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

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///////////////////////////////////////////////////////////////////////////////////////////////////
// Copyright (C) 2015 The 8-Bit Bunch. Licensed under the Apache License, Version 1.1
// (the "License"); you may not use this file except in compliance with the License.
// You may obtain a copy of the License at <http://www.apache.org/licenses/LICENSE-1.1>.
// Unless required by applicable law or agreed to in writing, software distributed under
// the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
// ANY KIND, either express or implied. See the License for the specific language
// governing permissions and limitations under the License.
///////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////
// Fixed memory locations
const seed = $4E // Incremented continuously by keyboard read routine
const displayEngine = $6000 // main mem (raycaster and tile engine at same location)
const expandVec = $800 // aux mem (only for raycaster)
const fontEngine = $EC00 // main mem LC
const fontEngineLen = $F00 // really a bit less, but this leaves space for debug code
const fontData = $FB00 // main mem LC
const fontDataLen = $4FA // really only $474, but we need to fill all gaps
///////////////////////////////////////////////////////////////////////////////////////////////////
// Other constants
const CHAR_WND_GOLD_X = 83
const CHAR_WND_WEAPON_X = 83
const CHAR_WND_LIFE_X = 112
const ANIM_PAUSE_MAX = 300
// Max gold
const GOLD_MAX = 20000
include "globalDefs.plh"
include "playtype.plh"
include "gen_images.plh"
include "gen_modules.plh"
include "gen_enemies.plh"
include "gen_players.plh"
include "gen_items.plh"
include "combat.plh"
include "party.plh"
include "diskops.plh"
include "intimate.plh"
// NOTE: GLIB goes here!
///////////////////////////////////////////////////////////////////////////////////////////////////
// Data structures
include "playtype.pla"
export word global // the global heap object, from which all live objects must be reachable
///////////////////////////////////////////////////////////////////////////////////////////////////
// Predefined functions, for circular calls or out-of-order calls
predef setWindow2, initCmds, nextAnimFrame, checkEncounter, doCombat, clearPortrait, showMapName
predef doRender, playerDeath, startGame, showAnimFrame, finalWin
///////////////////////////////////////////////////////////////////////////////////////////////////
// Global variables
byte mapNum = -1
byte mapIs3D = -1
word mapNameHash = 0
word totalMapWidth
word totalMapHeight
byte needRender = FALSE
byte needShowParty = FALSE
byte renderLoaded = FALSE
byte texturesLoaded = FALSE
byte textDrawn = FALSE
byte isPlural = FALSE
byte skipEncounterCheck = FALSE
word skyNum = 9
word groundNum = 10
byte portraitNum = 1
word triggerOriginX, triggerOriginY
word triggerTbl
word cmdTbl[96] // ASCII $00..$5F
byte frameLoaded = 0
byte heapLocked = FALSE
byte allowZoneInit = FALSE
word curEngine = NULL
word pIntimate = NULL
// Queue setMap / teleport / start_encounter, since otherwise script might be replaced while executing
byte q_mapIs3D = 0
byte q_mapNum = 1
word q_x = 0
word q_y = 0
byte q_dir = 0
// Script tracking
const MAX_MAP_SCRIPTS = 4
byte nMapScripts = 0
word mapScripts[MAX_MAP_SCRIPTS]
// For decimal conversion and display tabbing
byte decimalBuf[7]
byte tabBuf[5]
// Animation tracking
word curPortrait = NULL
word curFullscreenImg = NULL
byte animDirCt
byte anyAnims = TRUE
word animPauseCt
// Shared string constants
export byte[] S_INTELLIGENCE = "intelligence"
export byte[] S_STRENGTH = "strength"
export byte[] S_AGILITY = "agility"
export byte[] S_STAMINA = "stamina"
export byte[] S_CHARISMA = "charisma"
export byte[] S_SPIRIT = "spirit"
export byte[] S_LUCK = "luck"
export byte[] S_HEALTH = "health"
export byte[] S_MAX_HEALTH = "max health"
export byte[] S_AIMING = "aiming"
export byte[] S_HAND_TO_HAND = "hand to hand"
export byte[] S_DODGING = "dodging"
export byte[] S_GOLD = "gold"
export byte[] S_ENTER = "enter"
export byte[] S_LEAVE = "leave"
export byte[] S_USE = "use"
///////////////////////////////////////////////////////////////////////////////////////////////////
// Definitions used by assembly code
asm _defs
; Use hi-bit ASCII for Apple II
!convtab "../../include/hiBitAscii.ct"
; Headers
!source "../../include/global.i"
!source "../../include/plasma.i"
!source "../../include/mem.i"
!source "../../include/fontEngine.i"
; Optional debug printing support
DEBUG = 0
; General use
tmp = $2
pTmp = $4
ysav = $34
ysav1 = $35
; 16-bit random number seed - incremented by ROM kbd routine
seed = $4E
magic = $2227 ; there are 2048 magic values that work; this one caught my eye. - MH
; NOTE ABOUT ABSOLUTE CODE ADDRESSING (e.g. STA .var, JMP .label, etc.)
; We cannot use it: this code, including variable space, can be loaded *anywhere*.
; So don't JMP to labels, declare any variables as !byte or !word here, etc.
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Temporary hack: after scriptDisplayStr is called, generated code calls this to clear the PLASMA
// string pool. That way, many long strings can be used in a single function.
export asm tossStrings
lda framePtr
sta outerFramePtr
lda framePtr+1
sta outerFramePtr+1
dex
rts
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// API to call rendering engine (same API for raycaster and tile engine)
asm initDisplay // params: mapNum, pMapData, x, y, dir
+asmPlasm 5
jmp $6000
end
export asm flipToPage1 // no params
+asmPlasm 0
jmp $6003
end
asm getPos // params: @x, @y
+asmPlasm 2
jmp $6006
end
asm setPos // params: x, y
+asmPlasm 2
jmp $6009
end
asm getDir // no params; returns: dir (0-15)
+asmPlasm 0
jmp $600C
end
asm setDir // params: dir (0-15)
+asmPlasm 1
jmp $600F
end
asm advance // no params; return: 0 if same pos, 1 if new pos, 2 if new pos and scripted
+asmPlasm 0
jmp $6012
end
asm setColor // params: slot (0=sky/1=ground), color (0-17)
+asmPlasm 2
jmp $6015
end
asm render // no params
+asmPlasm 0
jmp $6018
end
asm texControl // params: load (1=load, 0=unload)
+asmPlasm 1
jmp $601B
end
asm getMapScript // params: none
+asmPlasm 0
jmp $601E
end
export asm setAvatar // params: tile number (in the global tileset)
+asmPlasm 1
jmp $6021
end
asm swapTile // params: fromX, fromY, toX, toY
+asmPlasm 4
jmp $6024
end
///////////////////////////////////////////////////////////////////////////////////////////////////
export asm memcpy // params: pSrc, pDst, len. Non-overlapping only!
+asmPlasm 3
lda evalStkL+2,x ; source ptr
sta tmp
lda evalStkH+2,x
sta tmp+1
lda evalStkL+1,x ; dest ptr
sta pTmp
lda evalStkH+1,x
sta pTmp+1
lda evalStkH,x ; len hi
pha
lda evalStkL,x ; len lo
tax
ldy #0
.pglup:
pla
sec
sbc #1
bcc .part
pha
- lda (tmp),y
sta (pTmp),y
iny
bne -
inc tmp+1
inc pTmp+1
bne .pglup ; always taken
.part:
cpx #0
beq .done
- lda (tmp),y
sta (pTmp),y
iny
dex
bne -
.done
rts
end
///////////////////////////////////////////////////////////////////////////////////////////////////
asm readAuxByte // params: ptr; ret: char
+asmPlasm 1
; Create the following subroutine, used to copy one char from aux to main:
;0010- 8D 03 C0 STA $C003
;0013- AD XX XX LDA $XXXX
;0016- 8D 02 C0 STA $C002
;0019- 60 RTS
sta $14
sty $15
lda #$8D
sta $10
sta $16
ldx #2
stx $17
inx
stx $11
lda #$C0
sta $12
sta $18
lda #$AD
sta $13
lda #$60
sta $19
; And call the routine
ldy #0
jmp $10
end
///////////////////////////////////////////////////////////////////////////////////////////////////
asm splitExpander // param: expandVec; returns: remaining lo-aux size
+asmPlasm 1
; assumes readAuxByte has just been called, which puts a little routine at $10.
