a2d/desk.acc/puzzle.s
2018-11-17 20:34:17 -08:00

1201 lines
37 KiB
ArmAsm

.setcpu "6502"
.include "apple2.inc"
.include "../inc/apple2.inc"
.include "../mgtk.inc"
.include "../desktop.inc"
.include "../macros.inc"
;;; ============================================================
.org $800
jmp copy2aux
.res 36, 0
;;; ============================================================
;;; Copy the DA to AUX and invoke it
stash_stack: .byte 0
.proc copy2aux
tsx
stx stash_stack
start := enter_da
end := last
sta ALTZPOFF
lda ROMIN2
copy16 #start, STARTLO
copy16 #end, ENDLO
copy16 #start, DESTINATIONLO
sec ; main>aux
jsr AUXMOVE
copy16 #enter_da, XFERSTARTLO
php
pla
ora #$40 ; set overflow: use aux zp/stack
pha
plp
sec ; control main>aux
jmp XFER
.endproc
;;; ============================================================
;;; Set up / tear down
.proc exit_da
sta ALTZPON
lda LCBANK1
lda LCBANK1
ldx stash_stack
txs
rts
.endproc
.proc enter_da
sta ALTZPON
lda LCBANK1
lda LCBANK1
lda #0
sta $08
jmp create_window
.endproc
da_window_id := 51
;;; ============================================================
;;; Redraw the screen (all windows) after a EventKind::drag
.proc redraw_screen
dest := $20
;; copy following routine to $20 and call it
ldx #sizeof_routine
loop: lda routine,x
sta dest,x
dex
bpl loop
jsr dest
;; now check the window pos
lda #da_window_id
jsr check_window_pos
bit window_pos_flag
bmi skip
DESKTOP_CALL DT_REDRAW_ICONS
skip: lda #0
sta window_pos_flag
rts
.proc routine
sta RAMRDOFF
sta RAMWRTOFF
jsr JUMP_TABLE_REDRAW_ALL
sta RAMRDON
sta RAMWRTON
rts
.endproc
sizeof_routine := * - routine
.endproc
;;; ============================================================
;;; ???
window_pos_flag:
.byte 0 ; ???
;; called with window_id in A
check_window_pos:
sta getwinport_params_window_id
lda winfo_viewloc_ycoord ; is top on screen?
cmp #screen_height-1
bcc :+ ; yes
lda #$80 ; no, so ... ???
sta window_pos_flag
rts
: MGTK_CALL MGTK::GetWinPort, getwinport_params
MGTK_CALL MGTK::SetPort, setport_params
lda getwinport_params_window_id
cmp #da_window_id
bne :+
jmp draw_window
: rts
;;; ============================================================
;;; Param Blocks
;; following memory space is re-used so x/y overlap
.proc dragwindow_params
window_id := * + 0
dragx := * + 1 ; x overlap
dragy := * + 3 ; y overlap
it_moved := * + 5 ; ignored
.endproc
.proc screentowindow_params
window_id := * + 0
screenx := * + 1 ; x overlap
screeny := * + 3 ; y overlap
windowx := * + 5
windowy := * + 7
.endproc
.proc event_params
kind: .byte 0
key := *
modifiers := *+1
xcoord := * ; x overlap
ycoord := *+2 ; y overlap
.endproc
.proc findwindow_params
mousex := * ; x overlap
mousey := *+2 ; y overlap
which_area := *+4
window_id := *+5
.endproc
.res 8, 0 ; storage for above
.byte 0,0 ; ???
