mirror of
https://github.com/badvision/lawless-legends.git
synced 2024-11-18 23:07:53 +00:00
1202 lines
30 KiB
Plaintext
1202 lines
30 KiB
Plaintext
///////////////////////////////////////////////////////////////////////////////////////////////////
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// Handy constants.
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const FALSE = 0
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const TRUE = !FALSE
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const NULL = 0
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Fixed memory locations
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const raycaster = $6000 // main mem
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const tileEngine = $6000 // main mem
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const expandVec = $2000 // aux mem
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const fontEngine = $BA00 // main mem
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Resource numbers
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const RES_NUM_RAYCASTER = 1
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const RES_NUM_EXPAND_VEC = 2
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const RES_NUM_FONT_ENGINE = 3
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const RES_NUM_TILE_ENGINE = 4
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Hardware addresses.
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const keyboard = $C000
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const keystrobe = $C010
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Memory manager definitions
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// Resource types
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const RES_TYPE_CODE = 1
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const RES_TYPE_2D_MAP = 2
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const RES_TYPE_3D_MAP = 3
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const RES_TYPE_TILE = 4
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const RES_TYPE_TEXTURE = 5
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const RES_TYPE_SCREEN = 6
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const RES_TYPE_FONT = 7
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const RES_TYPE_MODULE = 8
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const RES_TYPE_BYTECODE = 9
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const RES_TYPE_FIXUP = 10
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// Memory banks
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const MAIN_MEM = 0
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const AUX_MEM = 1
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// Command codes
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const RESET_MEMORY = $10
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const REQUEST_MEMORY = $11
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const LOCK_MEMORY = $12
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const UNLOCK_MEMORY = $13
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const SET_MEM_TARGET = $14
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const START_LOAD = $15
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const QUEUE_LOAD = $16
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const FINISH_LOAD = $17
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const FREE_MEMORY = $18
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const CALC_FREE = $19
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const DEBUG_MEM = $1A
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const CHAIN_LOADER = $1E
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const FATAL_ERROR = $1F
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Other constants
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const callbacks = $300
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const MAX_LOC_TRIG = 128
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// 3D mode
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//const OVERMAP_NUM = 11
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//const OVERMAP_IS_3D = 1
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// 2D mode
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const OVERMAP_NUM = 1
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const OVERMAP_IS_3D = 0
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Predefined functions, for circular calls or out-of-order calls
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predef moveBackward, setWindow2, initCmds2D, initCmds3D
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Raycaster variables
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const playerDir = $5D
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const playerX = $5E
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const playerY = $60
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const backBuf = $6A
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const frontBuf = $6B
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Tile engine variables
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const relX = $50
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const relY = $51
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const avatarTile= $9D // the avatar variables are set by tile engine during its draw phase
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const avatarX = $9E
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const avatarY = $9F
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Font engine variables
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const wndleft = $70 // left edge of the window
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const wndwdth = $71 // right edge (NOT width) of text window
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const wndtop = $72 // top of text window
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const wndbtm = $73 // bottom+1 of text window
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const cursh = $74 // Cursor H-pos 0-39
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const cursv = $75 // Cursor V-pos 0-23
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Global variables
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byte mapNum = OVERMAP_NUM
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byte mapIs3D = OVERMAP_IS_3D
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word pFont
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word pMap
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word pScripts
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word cmdTbl[64]
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word triggerTbl
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byte prevX
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byte prevY
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byte prevMapNum
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byte prevMapIs3D
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byte redraw
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byte titleLoaded = FALSE
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byte textDrawn = FALSE
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// Movement amounts when walking at each angle
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// Each entry consists of an X bump and a Y bump, in 8.8 fixed point
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word walkDirs[] = $0040, $0000
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word = $003B, $0018
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word = $002D, $002D
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word = $0018, $003B
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word = $0000, $0040
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word = $FFE8, $003B
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word = $FFD3, $002D
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word = $FFC5, $0018
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word = $FFC0, $0000
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word = $FFC5, $FFE8
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word = $FFD3, $FFD3
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word = $FFE8, $FFC5
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word = $0000, $FFC0
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word = $0018, $FFC5
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word = $002D, $FFD3
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word = $003B, $FFE8
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byte skyGndTbl1[] = $00 // lo-bit black
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byte = $00 // lo-bit black
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byte = $00 // lo-bit black
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byte = $02 // violet
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byte = $08 // green
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byte = $0A // lo-bit white
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byte = $0A // lo-bit white
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byte = $0A // lo-bit white
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byte = $20 // hi-bit black
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byte = $20 // hi-bit black
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byte = $20 // hi-bit black
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byte = $22 // blue
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byte = $28 // orange
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byte = $2A // hi-bit white
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byte = $2A // hi-bit white
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byte = $2A // hi-bit white
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byte skyGndTbl2[] = $00 // lo-bit black
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byte = $02 // violet
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byte = $08 // green
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byte = $02 // violet
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byte = $08 // green
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byte = $02 // violet
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byte = $08 // green
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byte = $0A // lo-bit white
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byte = $20 // hi-bit black
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byte = $22 // blue
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byte = $28 // orange