; Adjust that routine to call expander instead of reading a byte.
sta $1B
sty $1C
lda #$6C
sta $1A
lda #$20
sta $13
lda #$60
sta 2
jsr 2
sei ; prevent interrupts while in aux mem
jsr $10
cli
rts
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// String building for display with the font engine. Includes plurality processing to handily
// handle things like "Dirt bag(s)" and "his/their"
export asm buildString
+asmPlasm 1
sta cswl
sty cswh
lda #0
sta inbuf
rts
end
export asm addToString
sty ysav1
inc inbuf
ldy inbuf
sta inbuf,y
ldy ysav1
rts
end
export asm finishString
!zone {
+asmPlasm 1
sta tmp ; save isPlural flag
lda #$F0 ; put the cout vector back to default
sta cswl
lda #$FD
sta cswh
bit fixedRTS; V flag for prev-is-punctuation
ldy #1 ; dest offset in Y
ldx #1 ; source offset in X
cpx inbuf
beq + ; only process if string has at least 1 char
bcs .done
+ sty tmp+1 ; offset of last punctuation
.fetch
lda inbuf,x
cmp #"("
bne .notpar
bvs .notpar ; skip paren processing right punctuation
lda tmp ; check isPlural flag
bne .plurpr
- lda inbuf,x ; it's singular, so skip everything in parens
cmp #")"
beq .next
inx
cpx inbuf
bne -
beq .done ; handle missing trailing paren
.plurpr
inx ; it's plural, so copy everything within the parens
lda inbuf,x ; copy characters
cpx inbuf ; handle missing trailing paren
beq .store
cmp #")" ; go until we reach ending paren
beq .next
sta inbuf,y
iny
bne .plurpr ; always taken
.notpar
cmp #"/"
bne .notsl
bvs .notsl ; skip slash processing right after punctuation
lda tmp ; check isPlural flag
bne .plursl
- inx ; loop that skips plural form
cpx inbuf
beq +
bcs .done ; handle end of string
+ lda inbuf,x
cmp #"A" ; eat letters (and stop when we hit punctuation)
bcs -
bcc .store ; copy the ending punctuation and continue normal processing
.plursl
ldy tmp+1 ; erase singular form by backing up to prev punc
iny ; plus 1 to retain prev punc
bne .next ; resume regular copying of the plural form
.notsl
cmp #"A" ; if <= ASCII "A", consider it punctuation
bcc +
clv ; clear last-is-punc flag
bvc .store ; always taken
+ bit fixedRTS; set prev-is-punc flag
sty tmp+1 ; save dest offset of last punctuation
.store
sta inbuf,y ; save to dest
iny
.next
inx
cpx inbuf ; compare src offset to length
bcc .fetch ; loop while less than
beq .fetch ; or equal
.done
dey
sty inbuf ; save new length
lda #<inbuf
ldy #>inbuf
rts
}
end
///////////////////////////////////////////////////////////////////////////////////////////////////
asm blit // params: srcData, dstScreenPtr, nLines, lineSize
+asmPlasm 4
; Save line size
sta ysav
; Save nLines
lda evalStkL+1,x
pha
; Save the dest pointer
lda evalStkL+2,x
sta pTmp
lda evalStkH+2,x
sta pTmp+1
; Save the source pointer
lda evalStkL+3,x
sta tmp
lda evalStkH+3,x
sta tmp+1
; Create the following subroutine, used to copy pixels from aux to main:
; 0010- 8D 03 C0 STA $C003
; 0013- B1 02 LDA ($02),Y
; 0015- 91 04 STA ($04),Y
; 0017- 88 DEY
; 0018- 10 F9 BPL $0013
; 001A- 8D 02 C0 STA $C002
; 001D- 60 RTS
lda #$8D
sta $10
sta $1A
ldx #2
stx $14
stx $1B
inx
stx $11
lda #$C0
sta $12
sta $1C
lda #$B1
sta $13
lda #$91
sta $15
inx
stx $16
lda #$88
sta $17
lda #$10
sta $18
lda #$F9
sta $19
lda #$60
sta $1D
; Outer copy loop
pla ; line count
tax
.loop
ldy ysav ; byte count minus 1. There are 18 bytes per line
dey
jsr $10 ; copy pixel bytes
; Advance to next row of data
lda tmp
clc
adc ysav
sta tmp
bcc +
inc tmp+1
+ ; Fun code to advance to the next hi-res line
ldy pTmp+1
iny
iny
iny
iny
cpy #$40
bcc .ok2
tya
sbc #$20 ; carry already set
tay
lda pTmp
eor #$80
bmi .ok
iny
cpy #$24
bcc .ok
ldy #$20
adc #$27 ; carry was set, so actually adding $28
.ok
sta pTmp
.ok2
sty pTmp+1
; Loop until we've done all rows.
dex
bne .loop
rts
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Simply retrieve the X register. Used to double-check that we're not leaking PLASMA eval
// stack entries.
asm getXReg
+asmPlasm 0
txa
ldy #0
rts
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Calculate 16-bit hash of a buffer. arg1=pointer, arg2=length
export asm hashBuffer
+asmPlasm 2
lda evalStkL+1,x ; first arg is buffer pointer
sta pTmp
lda evalStkH+1,x
sta pTmp+1
lda evalStkL,x ; second arg is length
tax
ldy #0
sty tmp+1
tya
clc
- adc (pTmp),y
ror
ror tmp+1
ror
ror tmp+1
ror
ror tmp+1
iny
dex
bne -
ldy tmp+1
rts
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Print a string to the current character output vector
export asm puts
+asmPlasm 1
sta pTmp
sty pTmp+1
ldy #0
lda (pTmp),y
tax
iny
- lda (pTmp),y
ora #$80
+safeCout
iny
dex
bne -
rts
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Get a character from the keyboard
export asm rdkey
+asmPlasm 0
+safeRdkey
ldy #0
rts
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Print part of a string, until we hit the end or a '%' code. Return how far we got, or -1 for end.
asm partialPrintf
!zone {
+asmPlasm 2
lda evalStkL+1,x ; get string pointer
sta pTmp
lda evalStkH+1,x
sta pTmp+1
ldy #0
lda (pTmp),y ; get length byte
sec
sbc evalStkL,x ; minus offset
sta tmp ; to count of characters left to print
bcc .eos ; avoid overrunning
beq .eos
lda evalStkL,x ; get desired offset into string
tay
iny ; increment past length byte
- lda (pTmp),y
ora #$80
cmp #'%' ; stop if we hit % code
beq +
+safeCout
iny
dec tmp ; otherwise go until end of string
bne -
.eos
ldy #$FF ; if we hit end of string, return -1
tya
rts
+ dey ; adjust back for length byte
tya ; that's the lo byte of return
ldy #0 ; hi byte of return is zero
rts
}
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Print a 16-bit hex value
export asm printHex
+asmPlasm 1
pha
tya
+safePrbyte
pla
jmp _safePrbyte
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Print a single character
asm printChar
+asmPlasm 1
ora #$80
jmp _safeCout
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Print a carriage return
asm crout
+asmPlasm 0
lda #$8D
jmp _safeCout
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Ring the bell
export asm beep
+asmPlasm 0
+safeBell
rts
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Read a string from the keyboard, turn it into a PLASMA string and return a pointer to the string.
export asm readStr
+asmPlasm 0
bit setROM
jsr ROM_getln1
bit setLcRW+lcBank2
txa
pha
beq +
- lda inbuf-1,x
and #$7F
sta inbuf,x
dex
bne -
+ pla
sta inbuf,x
lda #<inbuf
ldy #>inbuf
rts
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Send a command to the memory manager
// Params: cmd, wordParam
export asm mmgr
+asmPlasm 2
lda evalStkL+1,x ; command code
pha
ldy evalStkH,x ; address (or other param)... hi byte in Y
lda evalStkL,x
tax ; ...lo byte in X
pla
jsr mainLoader ; ret value in X=lo/Y=hi
txa ; to A=lo/Y=hi for asmPlasm
rts
end
// Aux version of memory manager command
asm auxMmgr
+asmPlasm 2
lda evalStkL+1,x ; command code
pha
ldy evalStkH,x ; address (or other param)
lda evalStkL,x
tax
pla
jsr auxLoader ; ret value in X=lo/Y=hi
txa ; to A=lo/Y=hi for asmPlasm
rts
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Jump straight to the system monitor
// Params: None
asm goMon
jmp $FF69
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Execute a monitor breakpoint
// Params: None
export asm brk
bit setText
bit page1
brk
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Set up the font engine
// Params: pFont
asm setFont
+asmPlasm_bank2 1
jmp SetFont
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Use the font engine to clear the current text window.
