suppress display of map for this frame
if showingLamp; nextLampFrame(); fin
if showingLamp and util3d; util3d=>util3d_nextLampFrame(); fin
elsif curFullscreenImg
blit(1, curFullscreenImg + 2, getScreenLine(0), 192, 40) // the +2 is to skip anim hdr offset
needRender = FALSE // suppress display of map for this frame
elsif mapIs3D
if showingLamp; nextLampFrame(); fin
if showingLamp and util3d; util3d=>util3d_nextLampFrame(); fin
render($FF) // it's only animation, so do interrupt if a key is pressed
if showingLamp; nextLampFrame(); fin
if showingLamp and util3d; util3d=>util3d_nextLampFrame(); fin
fin
end
@ -2934,7 +2635,7 @@ export def setPortrait(portraitNum)#0
cursX, cursY = getCursor()
// Make room by unloading the textures (only if renderer is loaded)
unloadTextures()
textureControl(FALSE)
// Now clear out the map area
useMapWindow()
@ -3016,7 +2717,7 @@ def loadEngine(moduleNum)#1
if curEngine; fatal("dblEng"); fin
preEnginePortraitNum = curPortraitNum
clearPortrait()
unloadTextures()
textureControl(FALSE)
flipToPage1()
mmgr(START_LOAD, 1) // code is in partition 1
curEngine = mmgr(QUEUE_LOAD, moduleNum<<8 | RES_TYPE_MODULE)
@ -3035,7 +2736,7 @@ def returnFromEngine(render)#0
else
clearPortrait()
fin
if renderLoaded; texControl(1); texturesLoaded = TRUE; fin
textureControl(TRUE)
mapNameHash = 0; showMapName(global=>s_mapName)
clearTextWindow()
if render
@ -3044,9 +2745,11 @@ def returnFromEngine(render)#0
needRender = TRUE
fin
if mapIs3D
showCompassDir(getDir())
prevClockColor = 99
showClock()
if util3d
util3d=>util3d_showCompassDir(getDir())
util3d=>util3d_showClock()
fin
fin
showParty()
setWindow2() // in case we're mid-script
@ -3275,16 +2978,13 @@ def toggleGodMode()#1
key = getUpperKey
if key == 15 // ctrl-O
key = getUpperKey
if key == 4 or key == 18 // ctrl-D or ctrl-R
if key == 4 // ctrl-D
flipToPage1()
clearTextWindow()
if key == 4 // ctrl-D
global->b_godmode = !global->b_godmode
displayf1("gm:%d\n", global->b_godmode & 1)
initCmds() // rebuild the command table with new commands
else
setRecordMode(1 - recordMode)
displayf1("rm:%d\n", recordMode)
fin
textDrawn = TRUE
beep; beep
@ -3301,8 +3001,8 @@ def cheatCmd()#1
key = charToUpper((^kbd) & $7F)
// We don't use laodEngine, since godmode may use it too, and we'd get double modules
unloadTextures() // seems to be necessary for teleport-to-3d to work right
flipToPage1()
textureControl(FALSE) // seems to be necessary for teleport-to-3d to work right
flipToPage1
mmgr(START_LOAD, 1) // code is in partition 1
pModule = mmgr(QUEUE_LOAD, MOD_GODMODE<<8 | RES_TYPE_MODULE)
mmgr(FINISH_LOAD, 0)
@ -3310,7 +3010,7 @@ def cheatCmd()#1
pModule()=>godmode_cheatCmd(key)
mmgr(FREE_MEMORY, pModule)
if renderLoaded; texControl(1); texturesLoaded = TRUE; fin
textureControl(TRUE)
return 0
end
@ -3525,7 +3225,7 @@ export def createThing(moduleID, creationFuncNum)#1
word p_module, funcTbl, func, p_thing
// Unload textures to make room for the module (also flips to page 1 if needed)
unloadTextures()
textureControl(FALSE)
// Load the module that is capable of creating the thing
mmgr(START_LOAD, 1) // code is in partition 1
@ -3800,18 +3500,6 @@ export def getGameFlag(flagNum)#1
return global->ba_gameFlags[byteNum] & mask
end
///////////////////////////////////////////////////////////////////////////////////////////////////
export def setIntimateMode(enable)#0
if enable
pIntimate = loadEngine(MOD_INTIMATE)
pIntimate=>intimate_setMode(enable)
else
pIntimate=>intimate_setMode(enable)
returnFromEngine(TRUE)
pIntimate = NULL
fin
end
///////////////////////////////////////////////////////////////////////////////////////////////////
export def setStoryMode(enable)#0
// Story mode only exists on 800K or hard drive builds

View File

@ -34,7 +34,7 @@ NOTFLG_SPRITE = $FF-$80
jmp pl_setPos ; params: x (0-255), y (0-255); return: nothing
jmp pl_getDir ; params: none; return: dir (0-15)
jmp pl_setDir ; params: dir (0-15); return: nothing
jmp pl_advance ; params: none; return: 0 if same, 1 if new map tile, 2 if new and scripted
jmp pl_advance ; params: nSteps; return: 0 if same, 1 if new map tile, 2 if new and scripted
jmp pl_setColor ; params: slot (0=sky/1=ground), color (0-15); return: nothing
jmp pl_render ; params: intrOnKbd
jmp pl_texControl ; params: 0=unload textures, 1=load textures