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byte = $22 // blue
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byte = $28 // orange
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byte = $22 // blue
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byte = $28 // orange
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byte = $2A // hi-bit white
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word skyNum = 9
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word groundNum = 10
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Definitions used by assembly code
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asm __defs
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; Use hi-bit ASCII for Apple II
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!convtab "../../include/hiBitAscii.ct"
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; Headers
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!source "../../include/global.i"
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!source "../../include/plasma.i"
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!source "../../include/mem.i"
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!source "../../include/fontEngine.i"
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; Optional debug printing support
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DEBUG = 1
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!if DEBUG { !source "../../include/debug.i" }
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; General use
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tmp = $2
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pTmp = $4
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; Variables that get set by the tile engine when it draws
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avatarTile = $9D
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avatarX = $9E ; from the tile engine
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avatarY = $9F ; ...ditto
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end
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asm fooFunc
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clc
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- lda evalStkL,x
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sta pTmp
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lda evalStkH,x
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sta pTmp+1
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ldy #0
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txa
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sta (pTmp),y
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bcs +
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inx
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sec
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bcs -
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+ rts
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Print a string
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asm puts
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txa
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pha
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bit setROM
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lda evalStkL,x
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sta pTmp
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lda evalStkH,x
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sta pTmp+1
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ldy #0
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lda (pTmp),y
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tax
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iny
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- lda (pTmp),y
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ora #$80
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jsr cout
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iny
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dex
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bne -
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bit setLcRW+lcBank2
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pla
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tax
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rts
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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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.
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asm partialPrintf
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bit setROM
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lda evalStkL+1,x
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sta pTmp
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lda evalStkH+1,x
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sta pTmp+1
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ldy #0
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lda (pTmp),y ; get length byte
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sec
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sbc evalStkL,x ; minus offset
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sta tmp ; to count of characters left to print
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lda evalStkL,x ; get desired offset into string
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tay
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iny ; increment past length byte
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inx ; drop second argument
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lda #0
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sta evalStkH,x ; clear out high byte of return value
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- lda (pTmp),y
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ora #$80
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cmp #'%' ; stop if we hit % code
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beq +
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jsr cout
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iny
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dec tmp ; otherwise go until end of string
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bne -
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ldy #0 ; if we hit end of string, return val will be $FF
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dec evalStkH,x ; hi byte $FF as well
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+ dey ; adjust back for length byte
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tya
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sta evalStkL,x ; tell caller how far we got
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bit setLcRW+lcBank2
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rts
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Print a 16-bit hex value
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asm printHex
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bit setROM
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lda evalStkH,x
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jsr prbyte
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lda evalStkL,x
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jsr prbyte
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bit setLcRW+lcBank2
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rts
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Print a single character
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asm printChar
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bit setROM
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lda evalStkL,x
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ora #$80
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jsr cout
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bit setLcRW+lcBank2
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rts
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Print a carriage return
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asm crout
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bit setROM
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jsr crout
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dex ; don't-care return value
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bit setLcRW+lcBank2
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rts
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Ring the bell
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asm beep
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bit setROM
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jsr bell
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dex ; don't-care return value
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bit setLcRW+lcBank2
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rts
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Send a command to the memory manager
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// Params: cmd, mainOrAux, amount
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asm loader
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txa
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pha
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bit setROM
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lda evalStkL+2,x ; command code
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pha
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lda evalStkL+1,x ; main or aux
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lsr
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ldy evalStkH,x ; address (or other param)
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lda evalStkL,x
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tax
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pla
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bcs +
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jsr mainLoader
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clc
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bcc ++
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+ jsr auxLoader
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++ stx tmp
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pla
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tax
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inx ; drop second and third parameters
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inx
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lda tmp
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sta evalStkL,x
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tya
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sta evalStkH,x
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bit setLcRW+lcBank2