// Parameters: top, bottom, left, right
export asm setWindow
+asmPlasm_bank2 4
jmp SetWindow
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Save the cursor position (1 save slot)
asm saveCursor
+asmPlasm_bank2 0
jmp SaveCursor
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Restore the cursor position (1 save slot)
asm restoreCursor
+asmPlasm_bank2 0
jmp RestCursor
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Read a keyboard string up to 40 chars using the Font Engine. Returns a zero-terminated string
// in the input buffer at $200, with the length stored in $2FF.
asm rawGetStr
+asmPlasm_bank2 0
jmp GetStr
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Use the font engine to clear the current text window
// Params: None
export asm clearWindow
+asmPlasm_bank2 0
jmp ClearWindow
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Use the font engine to copy the current text window to hi-res page 2
// Params: None
asm copyWindow
+asmPlasm_bank2 0
jmp CopyWindow
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Display a character using the font engine.
// Params: ch
export asm displayChar
+asmPlasm_bank2 1
jmp DisplayChar
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Display a string using the font engine.
// Params: pStr
export asm displayStr
+asmPlasm_bank2 1
jmp DisplayStr
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Calculate string width using the font engine.
// Params: pStr
export asm calcWidth
+asmPlasm_bank2 1
jmp CalcWidth
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Display a string using the font engine but not its parser.
// Params: pStr
export asm rawDisplayStr
+asmPlasm_bank2 1
sta pTmp
sty pTmp+1
ldy #0
lda (pTmp),y
sta tmp
- cpy tmp
bcc +
rts
+ iny
lda (pTmp),y
ora #$80
cmp #"^"
bne +
iny
lda (pTmp),y
and #$1F
ora #$80
+ sty tmp+1
jsr DisplayChar
ldy tmp+1
bne -
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Random number generator
// Adapted from http://codebase64.org/doku.php?id=base:small_fast_16-bit_prng
export asm rand16
+asmPlasm 0
lda seed
beq .lowZero ; $0000 and $8000 are special values to test for
; Do a normal shift
asl seed
lda seed+1
rol
bcc .noEor
.doEor:
; high byte is in A
eor #>magic
sta seed+1
tay ; for asmPlasm, return hi byte in Y, lo byte in A
lda seed
eor #<magic
sta seed
rts
.lowZero:
lda seed+1
beq .doEor ; High byte is also zero, so apply the EOR
; For speed, you could store 'magic' into 'seed' directly
; instead of running the EORs
; wasn't zero, check for $8000
asl
beq .noEor ; if $00 is left after the shift, then it was $80
bcs .doEor ; else, do the EOR based on the carry bit as usual
.noEor:
sta seed+1
tay ; for asmPlasm, return hi byte in Y, lo byte in A
lda seed
rts
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Clear the text-mode screen, and put the text cursor at the top of it.
// Params: None
export asm textHome
+asmPlasm 0
+safeHome
rts
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// General methods
export def strncpy(dst, src, maxlen)
byte i, l
l = ^src
if l > maxlen; l = maxlen; fin
^dst = l
for i = 1 to l
dst->[i] = src->[i]
next
return l
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Fatal error: print message and stop the system.
export def fatal(msg)
mmgr(FATAL_ERROR, msg)
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Return the max of two signed 16-bit numbers
export def max(a, b)
if a < b
return b
else
return a
fin
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Return the min of two signed 16-bit numbers
export def min(a, b)
if a < b
return a
else
return b
fin
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Return the absolute value of a number
def abs(n)
if n < 0
return -n
else
return n
fin
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Read a string from the keyboard using the font manager, and intern it to the heap.
export def getStringResponse()
word p
rawGetStr()
rawDisplayStr("\n") // so Outlaw user doesn't have to remember to make a newline
for p = ($1FF + ^$2FF) downto $200
p->1 = (^p & $7F)
next
^$200 = ^$2FF
return mmgr(HEAP_INTERN, $200)
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Setter functions for library use
export def setPlural(flg)
isPlural = flg
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Convert signed decimal to string in decimalBuf (@decimalBuf returned)
def convertDec(n)
word n0
word p
p = @decimalBuf + 1
if n < 0; ^p = '-'; p=p+1; n = -n; fin
n0 = n
if n0 > 9999; ^p = '0' + n/10000; p=p+1; n = n%10000; fin
if n0 > 999; ^p = '0' + n/1000; p=p+1; n = n%1000; fin
if n0 > 99; ^p = '0' + n/100; p=p+1; n = n%100; fin
if n0 > 9; ^p = '0' + n/10; p=p+1; n = n%10; fin
^p = '0' + n; p=p+1
decimalBuf[0] = p - @decimalBuf - 1 // record final length of string
return @decimalBuf
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Print a formatted string a'la C printf, with up to three parameters.
export def printf3(str, arg1, arg2, arg3)
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 'c'
printChar(*curArg); break
is 'd'
puts(convertDec(*curArg)); break
is 's'
puts(*curArg); break
is 'x'
printHex(*curArg); break
is '%'
printChar('%'); break
otherwise
printHex(^p); fatal("Unknown % code")
wend
curArg = curArg + 2
pos = pos + 2
loop
end
export def printf1(str, arg1); printf3(str, arg1, 0, 0); end
export def printf2(str, arg1, arg2); printf3(str, arg1, arg2, 0); end
// Like printf, but displays text using font engine
export def displayf3(str, arg1, arg2, arg3)
buildString(@addToString)
printf3(str, arg1, arg2, arg3)
displayStr(finishString(isPlural))
end
export def displayf1(str, arg1); displayf3(str, arg1, 0, 0); end
export def displayf2(str, arg1, arg2); displayf3(str, arg1, arg2, 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
///////////////////////////////////////////////////////////////////////////////////////////////////
export def parseDecWithDefault(str, default)
if ^str == 0
return default
fin
return parseDec(str)
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Convert a lower-case character to upper-case (or return unchanged if it's not lower-case)
export def charToUpper(c)
if c >= 'a' and c <= 'z'
return c - $20
fin
return c
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Get a keystroke and convert it to upper case
export def getUpperKey()
byte key
while ^kbd < 128
*seed = *seed + 1
animPauseCt = animPauseCt - 1
if animPauseCt < 0
if anyAnims
nextAnimFrame()
fin
animPauseCt = ANIM_PAUSE_MAX
fin
loop
key = ^kbd
^kbdStrobe
return charToUpper(key & $7F)
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Read a single char from the keyboard, and intern it (as a string) to the heap.
export def getCharResponse()
^$200 = 1
^$201 = getUpperKey()
return mmgr(HEAP_INTERN, $200)
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Pause for a specified count period, advancing the animation periodically.
