mirror of
https://github.com/badvision/lawless-legends.git
synced 2024-09-30 18:54:47 +00:00
1334 lines
34 KiB
Plaintext
1334 lines
34 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 displayEngine = $6000 // main mem (raycaster and tile engine at same location)
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const expandVec = $2000 // aux mem (only for raycaster)
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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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const RES_TYPE_PORTRAIT = 11
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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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// 3D map start
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//const OVERMAP_NUM = 11
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//const OVERMAP_IS_3D = 1
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// 2D map start
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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 setWindow2, initCmds
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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
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byte mapIs3D
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word pFont
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word pMap
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word cmdTbl[64]
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word triggerOriginX, triggerOriginY
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word triggerTbl
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byte redraw
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byte frameLoaded = 0
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byte textDrawn = FALSE
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byte needRender = FALSE
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word skyNum = 9
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word groundNum = 10
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byte portraitNum = 1
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// Queue setMap / teleport, since otherwise script might be replaced while executing
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byte q_mapIs3D
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byte q_mapNum = 0
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word q_x
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word q_y
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byte q_dir
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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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; NOTE ABOUT ABSOLUTE ADDRESSES
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; You cannot use them: this code, including variable space, can be loaded *anywhere*.
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; So don't declare any variables as !byte or !word here.
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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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
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+asmPlasm 5
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jmp $6000
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end
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asm flipToPage1 // no params
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+asmPlasm 0
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jmp $6003
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end
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asm getPos // params: @x, @y
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+asmPlasm 2
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jmp $6006
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end
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asm setPos // params: x, y
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+asmPlasm 2
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jmp $6009
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end
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asm getDir // no params; returns: dir (0-15)
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+asmPlasm 0
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jmp $600C
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end
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asm setDir // params: dir (0-15)
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+asmPlasm 1
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jmp $600F
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end
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asm advance // no params; return: 0 if same pos, 1 if new pos, 2 if new pos and scripted
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+asmPlasm 0
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jmp $6012
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end
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asm setColor // params: slot (0=sky/1=ground), color (0-17)
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+asmPlasm 2
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jmp $6015
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end
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asm render // no params
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+asmPlasm 0
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jmp $6018
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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asm pushAuxStr // params: none; ret: $200 (inbuf)
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stx tmp ; save PLASMA's X reg eval stack index
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tsx
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lda $103,x ; get PLASMA's Y-reg value from its place in the stack
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tay
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; Create the following subroutine, used to copy chars from aux to main:
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;0010- 8D 03 C0 STA $C003
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;0013- B1 F4 LDA ($F4),Y
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;0015- 8D 02 C0 STA $C002
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;0018- 60 RTS
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lda #$8D
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sta $10
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sta $15
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ldx #2
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stx $16
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inx
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stx $11
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lda #$C0
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sta $12
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sta $17
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lda #$B1
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sta $13
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lda #$F4
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sta $14
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lda #$60
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sta $18
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; Get string length and save it
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iny ; advance to next code byte
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bne +
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inc $F4 ; next pg if necessary
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+ jsr $10
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sta $200
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ldx #0
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; Copy entire string
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.lup cpx $200
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beq ++
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iny ; advance to next code byte
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bne +
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inc $F4 ; next pg if necessary
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+ jsr $10 ; now fetch the byte from aux mem
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inx
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sta $200,x ; and stuff it in the string / input buffer
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bne .lup ; always taken
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++ tsx
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tya
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sta $103,x ; modify PLASMA's Y reg so it picks up code execution just after the string
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ldx tmp ; retrieve PLASMA's eval stack ptr
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dex ; make room for ret value
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lda #0
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sta evalStkL,x ; return value lo (<$200)
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lda #2
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sta evalStkH,x ; and hi (>$200)
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rts
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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asm blitPortrait // params: srcData, dstScreenPtr
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+asmPlasm 2
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; Save the dest pointer
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sta pTmp
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sty pTmp+1
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; Save the source pointer
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lda evalStkL+1,x
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sta tmp
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lda evalStkH+1,x
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sta tmp+1
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; Create the following subroutine, used to copy pixels from aux to main:
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; 0010- 8D 03 C0 STA $C003
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; 0013- B1 02 LDA ($02),Y
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; 0015- 91 04 STA ($04),Y
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; 0017- 88 DEY
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; 0018- 10 F9 BPL $0013
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; 001A- 8D 02 C0 STA $C002
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; 001D- 60 RTS
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lda #$8D
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sta $10
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sta $1A
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ldx #2
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stx $14
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stx $1B
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inx
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stx $11
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lda #$C0
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sta $12
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sta $1C
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lda #$B1
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sta $13
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lda #$91
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sta $15