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rts
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Set up the font engine
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// Params: pFont
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asm initFontEngine
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txa
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pha
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bit setROM
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ldy evalStkL,x ; font engine likes *lo* byte in Y
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lda evalStkH,x ; hi byte in X
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tax
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jsr setFONT
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; Set to write text on both hi-res pages at the same time
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lda #pHGR3
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jsr displayMODE
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; Set to normal (non-inverse) text
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lda #pNORMAL
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jsr drawMODE
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pla
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tax
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bit setLcRW+lcBank2
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rts
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Set up the ray casting engine or tile engine (they share the same address)
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// Params: pMap
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asm initDisplayEngine
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txa
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pha
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bit setROM
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lda evalStkL,x
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ldy evalStkH,x
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jsr $6000
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pla
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tax
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bit setLcRW+lcBank2
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rts
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Render one frame using the ray caster or tile engine (they share the same address)
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// Params: none
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asm renderFrame
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txa
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pha
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bit setROM
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jsr $6003
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pla
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tax
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dex ; don't-care return value
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bit setLcRW+lcBank2
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rts
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Deal with crossing into a new map section
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// Params: none
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asm checkCrossing
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txa
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pha
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bit setROM
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jsr $6006
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pla
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tax
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dex ; don't-care return value
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bit setLcRW+lcBank2
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rts
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Set either the sky or ground color
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// Params: (index<<8) | (colorCode)
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asm setColor
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txa
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pha
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bit setROM
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lda evalStkL,x
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ldy evalStkH,x
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jsr $600C
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bit setLcRW+lcBank2
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pla
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tax
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rts
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Jump straight to the system monitor
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// Params: None
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asm goMon
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bit setROM
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jmp $FF69
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Jump straight to the system monitor
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// Params: None
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asm brk
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bit setROM
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brk
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Use the font engine to clear the current text window
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// Params: None
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asm clearWindow
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bit setROM
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txa
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pha
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jsr clearWINDOW
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bit setLcRW+lcBank2
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pla
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tax
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dex ; don't-care return value
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rts
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Display a string using the font engine. Automatically splits lines to keep words from breaking.
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// Params: pStr
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asm displayStr
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bit setROM
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txa
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pha
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lda evalStkL,x
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sta pTmp
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lda evalStkH,x
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sta pTmp+1
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ldy #0
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lda (pTmp),y
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beq ++
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inc pTmp
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bne +
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inc pTmp+1
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+
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-- tax
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ldy #0
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- lda (pTmp),y
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cmp #$20
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bcc +
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cmp #$80
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bcc ++
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+ lda #$C4
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jsr $fded
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brk
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++ dex
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cmp #$20
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beq +
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sta $281,y
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iny
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cpx #0
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bne -
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+ sty $280
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tya
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sec
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adc pTmp
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sta pTmp
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bcc +
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inc pTmp+1
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+ txa
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pha
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tya
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clc
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adc cursh
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sec
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sbc #2
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cmp wndwdth
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bcc +
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lda #$D
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jsr printCHAR
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+ ldy #$80
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ldx #2
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jsr printSTR
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lda cursh
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cmp wndleft
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beq +
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lda #$20
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jsr printCHAR
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+ pla
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bne --
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++ lda #$d
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jsr printCHAR
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bit setLcRW+lcBank2
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pla
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tax
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rts
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Convert a PLASMA string (starts with length, lo-bit ascii) to an assembly string
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// (zero-terminated, hi-bit ascii).