export def pause(count)
printf1("pause %d\n", count)
while count >= 0
animPauseCt = animPauseCt - 1
if animPauseCt < 0
if anyAnims
nextAnimFrame()
fin
animPauseCt = ANIM_PAUSE_MAX
fin
count--
loop
end
///////////////////////////////////////////////////////////////////////////////////////////////////
export def encodeDice(nDice, dieSize, add) // ndice=0..15, dieSize=0..15, add=0..255
return (nDice << 12) | (dieSize << 8) | add
end
///////////////////////////////////////////////////////////////////////////////////////////////////
export def rollDice(encoded)
byte i, nDice, dieSize, add, result
nDice = encoded >> 12
dieSize = (encoded >> 8) & $F
add = encoded & $F
result = add
for i = 1 to nDice
add = (rand16() % dieSize) + 1
result = result + add
next
return result
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Set the sky color (relevant to 3D display only)
export def setSky(num)
// hack for end-game screen
if num == 99
finalWin()
fin
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)
export 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
///////////////////////////////////////////////////////////////////////////////////////////////////
// Load the Frame Image, and lock it.
export def loadFrameImg(img)
// Skip redundant reload
if frameLoaded == img; return; fin
// Free prev img and/or portrait (if any)
clearPortrait()
// Make room in aux mem by throwing out textures
if renderLoaded
flipToPage1()
texControl(0)
fin
// Load the image data into aux mem
if img
auxMmgr(START_LOAD, 1) // partition 1 is where full screen images live
if img == 1
auxMmgr(SET_MEM_TARGET, $4000) // well above where expander loads at startup
fin
curFullscreenImg = auxMmgr(QUEUE_LOAD, img<<8 | RES_TYPE_SCREEN)
auxMmgr(FINISH_LOAD, 0)
anyAnims = TRUE // for now; might get cleared if we discover otherwise on advance
animDirCt = 1
animPauseCt = ANIM_PAUSE_MAX
// And show the first frame of the screen image
showAnimFrame()
else
curFullscreenImg = NULL
anyAnims = FALSE
fin
frameLoaded = img
// Do not render over the image
needRender = FALSE
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Window for the map name bar
export def setWindow1()
setWindow(8, 18, 35, 119) // Top, Bottom, Left, Right
mapNameHash = 0 // on the assumption that it's being set because somebody's going to print there
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Window for the large upper right bar
export def setWindow2()
displayChar('N'-$40) // Set normal mode - clear all special modes (like underline, etc.)
setWindow(24, 132, 154, 267) // Top, Bottom, Left, Right
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Window for the mid-size lower right bar
export def setWindow3()
setWindow(144, 180, 154, 267) // Top, Bottom, Left, Right
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Window for the map area (used for clearing it)
export def setMapWindow()
if frameLoaded == 3 // don't check mapIs3D, since we might be in an engine
setWindow(24, 153, 14, 140) // Top, Bottom, Left, Right
else
setWindow(24, 169, 14, 140) // Top, Bottom, Left, Right
fin
end
export def getMapWindow(width, height)
if frameLoaded == 3 // don't check mapIs3D, since we might be in an engine
*width = 140-14
*height = 153-24
else
*width = 140-14
*height = 169-24
fin
end
///////////////////////////////////////////////////////////////////////////////////////////////////
export def fontCmd(code, coord)
tabBuf[0] = 4 // length
tabBuf[1] = code
tabBuf[2] = (coord / 100) + '0'
tabBuf[3] = ((coord / 10) % 10) + '0'
tabBuf[4] = (coord % 10) + '0'
rawDisplayStr(@tabBuf)
end
///////////////////////////////////////////////////////////////////////////////////////////////////
export def rightJustifyStr(str, rightX)
fontCmd(20, rightX - calcWidth(str)) // 20=Ctrl-T
rawDisplayStr(str)
end
///////////////////////////////////////////////////////////////////////////////////////////////////
export def rightJustifyNum(num, rightX)
rightJustifyStr(convertDec(num), rightX)
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Display the party data on the screen
export def showParty()
word p
saveCursor()
setWindow3()
clearWindow()
// Display header
rawDisplayStr("^LName^T066Health^L\n") // begin underline mode
// rightJustifyStr("Health", CHAR_WND_LIFE_X)
// rawDisplayStr("^L\n") // end underline mode
// Display each character
p = global=>p_players
while p
// Display the player's name and health
displayStr(p=>s_name)
rawDisplayStr("^T066")
displayStr(convertDec(p=>w_health))
displayChar('/')
displayStr(convertDec(p=>w_maxHealth))
p = p=>p_nextObj
// Newline after data, except last character
if p; displayChar('\n'); fin
loop
// Finish up
if mapIs3D and texturesLoaded
copyWindow()
fin
setWindow2()
restoreCursor()
needShowParty = FALSE
end
///////////////////////////////////////////////////////////////////////////////////////////////////
def getArgCount(pFunc)
word pBytecode
// skip over JMP to plasma interp, get addr in aux mem
pBytecode = pFunc=>3
// Check if the function starts with ENTER op
if readAuxByte(pBytecode) == $58
return readAuxByte(pBytecode+2)
fin
// Zero-arg functions sometimes omit ENTER altogether.
return 0
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Send an event to the scripts on the current map square
export def scriptEvent(event, param)
byte i, argCount
word script
if !nMapScripts; return; fin
setWindow2()
for i = 0 to nMapScripts-1
script = mapScripts[i]
argCount = getArgCount(script)
if argCount == 0 and event == @S_ENTER // zero-param scripts are assumed to be strictly 'enter' handlers
script()
elsif argCount == 1
script(event)
elsif argCount == 2
script(event, param)
fin
next
clearPortrait()
if needShowParty; showParty(); fin
if global=>p_players=>w_health == 0; playerDeath(); fin
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Check for script(s) attached to the given location, and establish the array of map scripts.
// Does not call any of them -- that's the job of scriptEvent().
def scanScripts(x, y)
word p
word script
word pNext
nMapScripts = 0
x = x - triggerOriginX
y = y - triggerOriginY
p = triggerTbl
while p
if ^p == $FF
break
fin
pNext = p + p->1
if ^p == y
p = p + 2
while p < pNext
if x == ^p
if nMapScripts == MAX_MAP_SCRIPTS; fatal("maxScpts"); fin
mapScripts[nMapScripts] = p=>1
nMapScripts++
fin
p = p + 3
loop
fin
p = pNext
loop
end
///////////////////////////////////////////////////////////////////////////////////////////////////
export def loadMainFrameImg()
mmgr(START_LOAD, 1) // partition 1 is where code lives
loadFrameImg(mapIs3D+2)
if curFullscreenImg
auxMmgr(FREE_MEMORY, curFullscreenImg)
curFullscreenImg = NULL
fin
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Load code and data, set up everything to display a 2D or 3D map
def initMap(x, y, dir)
word pMap
// Set up the command table
initCmds()
// Reset memory (our module will stay since memory manager locked it upon load)
mmgr(RESET_MEMORY, 0)
// Load the frame image, then raycaster or tile engine
loadMainFrameImg()
mmgr(SET_MEM_TARGET, displayEngine)
if mapIs3D
mmgr(QUEUE_LOAD, CODE_RENDER<<8 | RES_TYPE_CODE)
else
mmgr(QUEUE_LOAD, CODE_TILE_ENGINE<<8 | RES_TYPE_CODE)
fin
mmgr(FINISH_LOAD, 0)
renderLoaded = TRUE
// Load the map
mmgr(START_LOAD, 2) // partition 2 is where maps live
if mapIs3D
pMap = mmgr(QUEUE_LOAD, mapNum<<8 | RES_TYPE_3D_MAP)
else
pMap = mmgr(QUEUE_LOAD, mapNum<<8 | RES_TYPE_2D_MAP)
fin
mmgr(FINISH_LOAD, 0)
// Clear all the windows to the background color (hi-bit set)
setWindow1()
clearWindow()
setWindow2()
clearWindow()
//setWindow3() // not needed, because showParty() does it for us
//clearWindow()
// Clear the list of encounter zones from any previous maps
if allowZoneInit
global=>p_encounterZones = NULL
fin
// 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)
texturesLoaded = TRUE
needRender = FALSE
textDrawn = FALSE
curEngine = NULL
curPortrait = 0
curFullscreenImg = NULL
if global->b_curAvatar <> 0 and !mapIs3D
setAvatar(global->b_curAvatar)
doRender()
fin
// Assume there might be animations until we learn otherwise
anyAnims = TRUE // for now; might get cleared if we discover otherwise on advance
animDirCt = 1
animPauseCt = ANIM_PAUSE_MAX
// Populate script handlers for the current square, so that leave handlers will trigger right.