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inx
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stx $16
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lda #$88
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sta $17
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lda #$10
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sta $18
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lda #$F9
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sta $19
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lda #$60
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sta $1D
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; Outer copy loop
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ldx #128 ; line count
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.loop ldy #17 ; byte count minus 1
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jsr $10 ; copy pixel bytes
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; Advance to next row of data
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lda tmp
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clc
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adc #18
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sta tmp
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bcc +
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inc tmp+1
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+
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; Fun code to advance to the next hi-res line
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ldy pTmp+1
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iny
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iny
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iny
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iny
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cpy #$40
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bcc .ok2
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tya
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sbc #$20 ; carry already set
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tay
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lda pTmp
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eor #$80
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bmi .ok
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iny
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cpy #$24
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bcc .ok
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ldy #$20
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adc #$27 ; carry was set, so actually adding $28
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.ok sta pTmp
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.ok2 sty pTmp+1
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; Loop until we've done all rows.
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dex
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bne .loop
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rts
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Simply retrieve the X register. Used to double-check that we're not leaking PLASMA eval
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// stack entries.
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asm getXReg
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+asmPlasm 0
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txa
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ldy #0
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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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+asmPlasm 1
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sta pTmp
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sty 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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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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!zone {
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+asmPlasm 2
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lda evalStkL+1,x ; get string pointer
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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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bcc .eos ; avoid overrunning
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beq .eos
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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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- lda (pTmp),y
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ora #$80
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cmp #'%' ; stop if we hit % code
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beq +
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jsr cout
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iny
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dec tmp ; otherwise go until end of string
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bne -
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.eos ldy #$FF ; if we hit end of string, return -1
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tya
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rts
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+ dey ; adjust back for length byte
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tya ; that's the lo byte of return
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ldy #0 ; hi byte of return is zero
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rts
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}
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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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+asmPlasm 1
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tax
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tya
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jmp prntax
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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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+asmPlasm 1
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ora #$80
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jmp cout
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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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+asmPlasm 0
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jmp crout
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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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+asmPlasm 0
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jmp bell
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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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
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jsr getln1
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txa
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pha
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beq +
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- lda inbuf-1,x
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and #$7F
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sta inbuf,x
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dex
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bne -
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+ pla
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sta inbuf,x
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lda #<inbuf
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ldy #>inbuf
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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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+asmPlasm 3
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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 ; ret value in X=lo/Y=hi
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txa
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rts
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+ jsr auxLoader ; ditto
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txa
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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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+asmPlasm 1
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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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jmp drawMODE
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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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// Execute a monitor breakpoint
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// Params: None
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asm brk
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bit setROM
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bit setText
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bit page1
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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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+asmPlasm 0
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jmp clearWINDOW
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Display a string using the font engine, but without any break checking.
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// Params: pStr
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asm rawDisplayStr
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+asmPlasm 1
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pha
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tya
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tax ; hi byte of addr to X
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pla
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tay ; lo byte of addr to Y
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jmp printSTR
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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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+asmPlasm 1
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sta pTmp
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sty pTmp+1
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ldy #0
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lda (pTmp),y ; get string length
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beq .done ; if zero, get out.
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inc pTmp ; advance past string len
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bne +
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inc pTmp+1
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+
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-- tax ; length will be tracked in X reg
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ldy #0
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- lda (pTmp),y ; next character
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cmp #$20 ; check for invalid control chars
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bcc +
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cmp #$80 ; check for invalid hi-bit chars
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bcc ++
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+ lda #$C4 ; failure path
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jsr $fded
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brk
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++ dex ; used a char
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cmp #$20 ; is the char a space?