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asm toAsmStr
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lda evalStkL,x
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sta pTmp
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lda evalStkH,x
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sta pTmp+1
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ldy #0
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lda (pTmp),y
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beq +
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sta tmp
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- iny
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lda (pTmp),y
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ora #$80
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dey
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sta (pTmp),y
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iny
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dec tmp
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bne -
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lda #0
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sta (pTmp),y
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+ rts
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// General methods
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Fatal error: print message and stop the system.
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def fatal(msg)
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toAsmStr(msg)
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loader(FATAL_ERROR, MAIN_MEM, msg)
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Print a signed decimal word
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def printDec(n)
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if n < 0; printChar('-'); n = -n; fin
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if n > 9999; printChar('0' + n/10000); n = n%10000; fin
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if n > 999; printChar('0' + n/1000); n = n%1000; fin
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if n > 99; printChar('0' + n/100); n = n%100; fin
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if n > 9; printChar('0' + n/10); n = n%10; fin
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printChar('0' + n)
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Print a formatted string a'la C printf, with up to four parameters.
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def printf4(str, arg1, arg2, arg3, arg4)
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word pos
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word curArg
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word p
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pos = 0
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curArg = @arg1
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while TRUE
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pos = partialPrintf(str, pos)
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if pos < 0
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break
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fin
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p = str + pos + 2
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when ^p
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is 'x'
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printHex(*curArg); break
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is 'd'
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printDec(*curArg); break
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is 's'
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puts(*curArg); break
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is '%'
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printChar('%'); break
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otherwise
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printHex(^p); fatal("Unknown % code")
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|
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
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// 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
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Is the player's current position a physical obstruction?
|
|
def isBlocked()
|
|
return ^avatarTile & $40
|
|
end
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Is there a script attached to the player's current position?
|
|
def isScripted()
|
|
return ^avatarTile & $20
|
|
end
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Set the sky color (relevant to 3D display only)