scanScripts(x, y)
// Display the party characters
showParty()
end
///////////////////////////////////////////////////////////////////////////////////////////////////
export def scriptSetAvatar(avatarTileNum)
global->b_curAvatar = avatarTileNum
if renderLoaded; setAvatar(avatarTileNum); fin
end
///////////////////////////////////////////////////////////////////////////////////////////////////
export def unloadTextures()
if renderLoaded and texturesLoaded
flipToPage1()
texControl(0)
texturesLoaded = FALSE
fin
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Display a portrait drawing (typically called from scripts)
export def clearPortrait()
if curPortrait
auxMmgr(FREE_MEMORY, curPortrait)
curPortrait = NULL
fin
if curFullscreenImg
auxMmgr(FREE_MEMORY, curFullscreenImg)
curFullscreenImg = NULL
loadMainFrameImg()
fin
needRender = TRUE
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Perform rendering, copy if necessary, clear appropriate flags
def doRender()
if curPortrait; clearPortrait(); fin
if !texturesLoaded
if mapIs3D
flipToPage1()
texControl(1)
fin
texturesLoaded = TRUE
fin
if textDrawn and mapIs3D and texturesLoaded; copyWindow(); fin
render()
needRender = FALSE
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Advance one step forward (works for either 3D or 2D maps)
def moveForward()
byte val
word x, y
val = advance()
// If not blocked, render at the new position.
if val == 0
beep()
else
if !mapIs3D
doRender()
else
needRender = TRUE
fin
fin
// If we're on a new map tile, clear text from script(s) on the old tile, and run leave handlers.
if val >= 2
if textDrawn
clearWindow()
if mapIs3D and texturesLoaded; copyWindow(); fin
textDrawn = FALSE
fin
scriptEvent(@S_LEAVE, NULL)
nMapScripts = 0
fin
// If there are script(s) on the new tile, run them.
if val == 3
getPos(@x, @y)
scanScripts(x, y)
if nMapScripts
scriptEvent(@S_ENTER, NULL)
elsif global=>p_encounterZones and !skipEncounterCheck
checkEncounter(x, y, FALSE)
fin
elsif val >= 2 and global=>p_encounterZones and !skipEncounterCheck
getPos(@x, @y)
checkEncounter(x, y, FALSE)
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). Also actually works in 2D mode.
def moveBackward()
adjustDir(8)
moveForward()
adjustDir(8)
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Move backward two steps (3D mode), or one step (2D mode). This is often used when exiting a
// building or fleeing combat, so we don't want to generate any random encounters.
export def moveWayBackward()
adjustDir(8)
skipEncounterCheck = TRUE
moveForward()
if mapIs3D
moveForward()
fin
skipEncounterCheck = FALSE
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()
word x, y
getPos(@x, @y)
if y > 4
setDir(0)
moveForward()
else
beep()
fin
end
def moveEast()
word x, y
getPos(@x, @y)
if x < totalMapWidth-5
setDir(4)
moveForward()
else
beep()
fin
end
def moveSouth()
word x, y
getPos(@x, @y)
if y < totalMapHeight-5
setDir(8)
moveForward()
else
beep()
fin
end
def moveWest()
word x, y
getPos(@x, @y)
if x > 4
setDir(12)
moveForward()
else
beep()
fin
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()
showMapName("Traveling...")
setMapWindow(); clearWindow()
setWindow2(); clearWindow()
mapIs3D = is3D
mapNum = num
allowZoneInit = TRUE
initMap(x, y, dir)
allowZoneInit = FALSE
fin
// Don't send enter event, because we often land on an "Exit to wilderness?" script
//NO:scriptEvent(S_ENTER, NULL)
end
///////////////////////////////////////////////////////////////////////////////////////////////////
export def queue_setMap(is3D, num, x, y, dir)
q_mapIs3D = is3D
q_mapNum = num
q_x = x
q_y = y
q_dir = dir
end
///////////////////////////////////////////////////////////////////////////////////////////////////
export 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
// If the asm routines all work correctly, by the time we get to the top of this loop
// the X register should always have the same value.
tmp = getXReg()
if tmp <> xreg
printHex(xreg<<8 | tmp)
fatal("xRegChg")
fin
key = getUpperKey()
if key >= 0 and key < $60
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
doRender()
fin
loop
end
///////////////////////////////////////////////////////////////////////////////////////////////////
def hashString(str)
return hashBuffer(str+1, ^str)
end
///////////////////////////////////////////////////////////////////////////////////////////////////
export def showMapName(mapName)
word newNameHash
newNameHash = hashString(mapName)
if newNameHash <> mapNameHash
setWindow1()
clearWindow()
displayChar('Y'-$40) // center mode
displayStr(mapName)
displayChar('N'-$40) // normal mode
if mapIs3D and texturesLoaded; copyWindow(); fin
mapNameHash = newNameHash
fin
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Set initial info for the scripts on this map: the name of the map, its trigger table, and the
// maximum extent (width, height). This is called by the init function for the scripts.
export def setScriptInfo(mapName, trigTbl, wdt, hgt)
// 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
// Record the maximum width and height
totalMapWidth = wdt
totalMapHeight = hgt
// Display map name
global=>s_mapName = mmgr(HEAP_INTERN, mapName)
showMapName(mapName)
// Get ready for new encounter zones
if allowZoneInit
global=>p_encounterZones = NULL
fin
// 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.
export def scriptDisplayStr(str)
if pIntimate
pIntimate=>intimate_displayStr(str)
else
textDrawn = TRUE
flipToPage1()
displayStr(str)
fin
// No: tossString() // Doesn't work here, because we need to toss strings in the *parent's* frame
end
export def scriptDisplayStrNL(str)
scriptDisplayStr(str)
displayStr("\n")
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Called by scripts to swap a map tile. We set a flag noting we need to re-render, then use an
// assembly routine to do the work.
export def scriptSwapTile(fromX, fromY, toX, toY)
needRender = TRUE
swapTile(fromX, fromY, toX, toY)
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Get a key, and don't return until it's Y or N (or lower-case of those). Returns 1 for Y.
export def getYN()
byte key
while TRUE
key = getUpperKey()
if key == 'Y'
return 1
elsif key == 'N'
clearWindow()
if textDrawn and mapIs3D; clearWindow(); fin
textDrawn = FALSE
return 0
fin
beep()
loop
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Show the current animation frame
def showAnimFrame()
if curPortrait
// Blit portrait to the appropriate area on the screen
if frameLoaded == 3 // 3D-mode frame? Note: don't check mapIs3D, because we might be in an engine
blit(curPortrait + 2, $2182, 128, 18) // start at 3rd text line
else
blit(curPortrait + 2, $2202, 128, 18) // start at 4th text line
fin
needRender = FALSE // suppress display of map for this frame
elsif curFullscreenImg
blit(curFullscreenImg + 2, $2000, 192, 40) // the +2 is to skip anim hdr offset
needRender = FALSE // suppress display of map for this frame
elsif mapIs3D
if textDrawn and mapIs3D and texturesLoaded; copyWindow(); fin
render()
fin
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Advance to next frame of current animation, if any
def nextAnimFrame()
word flags
if !anyAnims; return; fin
// Choose a new direction based on the flags. Do this the first time, and once every 3-7 frames.
animDirCt = animDirCt - 1
if animDirCt <= 0
animDirCt = (rand16() % 5) + 3
fin
// Advance animations.
// First part is whether to switch directions on fwd/back anims.