.proc trackgoaway_params
goaway:.byte 0
.endproc
.proc getwinport_params
window_id: .byte 0
a_grafport: .addr setport_params
.endproc
getwinport_params_window_id := getwinport_params::window_id
;; Puzzle piece row/columns
cw := 28
c1 := 5
c2 := c1 + cw
c3 := c2 + cw
c4 := c3 + cw
rh := 16
r1 := 3
r2 := r1 + rh
r3 := r2 + rh
r4 := r3 + rh
space_positions: ; left, top for all 16 holes
.word c1,r1
.word c2,r1
.word c3,r1
.word c4,r1
.word c1,r2
.word c2,r2
.word c3,r2
.word c4,r2
.word c1,r3
.word c2,r3
.word c3,r3
.word c4,r3
.word c1,r4
.word c2,r4
.word c3,r4
.word c4,r4
.proc bitmap_table
.addr piece1, piece2, piece3, piece4
.addr piece5, piece6, piece7, piece8
.addr piece9, piece10, piece11, piece12
.addr piece13, piece14, piece15, piece16
.endproc
;; Current position table
position_table:
.res 16, 0
.proc paintbits_params
left: .word 0
top: .word 0
mapbits: .addr 0
mapwidth: .byte 4
.byte 0 ; reserved
DEFINE_RECT 0, 0, 27, 15
.endproc
piece1:
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0000000),px(%0000000),px(%0000000),px(%0000000)
piece2:
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%0000000),px(%0011111),px(%1111110)
.byte px(%0111000),px(%1010101),px(%0100001),px(%1111110)
.byte px(%0000000),px(%0000000),px(%0000000),px(%0000000)
piece3:
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1110001),px(%1111110)
.byte px(%0111111),px(%1111111),px(%0010101),px(%0111110)
.byte px(%0111111),px(%1111101),px(%0101010),px(%1011110)
.byte px(%0111111),px(%1110010),px(%1010101),px(%0111110)
.byte px(%0111111),px(%1100101),px(%0101010),px(%0111110)
.byte px(%0111111),px(%0001010),px(%1010100),px(%1111110)
.byte px(%0111110),px(%1010101),px(%0101001),px(%1111110)
.byte px(%0111101),px(%0101010),px(%1000111),px(%1111110)
.byte px(%0111010),px(%1010101),px(%0011111),px(%1111110)
.byte px(%0110101),px(%0101000),px(%0111111),px(%1111110)
.byte px(%0110010),px(%1010011),px(%1111111),px(%1111110)
.byte px(%0110101),px(%0001111),px(%1111100),px(%0000000)
.byte px(%0110000),px(%1111111),px(%1000010),px(%1010100)
.byte px(%0000000),px(%0000000),px(%0000000),px(%0000000)
piece4:
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0000111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0101000),px(%0111111),px(%1111111),px(%1111110)
.byte px(%0000000),px(%0000000),px(%0000000),px(%0000000)
piece5:
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111100)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111100)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1110100)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1101010)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1011110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%0111110)
.byte px(%0111111),px(%1111111),px(%1111110),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111101),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111101),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111011),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1110111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1110111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1110110),px(%1101100)
.byte px(%0111111),px(%1111111),px(%1101101),px(%1011010)
.byte px(%0111111),px(%1111111),px(%1101011),px(%0110110)
.byte px(%0000000),px(%0000000),px(%0000000),px(%0000000)
piece6:
.byte px(%0101010),px(%1010101),px(%0101010),px(%1010100)
.byte px(%0010101),px(%0101010),px(%1010101),px(%0101010)
.byte px(%0101010),px(%1010101),px(%0101010),px(%1010100)
.byte px(%0010101),px(%0101010),px(%1010101),px(%0101010)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0011011),px(%0110110),px(%1101101),px(%1011010)
.byte px(%0110110),px(%1101101),px(%1011011),px(%0110110)
.byte px(%0101101),px(%1011011),px(%0110110),px(%1101100)
.byte px(%0000000),px(%0000000),px(%0000000),px(%0000000)
piece7:
.byte px(%0101010),px(%1010101),px(%0101010),px(%1010100)
.byte px(%0010101),px(%0101010),px(%1010101),px(%0101010)
.byte px(%0101010),px(%1010101),px(%0101010),px(%1010100)
.byte px(%0010101),px(%0101010),px(%1010101),px(%0101010)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0110110),px(%1101101),px(%1011011),px(%0110110)
.byte px(%0101101),px(%1011011),px(%0110110),px(%1101100)
.byte px(%0011011),px(%0110110),px(%1101101),px(%1011010)
.byte px(%0000000),px(%0000000),px(%0000000),px(%0000000)
piece8:
.byte px(%0101010),px(%1010001),px(%1111111),px(%1111110)
.byte px(%0010101),px(%0101010),px(%0111111),px(%1111110)
.byte px(%0101010),px(%1010101),px(%0001111),px(%1111110)
.byte px(%0010101),px(%0101010),px(%1000111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%0011111),px(%1111110)