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beq +
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sta $2E1,y ; no, save to word buffer
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iny
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cpx #0 ; last char?
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bne -
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+ sty $2E0 ; found a word break; save word length.
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tya
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sec
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adc pTmp ; advance main pointer over word
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sta pTmp
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bcc +
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inc pTmp+1
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+ txa ; save X reg
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pha
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tya ; string length
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clc
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adc cursh ; ...plus cursor pos
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sec
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sbc #2
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cmp wndwdth ; ...vs. window width
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bcc +
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lda #$D ; force a line break
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jsr printCHAR
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+ tya ; if zero length (e.g. string starts with space), just print the space
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beq +
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ldy #$E0 ; now display string at $2E0 (word buf)
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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 #$20
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jsr printCHAR
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++ pla ; restore string length
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bne --
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.done:
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lda #$d
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jmp printCHAR
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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
|
|
end
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// General methods
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// 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)
|
|
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
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
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
|
|
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
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
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
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Window for the large upper right bar
|
|
def setWindow2()
|
|
setWindow(3, 17, 22, 37)
|
|
end
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Window for the mid-size lower right bar
|
|
def setWindow3()
|
|
setWindow(18, 23, 22, 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
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Show some faked-up data for player characters
|
|
def fakeChars()
|
|
setWindow3()
|
|
rawDisplayStr("Name Lif Gun")
|
|
rawDisplayStr("-------- --- ---")
|
|
rawDisplayStr("Blak Bart 12 4 ")
|
|
rawDisplayStr("Wyld Bill 8 2 ")
|
|
rawDisplayStr("LucyLwls 9 6")
|
|
end
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Load code and data, set up everything to display a 3D map
|
|
def initMap(x, y, dir)
|
|
// Set up the command table
|
|
initCmds()
|
|
|
|
// Reset memory (our module will stay since memory manager locked it upon load)
|
|
loader(RESET_MEMORY, MAIN_MEM, 0)
|
|
|
|
// Load the font engine and its font
|
|
loader(SET_MEM_TARGET, MAIN_MEM, fontEngine)
|
|
loader(QUEUE_LOAD, MAIN_MEM, RES_NUM_FONT_ENGINE<<8 | RES_TYPE_CODE)
|
|
|
|
loader(SET_MEM_TARGET, MAIN_MEM, $9000)
|
|
pFont = loader(QUEUE_LOAD, MAIN_MEM, 1<<8 | RES_TYPE_FONT)
|
|
|
|
// 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)
|
|
loader(SET_MEM_TARGET, AUX_MEM, expandVec)
|
|
loader(QUEUE_LOAD, AUX_MEM, RES_NUM_EXPAND_VEC<<8 | RES_TYPE_CODE)
|
|
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
|
|
|
|
// Load everything that we just queued
|
|
loader(FINISH_LOAD, MAIN_MEM, 1) // 1 = keep open
|
|
|
|
// Load the frame image (and lock it there)
|
|
loadFrameImg()
|
|
loader(FINISH_LOAD, MAIN_MEM, 1) // 1 = keep open
|
|
|
|
// Start up the font engine
|
|
initFontEngine(pFont)
|
|
|
|
// Start up the display engine with map data and starting position. This will also load and
|
|
// init the script module, if any, which will end up calling us back at the setScriptInfo
|
|
triggerTbl = NULL
|
|
setWindow2()
|
|
initDisplay(mapNum, pMap, x, y, dir)
|
|
needRender = FALSE
|
|
|
|
// Display some fake character data.
|
|
fakeChars()
|
|
end
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Check for script(s) attached to the current location, and call them if there are any.
|
|
def checkScripts()
|
|
word x
|
|
word y
|
|
word p
|
|
word pNext
|
|
word script
|
|
|
|
if !triggerTbl; return; fin
|
|
setWindow2()
|
|
getPos(@x, @y)
|
|
x = x - triggerOriginX
|
|
y = y - triggerOriginY
|
|
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
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Advance one step forward (3D maps only)
|
|
def moveForward()
|
|
byte val
|
|
val = advance()
|
|
|
|
// If not blocked, render at the new position.