// Second part is how many frames to advance random anims.
flags = auxMmgr(ADVANCE_ANIMS, ((animDirCt==1) & 1) | (((rand16() % 10)+1)<<8))
if (flags >> 8)
// An animation was changed -- display it
showAnimFrame()
elsif (flags & $FF) == 0
// No animations in memory; turn off future checking
anyAnims = FALSE
fin
// Reset the animation pause
animPauseCt = ANIM_PAUSE_MAX
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Display a portrait drawing (typically called from scripts)
export def setPortrait(portraitNum)
word srcData
byte cx, cy
clearPortrait()
// We're going to switch windows. Save the cursor pos in the text window.
saveCursor()
// Make room by unloading the textures (only if renderer is loaded)
unloadTextures()
// Now clear out the map area
setMapWindow()
clearWindow()
// Restore the cursor position
setWindow2()
restoreCursor()
// Load the portrait image and display it
mmgr(START_LOAD, 2) // portraits are in partition 2
curPortrait = auxMmgr(QUEUE_LOAD, portraitNum<<8 | RES_TYPE_PORTRAIT)
mmgr(FINISH_LOAD, 0)
anyAnims = TRUE // for now; might get cleared if we discover otherwise on advance
animDirCt = 1
animPauseCt = ANIM_PAUSE_MAX
// And show the first frame
showAnimFrame()
// Clear the keyboard strobe in case the player was moving at high speed
^kbdStrobe
// Do not render over the portrait
needRender = FALSE
end
///////////////////////////////////////////////////////////////////////////////////////////////////
export def countList(p)
byte n
n = 0
while p
n++
p = p=>p_nextObj
loop
return n
end
///////////////////////////////////////////////////////////////////////////////////////////////////
export def countListFiltered(p, offset, filterFunc)
byte n
n = 0
while p
if filterFunc(p)
n++
fin
p = *(p + offset)
loop
return n
end
///////////////////////////////////////////////////////////////////////////////////////////////////
export def randomFromListFiltered(p, offset, filterFunc)
byte n
n = rand16() % countListFiltered(p, offset, filterFunc)
while p
if filterFunc(p)
if n == 0; return p; fin
n++
fin
p = *(p + offset)
loop
return NULL
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Call like this: addToList(@player=>p_items, itemToAdd)
export def addToList(addTo, p)
// Get to the end of the list
while *addTo
addTo = (*addTo) + p_nextObj
loop
p=>p_nextObj = *addTo
*addTo = p
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Call like this: removeFromList(@player=>items, itemToRemove)
export def removeFromList(pList, toRemove)
word p
p = *pList
while p and p <> toRemove
pList = p + p_nextObj
p = *pList
loop
if p
*pList = p=>p_nextObj
p=>p_nextObj = NULL
else
fatal("InvalUnlink")
fin
end
///////////////////////////////////////////////////////////////////////////////////////////////////
def saveMapPos()
global->b_mapIs3D = mapIs3D
global->b_mapNum = mapNum
getPos(@global=>w_mapX, @global=>w_mapY)
global->b_mapDir = getDir()
end
///////////////////////////////////////////////////////////////////////////////////////////////////
def restoreMapPos()
mapIs3D = global->b_mapIs3D
mapNum = global->b_mapNum
initMap(global=>w_mapX, global=>w_mapY, global->b_mapDir)
end
///////////////////////////////////////////////////////////////////////////////////////////////////
def loadEngine(moduleNum)
if curEngine; fatal("dblEng"); fin
clearPortrait()
flipToPage1()
texControl(0)
mmgr(START_LOAD, 1) // code is in partition 1
curEngine = mmgr(QUEUE_LOAD, moduleNum<<8 | RES_TYPE_MODULE)
mmgr(FINISH_LOAD, 0)
return curEngine() // return function table
end
///////////////////////////////////////////////////////////////////////////////////////////////////
def returnFromEngine()
if curEngine
mmgr(FREE_MEMORY, curEngine)
curEngine = NULL
clearPortrait()
if renderLoaded; texControl(1); fin
mapNameHash = 0; showMapName(global=>s_mapName)
setWindow2(); clearWindow()
doRender()
showParty()
setWindow2() // in case we're mid-script
fin
end
///////////////////////////////////////////////////////////////////////////////////////////////////
export def callGlobalFunc(moduleNum, arg1, arg2, arg3)
word pModule, pFunc, ret
// First load the module
flipToPage1()
mmgr(START_LOAD, 1) // code is in partition 1
pModule = mmgr(QUEUE_LOAD, moduleNum<<8 | RES_TYPE_MODULE)
mmgr(FINISH_LOAD, 0)
// Call the function, passing it the number of args it expects
pFunc = pModule()
when getArgCount(pFunc)
is 0; ret = pFunc(); break
is 1; ret = pFunc(arg1); break
is 2; ret = pFunc(arg1, arg2); break
is 3; ret = pFunc(arg1, arg2, arg3); break
otherwise fatal("maxGlobParams")
wend
// Unload the module and we're done.
mmgr(FREE_MEMORY, pModule)
return ret
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Load the Party engine and show data for the given player
def showPlayerSheet(num)
word pItemToUse
pItemToUse = loadEngine(MOD_PARTY)=>party_showPlayerSheet(num)
returnFromEngine()
// General 'use' handled here in case it triggers graphical effects
if pItemToUse
scriptEvent(@S_USE, pItemToUse=>s_name)
fin
end
def showPlayer1()
showPlayerSheet(0)
end
def showPlayer2()
showPlayerSheet(1)
end
def showPlayer3()
showPlayerSheet(2)
end
///////////////////////////////////////////////////////////////////////////////////////////////////
export def addEncounterZone(code, x, y, dist, chance)
word p
if allowZoneInit
p = mmgr(HEAP_ALLOC, TYPE_ENCOUNTER_ZONE)
p=>s_name = mmgr(HEAP_INTERN, code)
p=>w_encX = x
p=>w_encY = y
p=>w_encMaxDist = dist
p=>w_encChance = chance
addToList(@global=>p_encounterZones, p)
fin
end
///////////////////////////////////////////////////////////////////////////////////////////////////
export def clearEncounterZones()
global=>p_encounterZones = NULL
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Compare two strings for equality, ignoring case.
export def streqi(a, b)
word limit, leneq
leneq = ^a == ^b
limit = a + min(^a, ^b)
a++; b++
while a <= limit
if charToUpper(^a) <> charToUpper(^b); return FALSE; fin
a++; b++
loop
return leneq
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Called by user-defined map scripts to initiate a combat encounter.
export def scriptCombat(mapCode)
return doCombat(mapCode, TRUE)
end
///////////////////////////////////////////////////////////////////////////////////////////////////
def playerDeath()
displayStr("\nYou have died. Press any key to reload.")
setPortrait(POdeath)
getUpperKey()
startGame(FALSE) // don't ask, just load
end
///////////////////////////////////////////////////////////////////////////////////////////////////
def doCombat(mapCode, backUpOnFlee)
word result
// Handled in a separate module. Clear enemies out of the heap when finished.
result = loadEngine(MOD_COMBAT)=>combat_zoneEncounter(mapCode)
global=>p_enemyGroups = NULL
mmgr(HEAP_COLLECT, 0)
if (result == -99)
playerDeath()
return
fin
returnFromEngine()
// If the party fled the combat instead of winning, back up to previous square.
if !result and backUpOnFlee
moveWayBackward()
fin
return result
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Check for a random encounter at this position
def checkEncounter(x, y, force)
word p
word p_bestZone, bestDist
word d
// Find the zone that's closest, but not too far.
bestDist = INT_MAX
p_bestZone = NULL
p = global=>p_encounterZones
while p
d = min(abs(x - p=>w_encX), abs(y - p=>w_encY))
if d < bestDist and (p=>w_encMaxDist == 0 or d < p=>w_encMaxDist))
p_bestZone = p
bestDist = d
fin
p = p=>p_nextObj
loop
// Roll for an encounter in the zone.
d = rand16() % 1000
if p_bestZone and (d < p_bestZone=>w_encChance or force)
// Encounter!