|
|
def setSky(num)
|
|
skyNum = num
|
|
setColor(0<<8 | skyGndTbl1[skyNum])
|
|
setColor(1<<8 | skyGndTbl2[skyNum])
|
|
end
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Switch to the next sky color (3D only)
|
|
def nextSky()
|
|
setSky((skyNum + 1) & $F)
|
|
end
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Set the ground color (relevant to 3D display only)
|
|
def setGround(num)
|
|
groundNum = num
|
|
setColor(2<<8 | skyGndTbl1[groundNum])
|
|
setColor(3<<8 | skyGndTbl2[groundNum])
|
|
end
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Switch to the next ground color
|
|
def nextGround()
|
|
setGround((groundNum + 1) & $F)
|
|
end
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Switch to text mode and display mem manager debug printout, get a key, switch back to graphics.
|
|
def debugMem(bank)
|
|
^$c051
|
|
^$c054
|
|
loader(DEBUG_MEM, bank, 0)
|
|
getUpperKey()
|
|
^$c050
|
|
end
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Clear the command table
|
|
def resetCmds()
|
|
byte i
|
|
for i = 0 to 63
|
|
cmdTbl[i] = 0
|
|
next
|
|
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
|
|
if titleLoaded
|
|
loader(UNLOCK_MEMORY,MAIN_MEM, $2000)
|
|
loader(FREE_MEMORY, MAIN_MEM, $2000)
|
|
titleLoaded = FALSE
|
|
fin
|
|
loader(SET_MEM_TARGET, MAIN_MEM, $2000)
|
|
loader(QUEUE_LOAD, MAIN_MEM, (3-mapIs3D)<<8 | RES_TYPE_SCREEN)
|
|
loader(LOCK_MEMORY, MAIN_MEM, $2000)
|
|
end
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Load code and data, set up everything to display a 3D map
|
|
def initMap3D(x, y, dir)
|
|
word scriptModule
|
|
|
|
// Set up the command table
|
|
initCmds3D()
|
|
|
|
// Reset memory (our module will stay since memory manager locked it upon load)
|
|
loader(RESET_MEMORY, MAIN_MEM, 0)
|
|
|
|
// Load the font engine
|
|
loader(SET_MEM_TARGET, MAIN_MEM, fontEngine)
|
|
loader(QUEUE_LOAD, MAIN_MEM, RES_NUM_FONT_ENGINE<<8 | RES_TYPE_CODE)
|
|
|
|
// Load the font for the font engine
|
|
loader(SET_MEM_TARGET, MAIN_MEM, $9000)
|
|
pFont = loader(QUEUE_LOAD, MAIN_MEM, 1<<8 | RES_TYPE_FONT)
|
|
|
|
// Load the raycaster
|
|
loader(SET_MEM_TARGET, MAIN_MEM, raycaster)
|
|
loader(QUEUE_LOAD, MAIN_MEM, RES_NUM_RAYCASTER<<8 | RES_TYPE_CODE)
|
|
|
|
// Load the texture expansion code
|
|
loader(SET_MEM_TARGET, AUX_MEM, expandVec)
|
|
loader(QUEUE_LOAD, AUX_MEM, RES_NUM_EXPAND_VEC<<8 | RES_TYPE_CODE)
|
|
|
|
// Load the map
|
|
pMap = loader(QUEUE_LOAD, MAIN_MEM, mapNum<<8 | RES_TYPE_3D_MAP)
|
|
|
|
// Load everything that we just queued
|
|
loader(FINISH_LOAD, MAIN_MEM, 1) // 1 = keep open
|
|
|
|
// Load the frame image (and lock it there)
|
|
loadFrameImg()
|
|
|
|
// Load the scripts for this map, if it has any.
|
|
scriptModule = pMap->2 // first 2 bytes are width and height, third byte is script module num
|
|
if scriptModule
|
|
pScripts = loader(QUEUE_LOAD, MAIN_MEM, (scriptModule << 8) | RES_TYPE_MODULE)
|
|
fin
|
|
loader(FINISH_LOAD, MAIN_MEM, 0) // 1 = keep open, for loading textures
|
|
|
|
// Start up the font engine
|
|
initFontEngine(pFont)
|
|
|
|
// Start up the raycaster
|
|
initDisplayEngine(pMap)
|
|
|
|
// Set initial player position in case the init script doesn't do it
|
|
^playerDir = 1
|
|
*playerX = $280
|
|
*playerY = $380
|
|
|
|
// Initialize the map scripts
|
|
setWindow2()
|
|
clearWindow()
|
|
textDrawn = FALSE
|
|
|
|
prevX = -1
|
|
prevY = -1
|
|
triggerTbl = NULL
|
|
if pScripts
|
|
*pScripts()
|
|
fin
|
|
|
|
// Draw the first frame
|
|
renderFrame()
|
|
redraw = FALSE
|
|
end
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Load code and data, set up everything to display a 2D map
|
|
def initMap2D()
|
|
|
|
// Set up the command table
|
|
initCmds2D()
|
|
|
|
// Reset memory (our module will stay since memory manager locked it upon load)
|
|
loader(RESET_MEMORY, MAIN_MEM, 0)
|
|
|
|
// Load the font engine
|
|
loader(SET_MEM_TARGET, MAIN_MEM, fontEngine)
|
|
loader(QUEUE_LOAD, MAIN_MEM, RES_NUM_FONT_ENGINE<<8 | RES_TYPE_CODE)
|
|
|
|
// Load the font for the font engine
|
|
loader(SET_MEM_TARGET, MAIN_MEM, $9000)
|
|
pFont = loader(QUEUE_LOAD, MAIN_MEM, 1<<8 | RES_TYPE_FONT)
|
|
|
|
// Load the tile engine
|
|
loader(SET_MEM_TARGET, MAIN_MEM, tileEngine)
|
|
loader(QUEUE_LOAD, MAIN_MEM, RES_NUM_TILE_ENGINE<<8 | RES_TYPE_CODE)
|
|
|
|
// Load everything that we just queued
|
|
loader(FINISH_LOAD, MAIN_MEM, 1) // 1 = keep open
|
|
|
|
// Load the frame image (and lock it there)
|
|
loadFrameImg()
|
|
|
|
// Start up the font engine
|
|
initFontEngine(pFont)
|
|
|
|
// For now
|
|
prevX = -1
|
|
prevY = -1
|
|
triggerTbl = NULL
|
|
|
|
// Start up the tile engine
|
|
initDisplayEngine(mapNum)
|
|
|
|
// And do the first draw.