|
|
if val > 0
|
|
if !mapIs3D
|
|
render()
|
|
needRender = FALSE
|
|
else
|
|
needRender = TRUE
|
|
fin
|
|
fin
|
|
|
|
// If we're on a new map tile, clear text from script(s) on the old tile.
|
|
if val >= 2 and textDrawn
|
|
clearWindow()
|
|
textDrawn = FALSE
|
|
fin
|
|
|
|
// If there are script(s) on the new tile, run them.
|
|
if val == 3
|
|
checkScripts()
|
|
fin
|
|
end
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Adjust player's direction plus or minus n increments
|
|
def adjustDir(n)
|
|
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
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
def moveNorth()
|
|
setDir(0)
|
|
moveForward()
|
|
end
|
|
|
|
def moveEast()
|
|
setDir(4)
|
|
moveForward()
|
|
end
|
|
|
|
def moveSouth()
|
|
setDir(8)
|
|
moveForward()
|
|
end
|
|
|
|
def moveWest()
|
|
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
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
def kbdTeleport()
|
|
word x, y
|
|
byte dir
|
|
|
|
flipToPage1()
|
|
^$c053
|
|
if ^$25 < 23; ^$25 = 23; fin
|
|
getPos(@x, @y)
|
|
printf3("\nCurrent: X=%d Y=%d Facing=%d\n", x, y, getDir())
|
|
|
|
puts("3D : ")
|
|
mapIs3D = parseDec(readStr())
|
|
puts("Map: ")
|
|
mapNum = parseDec(readStr())
|
|
puts("X : ")
|
|
x = parseDec(readStr())
|
|
puts("Y : ")
|
|
y = parseDec(readStr())
|
|
puts("Facing: ")
|
|
dir = parseDec(readStr())
|
|
|
|
^$c052
|
|
|
|
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)
|
|
end
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Get a key and dispatch it to a command. Then do it again, forever.
|
|
def kbdLoop()
|
|
word key, func
|
|
byte xreg, tmp
|
|
xreg = getXReg()
|
|
while TRUE
|
|
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]
|
|
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
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// 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)
|
|
|
|
// Grab the trigger table origins (used so the table can be more compact)
|
|
triggerOriginX = trigTbl=>0
|
|
triggerOriginY = trigTbl=>2
|
|
|
|
// Record the trigger table pointer
|
|
triggerTbl = trigTbl + 4
|
|
|
|
// Display map name
|
|
setWindow1()
|
|
clearWindow()
|
|
rawDisplayStr(mapName)
|
|
|
|
// Back to the main text window.
|
|
setWindow2()
|
|
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
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// 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
|
|
def initCmds()
|
|
|
|
// Clear the command table
|
|
byte i
|
|
for i = 0 to 63
|
|
cmdTbl[i] = 0
|
|
next
|
|
|
|
// Commands common to both 2D and 3D
|
|
initCmd('T', @kbdTeleport)
|
|
initCmd('P', @showPos)
|
|
initCmd('/', @testPortrait)
|
|
|
|
// Commands handled differently in 3D vs 2D
|
|
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)
|
|
|
|
initCmd('I', @moveNorth)
|
|
initCmd('J', @moveWest)
|
|
initCmd('L', @moveEast)
|
|
initCmd('K', @moveSouth)
|
|
initCmd(',', @moveSouth)
|
|
fin
|
|
end
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Load and display the title screen.
|
|
def loadTitle()
|
|
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, $2000)
|
|
loader(FINISH_LOAD, MAIN_MEM, 1) // 1 = keep open
|
|
frameLoaded = 1
|
|
^$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
|
|
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
|
|
|
|
// $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
|
|
|
|
// $31E
|
|
callbacks.30 = $4c
|
|
callbacks:31 = @moveBackward
|
|
|
|
// $321
|
|
callbacks.33 = $4c
|
|
callbacks:34 = @getUpperKey
|
|
end
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Main code.
|
|
//
|
|
loadTitle()
|
|
setCallbacks()
|
|
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)
|
|
checkScripts()
|
|
kbdLoop()
|
|
|
|
done |