doCombat(p_bestZone=>s_name, !force)
fin
end
///////////////////////////////////////////////////////////////////////////////////////////////////
def saveGame
saveMapPos()
loadEngine(MOD_DISKOPS)=>diskops_saveGame()
returnFromEngine()
end
///////////////////////////////////////////////////////////////////////////////////////////////////
def loadGame
loadEngine(MOD_DISKOPS)=>diskops_loadGame()
restoreMapPos()
end
///////////////////////////////////////////////////////////////////////////////////////////////////
def help
flipToPage1()
setMapWindow(); clearWindow()
loadEngine(MOD_GS_HELP)()
returnFromEngine()
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Godmode cheats
def kbdTeleport()
byte d3, num
word x, y
byte dir
flipToPage1()
^$c053
if ^$25 < 23; ^$25 = 23; fin
getPos(@x, @y)
dir = getDir()
printf3("\nCurrent: X=%d Y=%d Facing=%d\n", x, y, dir)
printf1("3D [%d]: ", mapIs3D)
d3 = parseDecWithDefault(readStr(), mapIs3D)
if d3 > 1; d3 = 1; fin
printf1("Map [%d]: ", mapNum)
num = parseDecWithDefault(readStr(), mapNum)
printf1("X [%d] : ", x)
x = parseDecWithDefault(readStr(), x)
printf1("Y [%d] : ", y)
y = parseDecWithDefault(readStr(), y)
printf1("Facing [%d]: ", dir)
dir = parseDecWithDefault(readStr(), dir)
^$c052
setMap(d3, num, 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 nextPortrait()
portraitNum = portraitNum + 1
if portraitNum > PO_LAST; portraitNum = 1; fin
setPortrait(portraitNum)
end
def prevPortrait()
portraitNum = portraitNum - 1
if portraitNum < 1; portraitNum = PO_LAST; fin
setPortrait(portraitNum)
end
def testCombat
word x, y
getPos(@x, @y)
checkEncounter(x, y, TRUE)
end
def printMem
flipToPage1
^$c051
mmgr(DEBUG_MEM, 0)
rdkey
auxMmgr(DEBUG_MEM, 0)
rdkey
^$c050
end
def finalWin()
flipToPage1()
loadFrameImg(4) // total hack
while 1 // 1 infinite loop
getUpperKey()
loop
end
def setCheatCmds
// install cheat commands
cmdTbl['T'] = @kbdTeleport
cmdTbl['P'] = @showPos
cmdTbl['>'] = @nextPortrait
cmdTbl['<'] = @prevPortrait
cmdTbl['!'] = @testCombat
cmdTbl['Y'] = @nextSky
cmdTbl['G'] = @nextGround
cmdTbl['&'] = @printMem
cmdTbl['_'] = @finalWin
end
def enableGodMode()
if ^$C061 >= 128 and ^$C062 >= 128
global->b_godmode = 1
setCheatCmds()
beep; beep // A little audio feedback
fin
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Set up the command table for 3D mode
def initCmds()
// Clear the command table
byte i
for i = 0 to 95
cmdTbl[i] = 0
next
// Commands common to both 2D and 3D
cmdTbl['1'] = @showPlayer1
cmdTbl['2'] = @showPlayer2
cmdTbl['3'] = @showPlayer3
cmdTbl[$13] = @saveGame // ctrl-S
cmdTbl[$0c] = @loadGame // ctrl-L
cmdTbl['?'] = @help
if global->b_godmode
setCheatCmds()
else
cmdTbl['!'] = @enableGodMode
fin
// Commands handled differently in 3D vs 2D
if mapIs3D
cmdTbl['W'] = @moveForward
cmdTbl['A'] = @rotateLeft
cmdTbl['D'] = @rotateRight
cmdTbl['S'] = @moveBackward
cmdTbl['X'] = @moveBackward
cmdTbl['Z'] = @strafeLeft
cmdTbl['C'] = @strafeRight
cmdTbl['I'] = @moveForward
cmdTbl['J'] = @rotateLeft
cmdTbl['L'] = @rotateRight
cmdTbl['K'] = @moveBackward
cmdTbl[','] = @moveBackward
cmdTbl['M'] = @strafeLeft
cmdTbl['.'] = @strafeRight
else
cmdTbl['W'] = @moveNorth
cmdTbl['D'] = @moveEast
cmdTbl['S'] = @moveSouth
cmdTbl['X'] = @moveSouth
cmdTbl['A'] = @moveWest
cmdTbl['I'] = @moveNorth
cmdTbl['J'] = @moveWest
cmdTbl['L'] = @moveEast
cmdTbl['K'] = @moveSouth
cmdTbl[','] = @moveSouth
fin
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Load and display the title screen.
def loadTitle()
word pEngine, pFont, expanderSize
puts("Loading game.\n")
// Load the title screen and show it.
loadFrameImg(1) // title screen is fixed at #1
^$C050 // graphics
^$C057 // hi-res
^$C054 // page 1
^$C052 // full screen
// Hack for real (not emulated) IIc: sometimes displays only lo-bit graphics
// unless we do this. *HUGE* thanks to Brendan Robert for the fix!
^$C07E=0 // disable double-hi-res
^$C05F // disable double-hi-res
// Allocate and permanently lock mem for the font engine and its font (up in LC ram)
mmgr(SET_MEM_TARGET, fontEngine)
mmgr(REQUEST_MEMORY, fontEngineLen)
mmgr(LOCK_MEMORY, fontEngine)
mmgr(SET_MEM_TARGET, fontData)
mmgr(REQUEST_MEMORY, fontDataLen)
mmgr(LOCK_MEMORY, fontData)
// Load them into lo mem
pEngine = mmgr(QUEUE_LOAD, CODE_FONT_ENGINE<<8 | RES_TYPE_CODE)
pFont = mmgr(QUEUE_LOAD, 1<<8 | RES_TYPE_FONT)
// While we're loading, let's get the expander into aux RAM.
auxMmgr(SET_MEM_TARGET, expandVec)
auxMmgr(QUEUE_LOAD, CODE_EXPAND<<8 | RES_TYPE_CODE)
mmgr(FINISH_LOAD, 0)
// Relocate font engine and font data to their final spots up in the language card
memcpy(pEngine, fontEngine, fontEngineLen)
memcpy(pFont, fontData, fontDataLen)
// Tell the font engine where to find its font
setFont(fontData)
// And free up the font low mem
mmgr(FREE_MEMORY, pEngine)
mmgr(FREE_MEMORY, pFont)
// Split the expander (relocating most of it to aux LC ram)
readAuxByte($1A) // sets up aux routine
expanderSize = splitExpander(expandVec)
// Lock in the part of the expander that remains in low aux mem.
auxMmgr(FREE_MEMORY, expandVec)
auxMmgr(SET_MEM_TARGET, expandVec)
auxMmgr(REQUEST_MEMORY, expanderSize)
auxMmgr(LOCK_MEMORY, expandVec)
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Set up the small-object heap. Set loadedSize to zero on initial, or non-zero for loaded game.
export def initHeap(loadedSize)
byte i
word typeHash
if !heapLocked
mmgr(SET_MEM_TARGET, HEAP_BOTTOM)
mmgr(REQUEST_MEMORY, HEAP_SIZE)
mmgr(LOCK_MEMORY, HEAP_BOTTOM)
heapLocked = TRUE
fin
if loadedSize <> 0
mmgr(SET_MEM_TARGET, HEAP_BOTTOM + loadedSize)
fin
mmgr(HEAP_SET, HEAP_BOTTOM)
i = 0
while typeTbls[i]
mmgr(HEAP_ADD_TYPE, typeTbls[i])
i = i+1
loop
typeHash = hashBuffer(@typeTbl_Global, @typeTbls - @typeTbl_Global) ^ HEAP_BOTTOM
if loadedSize <> 0
global = HEAP_BOTTOM
if global=>w_typeHash <> typeHash
fatal("Incompatible saved game")
fin
else
global = mmgr(HEAP_ALLOC, TYPE_GLOBAL)
global=>w_typeHash = typeHash
fin
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Return a random entry from an array, given its size in number of elements.