|
|
renderFrame()
|
|
redraw = FALSE
|
|
end
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Set up mapNum (2D or 3D depending on state of is3DMap)
|
|
def initMap(x, y, dir)
|
|
if mapIs3D
|
|
initMap3D(x, y, dir)
|
|
else
|
|
initMap2D(x, y, dir)
|
|
fin
|
|
prevMapNum = mapNum
|
|
prevMapIs3D = mapIs3D
|
|
end
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Window for the map name bar
|
|
def setWindow1()
|
|
^wndtop = 1
|
|
^wndbtm = 2
|
|
^wndleft = 4
|
|
^wndwdth = 18
|
|
^cursv = ^wndtop
|
|
^cursh = ^wndleft
|
|
end
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Window for the large upper right bar
|
|
def setWindow2()
|
|
^wndtop = 3
|
|
^wndbtm = 17
|
|
^wndleft = 22
|
|
^wndwdth = 37
|
|
^cursv = ^wndtop
|
|
^cursh = ^wndleft
|
|
end
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Window for the mid-size lower right bar
|
|
def setWindow3()
|
|
^wndtop = 18
|
|
^wndbtm = 23
|
|
^wndleft = 23
|
|
^wndwdth = 37
|
|
^cursv = ^wndtop
|
|
^cursh = ^wndleft
|
|
end
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Make sure page 1 of hi-res is displayed. Do this before doing memory manager operations, since
|
|
// they overwrite page 2.
|
|
def flipToFirstPage
|
|
if ^frontBuf == 1
|
|
renderFrame()
|
|
redraw = FALSE
|
|
fin
|
|
end
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
def callScripts(x, y)
|
|
word p
|
|
word pNext
|
|
word script
|
|
|
|
p = triggerTbl
|
|
while TRUE
|
|
if ^p == $FF
|
|
return
|
|
fin
|
|
pNext = p + p->1
|
|
if ^p == y
|
|
p = p + 2
|
|
while p < pNext
|
|
if x == ^p
|
|
script = p=>1
|
|
script()
|
|
fin
|
|
p = p + 3
|
|
loop
|
|
fin
|
|
p = pNext
|
|
loop
|
|
end
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Check for script(s) attached to the current location, and call them if there are any.
|
|
def checkScripts()
|
|
word x
|
|
word y
|
|
if !triggerTbl; return; fin
|
|
if mapIs3D
|
|
x = playerX.1 - 1
|
|
y = playerY.1 - 1
|
|
else
|
|
x = ^avatarX
|
|
y = ^avatarY
|
|
fin
|
|
if x <> prevX or y <> prevY
|
|
prevX = x
|
|
prevY = y
|
|
if textDrawn
|
|
clearWindow()
|
|
textDrawn = FALSE
|
|
fin
|
|
if isScripted()
|
|
callScripts(x, y)
|
|
if (mapNum <> prevMapNum) or (mapIs3D <> prevMapIs3D)
|
|
flipToFirstPage()
|
|
initMap()
|
|
fin
|
|
fin
|
|
fin
|
|
end
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Advance one step forward (3D maps only)
|
|
def moveForward()
|
|
word wasBlocked
|
|
word func
|
|
wasBlocked = isBlocked()
|
|
*playerX = *playerX + walkDirs[^playerDir << 1]
|
|
*playerY = *playerY + walkDirs[(^playerDir << 1) + 1]
|
|
if !wasBlocked and isBlocked()
|
|
moveBackward()
|
|
fin
|
|
end
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Adjust player's direction plus or minus n increments (3D mode)
|
|
def adjustDir(n)
|
|
^playerDir = (^playerDir + n) & $F
|
|
end
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Move backward one step (3D mode)
|
|
def moveBackward()
|
|
adjustDir(8)
|
|
moveForward()
|
|
adjustDir(8)
|
|
end
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Turn left (3D mode)
|
|
def rotateLeft()
|
|
adjustDir(-1)
|
|
end
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Rotate to the right (3D mode)
|
|
def rotateRight()
|
|
adjustDir(1)
|
|
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
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
def move2D(ox, oy)
|
|
*relX = ox + *relX
|
|
*relY = oy + *relY
|
|
checkCrossing()
|
|
redraw = TRUE
|
|
end
|
|
|
|
def moveNorth()
|
|
move2D(0, -1)
|
|
end
|
|
|
|
def moveEast()
|
|
move2D(1, 0)
|
|
end
|
|
|
|
def moveSouth()
|
|
move2D(0, 1)
|
|
end
|
|
|
|
def moveWest()
|
|
move2D(-1, 0)
|
|
end
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Jump to a new map location (and point in the given direction)
|
|
def teleport(x, y, dir)
|
|
//nextX = x
|
|
//nextY = y
|
|
//nextDir = dir
|
|
end
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Switch to a new map (2D or 3D)
|
|
def setMap(is3D, num, x, y, dir)
|
|
mapIs3D = is3D
|
|
mapNum = num
|
|
teleport(x, y, dir)
|
|
end
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Get a key and dispatch it to a command. Then do it again, forever.
