mirror of
https://github.com/badvision/lawless-legends.git
synced 2024-11-18 23:07:53 +00:00
855 lines
22 KiB
Plaintext
855 lines
22 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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// 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 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 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 = 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 cmdTbl[64]
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word triggerTbl
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byte redraw
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byte titleLoaded = FALSE
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byte textDrawn = FALSE
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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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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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jmp $6000
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end
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asm flipToPage1 // no params
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jmp $6003
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end
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asm getPos // params: @x, @y
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jmp $6006
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end
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asm setPos // params: x, y
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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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jmp $600C
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end
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asm setDir // params: dir (0-15)
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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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jmp $6012
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end
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asm setColor // params: slot (0=sky/1=ground), color (0-15)
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jmp $6015
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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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+asmPlasm 2
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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 (pTmp),y
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ora #$80
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cmp #'%' ; stop if we hit % code
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beq +
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jsr cout
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iny
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dec tmp ; otherwise go until end of string
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bne -
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ldy #$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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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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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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// 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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jmp mainLoader ; ret value in A=lo/Y=hi
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+ jmp auxLoader ; ditto
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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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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. 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
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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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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
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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
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curArg = curArg + 2
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pos = pos + 2
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loop
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end
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def printf1(str, arg1); printf4(str, arg1, 0, 0, 0); end
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def printf2(str, arg1, arg2); printf4(str, arg1, arg2, 0, 0); end
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def printf3(str, arg1, arg2, arg3); printf4(str, arg1, arg2, arg3, 0); end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Get a keystroke and convert it to upper case
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def getUpperKey()
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byte key
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while ^keyboard < 128
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loop
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key = ^keyboard & $7F
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^keystrobe
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if key >= $60
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key = key - $20
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fin
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return key
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Set the sky color (relevant to 3D display only)
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def setSky(num)
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skyNum = num
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setColor(0, skyNum)
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Switch to the next sky color (3D only)
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def nextSky()
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setSky((skyNum + 1) & $F)
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Set the ground color (relevant to 3D display only)
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def setGround(num)
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groundNum = num
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setColor(1, groundNum)
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Switch to the next ground color (3D only)
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def nextGround()
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setGround((groundNum + 1) & $F)
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Switch to text mode and display mem manager debug printout, get a key, switch back to graphics.
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def debugMem(bank)
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^$c051
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^$c054
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loader(DEBUG_MEM, bank, 0)
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getUpperKey()
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^$c050
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Establish a keystroke -> command association in the command table
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def initCmd(key, func)
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if key >= $60
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key = key - $20
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fin
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cmdTbl[key-$20] = func
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Load the Frame Image, and lock it.
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def loadFrameImg()
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byte img
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if titleLoaded
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loader(UNLOCK_MEMORY,MAIN_MEM, $2000)
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loader(FREE_MEMORY, MAIN_MEM, $2000)
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titleLoaded = FALSE
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fin
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loader(SET_MEM_TARGET, MAIN_MEM, $2000)
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loader(QUEUE_LOAD, MAIN_MEM, (3-mapIs3D)<<8 | RES_TYPE_SCREEN)
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loader(LOCK_MEMORY, MAIN_MEM, $2000)
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Load code and data, set up everything to display a 3D map
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def initMap(x, y, dir)
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// Set up the command table
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initCmds()
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// Reset memory (our module will stay since memory manager locked it upon load)
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loader(RESET_MEMORY, MAIN_MEM, 0)
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// Load the font engine and its font
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loader(SET_MEM_TARGET, MAIN_MEM, fontEngine)
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loader(QUEUE_LOAD, MAIN_MEM, RES_NUM_FONT_ENGINE<<8 | RES_TYPE_CODE)
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loader(SET_MEM_TARGET, MAIN_MEM, $9000)
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pFont = loader(QUEUE_LOAD, MAIN_MEM, 1<<8 | RES_TYPE_FONT)
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// Queue loading of the raycaster or tile engine and the map data
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loader(SET_MEM_TARGET, MAIN_MEM, displayEngine)
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if mapIs3D
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loader(QUEUE_LOAD, MAIN_MEM, RES_NUM_RAYCASTER<<8 | RES_TYPE_CODE)
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pMap = loader(QUEUE_LOAD, MAIN_MEM, mapNum<<8 | RES_TYPE_3D_MAP)
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loader(SET_MEM_TARGET, AUX_MEM, expandVec)
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loader(QUEUE_LOAD, AUX_MEM, RES_NUM_EXPAND_VEC<<8 | RES_TYPE_CODE)
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else
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loader(QUEUE_LOAD, MAIN_MEM, RES_NUM_TILE_ENGINE<<8 | RES_TYPE_CODE)
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pMap = loader(QUEUE_LOAD, MAIN_MEM, mapNum<<8 | RES_TYPE_2D_MAP)
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fin
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// Load everything that we just queued
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loader(FINISH_LOAD, MAIN_MEM, 1) // 1 = keep open
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// Load the frame image (and lock it there)
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loadFrameImg()
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// Start up the font engine
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initFontEngine(pFont)
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// Set up for map scripts
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setWindow2()
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clearWindow()
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textDrawn = FALSE
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// Start up the display engine with map data and starting position. This will also load and
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// init the script module, if any, which will end up calling us back at the setTrigger
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triggerTbl = NULL
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initDisplay(mapNum, pMap, x, y, dir)
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Window for the map name bar
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def setWindow1()
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^wndtop = 1
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^wndbtm = 2
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^wndleft = 4
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^wndwdth = 18
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^cursv = ^wndtop
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^cursh = ^wndleft
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Window for the large upper right bar
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def setWindow2()
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^wndtop = 3
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^wndbtm = 17
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^wndleft = 22
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^wndwdth = 37
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^cursv = ^wndtop
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^cursh = ^wndleft
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Window for the mid-size lower right bar
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def setWindow3()
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^wndtop = 18
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^wndbtm = 23
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^wndleft = 23
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^wndwdth = 37
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^cursv = ^wndtop
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^cursh = ^wndleft
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Check for script(s) attached to the current location, and call them if there are any.
|
|
def checkScripts()
|
|
word x
|
|
word y
|
|
word p
|
|
word pNext
|
|
word script
|
|
|
|
if !triggerTbl; return; fin
|
|
setWindow2()
|
|
getPos(@x, @y)
|
|
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 val > 0 and textDrawn
|
|
clearWindow()
|
|
textDrawn = FALSE
|
|
fin
|
|
if val == 2
|
|
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)
|
|
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 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)
|
|
def setMap(is3D, num, x, y, dir)
|
|
mapIs3D = is3D
|
|
mapNum = num
|
|
flipToPage1()
|
|
initMap(x, y, dir)
|
|
checkScripts()
|
|
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(); fin
|
|
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)
|
|
setWindow1()
|
|
displayStr(mapName)
|
|
triggerTbl = trigTbl
|
|
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 initCmds()
|
|
|
|
// Clear the command table
|
|
byte i
|
|
for i = 0 to 63
|
|
cmdTbl[i] = 0
|
|
next
|
|
|
|
// Handle 3D vs 2D commands separately
|
|
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)
|
|
fin
|
|
end
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Load and display the title screen.
|
|
def loadTitle()
|
|
puts("Loading Lawless Legends.\n")
|
|
|
|
// 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 = @setScriptInfo
|
|
|
|
// $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
|
|
end
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Main code.
|
|
//
|
|
loadTitle()
|
|
setCallbacks()
|
|
initMap()
|
|
setWindow2()
|
|
kbdLoop()
|
|
|
|
done |