export def randomFromArray(arr, siz)
return *(((rand16() % siz) << 1) + arr)
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Constructor: create a modifier given its name and value
export def makeModifier(name, value)
word p; p = mmgr(HEAP_ALLOC, TYPE_MODIFIER)
p=>s_name = mmgr(HEAP_INTERN, name)
p=>w_modValue = value
return p
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Recalculate player's armor score based on their currently equipped armor
export def calcPlayerArmor(player)
word pItem
player->b_armor = 0
pItem = player=>p_items
while pItem
if pItem->t_type == TYPE_ARMOR and pItem->b_flags & ITEM_FLAG_EQUIP
player->b_armor = player->b_armor + pItem->b_armorValue
fin
pItem = pItem=>p_nextObj
loop
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Add gold
export def addGold(amount)
if global=>w_gold + amount > GOLD_MAX
amount = GOLD_MAX - global=>w_gold
fin
global=>w_gold = global=>w_gold + amount
return amount
end
// How much gold?
export def countGold()
return global=>w_gold
end
// Pay out gold
export def payGold(amount)
if amount > global=>w_gold
return 0
fin
global=>w_gold = global=>w_gold - amount
return amount
end
///////////////////////////////////////////////////////////////////////////////////////////////////
export def scanForNamedObj(p_obj, name)
while p_obj
if streqi(p_obj=>s_name, name); return p_obj; fin
p_obj = p_obj=>p_nextObj
loop
return NULL
end
///////////////////////////////////////////////////////////////////////////////////////////////////
export def createAndAddUnique(moduleID, creationFuncNum, pList)
word p_module, funcTbl, func, p_thing
// Unload textures to make room for the module (also flips to page 1 if needed)
unloadTextures()
// Load the module that is capable of creating the thing
mmgr(START_LOAD, 1) // code is in partition 1
p_module = mmgr(QUEUE_LOAD, moduleID<<8 | RES_TYPE_MODULE)
mmgr(FINISH_LOAD, 0)
// Figure out which creation function to call there, and create the thing
funcTbl = p_module()
func = *(funcTbl + creationFuncNum)
p_thing = func()
// Avoid adding duplicate things.
if !scanForNamedObj(*pList, p_thing=>s_name)
addToList(pList, p_thing)
fin
// Finished with the module now.
mmgr(FREE_MEMORY, p_module)
return p_thing
end
///////////////////////////////////////////////////////////////////////////////////////////////////
export def giveItemToPlayer(itemFuncNum)
createAndAddUnique(MOD_GEN_ITEMS, itemFuncNum, @global=>p_players=>p_items) // def: 1st player
end
///////////////////////////////////////////////////////////////////////////////////////////////////
export def addPlayerToParty(playerFuncNum)
word p
if countList(global=>p_players) == MAX_PARTY
displayStr("Party too large.")
return
fin
p = createAndAddUnique(MOD_GEN_PLAYERS, playerFuncNum, @global=>p_players)
p->b_playerFlags = p->b_playerFlags | PLAYER_FLAG_NPC
needShowParty = TRUE
end
///////////////////////////////////////////////////////////////////////////////////////////////////
export def removeNamed(name, pList)
word p_thing
p_thing = scanForNamedObj(*pList, name)
if p_thing
removeFromList(pList, p_thing)
else
printf1("Warning: couldn't find '%s' to remove.\n", name)
fin
end
///////////////////////////////////////////////////////////////////////////////////////////////////
export def takeItemFromPlayer(itemName)
removeNamed(itemName, @global=>p_players=>p_items) // default to first player
end
///////////////////////////////////////////////////////////////////////////////////////////////////
export def removePlayerFromParty(playerName)
removeNamed(playerName, @global=>p_players)
needShowParty = TRUE
end
///////////////////////////////////////////////////////////////////////////////////////////////////
export def playerHasItem(itemName)
return scanForNamedObj(global=>p_players=>p_items, itemName) <> NULL
end
///////////////////////////////////////////////////////////////////////////////////////////////////
export def partyHasPlayer(playerName)
return scanForNamedObj(global=>p_players, playerName) <> NULL
end
///////////////////////////////////////////////////////////////////////////////////////////////////
export def getStat(statName)
word player
player = global=>p_players // default to first player
when statName
is @S_INTELLIGENCE; return player->b_intelligence
is @S_STRENGTH; return player->b_strength
is @S_AGILITY; return player->b_agility
is @S_STAMINA; return player->b_stamina
is @S_CHARISMA; return player->b_charisma
is @S_SPIRIT; return player->b_spirit
is @S_LUCK; return player->b_luck
is @S_HEALTH; return player=>w_health
is @S_MAX_HEALTH; return player=>w_maxHealth
is @S_AIMING; return player->b_aiming
is @S_HAND_TO_HAND; return player->b_handToHand
is @S_DODGING; return player->b_dodging
is @S_GOLD; return global=>w_gold
otherwise
puts(statName); fatal("Unknown stat")
wend
end
///////////////////////////////////////////////////////////////////////////////////////////////////
def clampByte(val)
return max(0, min(255, val))
end
///////////////////////////////////////////////////////////////////////////////////////////////////
export def setStat(statName, val)
word player
player = global=>p_players // default to first player
when statName
is @S_INTELLIGENCE; player->b_intelligence = clampByte(val); break
is @S_STRENGTH; player->b_strength = clampByte(val); break
is @S_AGILITY; player->b_agility = clampByte(val); break
is @S_STAMINA; player->b_stamina = clampByte(val); break
is @S_CHARISMA; player->b_charisma = clampByte(val); break
is @S_SPIRIT; player->b_spirit = clampByte(val); break
is @S_LUCK; player->b_luck = clampByte(val); break
is @S_HEALTH; player=>w_health = max(0, min(player=>w_maxHealth, val)); needShowParty = TRUE; break
is @S_MAX_HEALTH; player=>w_maxHealth = max(0, val); break
is @S_AIMING; player->b_aiming = clampByte(val); break
is @S_HAND_TO_HAND; player->b_handToHand = clampByte(val); break
is @S_DODGING; player->b_dodging = clampByte(val); break
is @S_GOLD; global=>w_gold = max(0, val); needShowParty = TRUE; break
otherwise
puts(statName); fatal("Unknown stat")
wend
end
///////////////////////////////////////////////////////////////////////////////////////////////////
export def setGameFlag(flagName, val)
word p_flag
p_flag = scanForNamedObj(global=>p_gameFlags, flagName)
if p_flag
if val == 0 // setting flag to zero removes it
removeFromList(@global=>p_gameFlags, p_flag)
else
p_flag=>w_modValue = val
fin
elsif val <> 0
addToList(@global=>p_gameFlags, makeModifier(flagName, val))
fin
end
///////////////////////////////////////////////////////////////////////////////////////////////////
export def getGameFlag(flagName)
word p_flag
p_flag = scanForNamedObj(global=>p_gameFlags, flagName)
if p_flag
return p_flag=>w_modValue
else
return 0
fin
end
///////////////////////////////////////////////////////////////////////////////////////////////////
export def setIntimateMode(enable)
if enable
pIntimate = loadEngine(MOD_INTIMATE)
pIntimate=>intimate_setMode(enable)
else
pIntimate=>intimate_setMode(enable)
returnFromEngine()
pIntimate = NULL
fin
end
///////////////////////////////////////////////////////////////////////////////////////////////////
export def benchPlayer()
loadEngine(MOD_PARTY)=>party_benchPlayer()
returnFromEngine()
end
///////////////////////////////////////////////////////////////////////////////////////////////////
export def unbenchPlayer()
loadEngine(MOD_PARTY)=>party_unbenchPlayer()
returnFromEngine()
end
///////////////////////////////////////////////////////////////////////////////////////////////////
def startGame(ask)
word p_module
// Create a new game or load an existing one
mmgr(START_LOAD, 1) // code is in partition 1
p_module = mmgr(QUEUE_LOAD, MOD_DISKOPS<<8 | RES_TYPE_MODULE)
mmgr(FINISH_LOAD, 0)
if p_module()=>diskops_newOrLoadGame(ask)
mapIs3D = q_mapIs3D
mapNum = q_mapNum
q_mapNum = 0
allowZoneInit = TRUE
initMap(q_x, q_y, q_dir)
allowZoneInit = FALSE
else
q_mapNum = 0
restoreMapPos()
fin
crout()
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Main code.
//
loadTitle()
startGame(TRUE) // ask whether new or load
kbdLoop()
done