|
|
def kbdLoop()
|
|
word key, func
|
|
while TRUE
|
|
key = getUpperKey()
|
|
key = key - $20
|
|
if key >= 0 and key < $40
|
|
func = cmdTbl[key]
|
|
if func
|
|
func()
|
|
renderFrame()
|
|
redraw = FALSE
|
|
checkScripts()
|
|
if redraw
|
|
renderFrame()
|
|
redraw = FALSE
|
|
fin
|
|
fin
|
|
fin
|
|
loop
|
|
end
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Associate a location with a trigger function (i.e. a script)
|
|
def setLocationTrigger(tbl)
|
|
triggerTbl = tbl
|
|
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)
|
|
textDrawn = TRUE
|
|
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
|
|
while TRUE
|
|
key = getUpperKey()
|
|
if key == 'Y'
|
|
return 1
|
|
elsif key == 'N'
|
|
clearWindow()
|
|
textDrawn = FALSE
|
|
return 0
|
|
fin
|
|
beep()
|
|
loop
|
|
end
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Set up the command table for 3D mode
|
|
def initCmds3D()
|
|
resetCmds()
|
|
|
|
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)
|
|
end
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Set up the command table for 2D mode
|
|
def initCmds2D()
|
|
resetCmds()
|
|
|
|
initCmd('W', @moveNorth)
|
|
initCmd('D', @moveEast)
|
|
initCmd('S', @moveSouth)
|
|
initCmd('X', @moveSouth)
|
|
initCmd('A', @moveWest)
|
|
end
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Load and display the title screen.
|
|
def loadTitle()
|
|
word v1
|
|
word v2
|
|
puts("Loading Lawless Legends.\n")
|
|
v1 = 1
|
|
v2 = 2
|
|
fooFunc(@v1, @v2)
|
|
printf2("v1=%d v2=%d\n", v1, v2)
|
|
|
|
// Load the title screen
|
|
puts("Loading title screen.\n")
|
|
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, $2000)
|
|
loader(FINISH_LOAD, MAIN_MEM, 1) // 1 = keep open
|
|
titleLoaded = TRUE
|
|
puts("Title loaded.\n")
|
|
^$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
|
|
callbacks:1 = @setLocationTrigger
|
|
|
|
// $303
|
|
callbacks.3 = $4c
|
|
callbacks:4 = @scriptDisplayStr
|
|
|
|
// $306
|
|
callbacks.6 = $4c
|
|
callbacks:7 = @getYN
|
|
|
|
// $309
|
|
callbacks.9 = $4c
|
|
callbacks:10 = @setMap
|
|
|
|
// $30C
|
|
callbacks.12 = $4c
|
|
callbacks:13 = @setSky
|
|
|
|
// $30F
|
|
callbacks.15 = $4c
|
|
callbacks:16 = @setGround
|
|
|
|
// $312
|
|
callbacks.18 = $4c
|
|
callbacks:19 = @teleport
|
|
end
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Main code.
|
|
//
|
|
loadTitle()
|
|
setCallbacks()
|
|
initMap()
|
|
setWindow2()
|
|
kbdLoop()
|
|
|
|
done |