.byte px(%0111111),px(%1111110),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111101),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111011),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1110111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1110111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1101111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1101111),px(%1111111),px(%1111110)
.byte px(%0101101),px(%1001111),px(%1111111),px(%1111110)
.byte px(%0011011),px(%0011111),px(%1111111),px(%1111110)
.byte px(%0110110),px(%1011111),px(%1111111),px(%1111110)
.byte px(%0000000),px(%0000000),px(%0000000),px(%0000000)
piece9:
.byte px(%0111111),px(%1111111),px(%1110011),px(%0110110)
.byte px(%0111111),px(%1111111),px(%1110110),px(%1101100)
.byte px(%0111111),px(%1111111),px(%1110101),px(%1011010)
.byte px(%0111111),px(%1111111),px(%1110011),px(%0110110)
.byte px(%0111111),px(%1111111),px(%1111010),px(%1010100)
.byte px(%0111111),px(%1111111),px(%1111010),px(%1010100)
.byte px(%0111111),px(%1111111),px(%1111100),px(%1010100)
.byte px(%0111111),px(%1111111),px(%1111110),px(%1010100)
.byte px(%0111111),px(%1111111),px(%1111110),px(%1010100)
.byte px(%0111111),px(%1111111),px(%1111110),px(%1010100)
.byte px(%0111111),px(%1111111),px(%1111111),px(%0010100)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1001100)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1100110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1110100)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111010)
.byte px(%0000000),px(%0000000),px(%0000000),px(%0000000)
piece10:
.byte px(%0101101),px(%1011011),px(%0110110),px(%1101100)
.byte px(%0011011),px(%0110110),px(%1101101),px(%1011010)
.byte px(%0110110),px(%1101101),px(%1011011),px(%0110110)
.byte px(%0101101),px(%1011011),px(%0110110),px(%1101100)
.byte px(%0101010),px(%1010101),px(%0101010),px(%1010100)
.byte px(%0101010),px(%1010101),px(%0101010),px(%1010100)
.byte px(%0101010),px(%1010101),px(%0101010),px(%1010100)
.byte px(%0101010),px(%1010101),px(%0101010),px(%1010100)
.byte px(%0101010),px(%1010101),px(%0101010),px(%1010100)
.byte px(%0101010),px(%1010101),px(%0101010),px(%1010100)
.byte px(%0101010),px(%1010101),px(%0101010),px(%1010100)
.byte px(%0100110),px(%0110011),px(%0011001),px(%1001100)
.byte px(%0110011),px(%0011001),px(%1001100),px(%1100110)
.byte px(%0100110),px(%0110011),px(%0011001),px(%1001100)
.byte px(%0110011),px(%0011001),px(%1001100),px(%1100110)
.byte px(%0000000),px(%0000000),px(%0000000),px(%0000000)
piece11:
.byte px(%0011011),px(%0110110),px(%1101101),px(%1011010)
.byte px(%0110110),px(%1101101),px(%1011011),px(%0110110)
.byte px(%0101101),px(%1011011),px(%0110110),px(%1101100)
.byte px(%0011011),px(%0110110),px(%1101101),px(%1011010)
.byte px(%0101010),px(%1010101),px(%0101010),px(%1010100)
.byte px(%0101010),px(%1010101),px(%0101010),px(%1010100)
.byte px(%0101010),px(%1010101),px(%0101010),px(%1010100)
.byte px(%0101010),px(%1010101),px(%0101010),px(%1010100)
.byte px(%0101010),px(%1010101),px(%0101010),px(%1010100)
.byte px(%0101010),px(%1010101),px(%0101010),px(%1010100)
.byte px(%0101010),px(%1010101),px(%0101010),px(%1010100)
.byte px(%0100110),px(%0110011),px(%0011001),px(%1001100)
.byte px(%0110011),px(%0011001),px(%1001100),px(%1100110)
.byte px(%0100110),px(%0110011),px(%0011001),px(%1001100)
.byte px(%0110011),px(%0011001),px(%1001100),px(%1100110)
.byte px(%0000000),px(%0000000),px(%0000000),px(%0000000)
piece12:
.byte px(%0110110),px(%1011111),px(%1111111),px(%1111110)
.byte px(%0101101),px(%1011111),px(%1111111),px(%1111110)
.byte px(%0011011),px(%0101111),px(%1111111),px(%1111110)
.byte px(%0110110),px(%1101111),px(%1111111),px(%1111110)
.byte px(%0101010),px(%1010111),px(%1111111),px(%1111110)
.byte px(%0101010),px(%1010011),px(%1111111),px(%1111110)
.byte px(%0101010),px(%1010011),px(%1111111),px(%1111110)
.byte px(%0101010),px(%1010101),px(%1111111),px(%1111110)
.byte px(%0101010),px(%1010100),px(%1111111),px(%1111110)
.byte px(%0101010),px(%1010101),px(%0011111),px(%1111110)
.byte px(%0101010),px(%1010101),px(%0100111),px(%1111110)
.byte px(%0100110),px(%0110011),px(%0010111),px(%1111110)
.byte px(%0110011),px(%0011001),px(%1001111),px(%1111110)
.byte px(%0100110),px(%0110011),px(%0001111),px(%1111110)
.byte px(%0110011),px(%0011001),px(%1011111),px(%1111110)
.byte px(%0000000),px(%0000000),px(%0000000),px(%0000000)
piece13: ; the hole
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111011),px(%1011101),px(%1101110),px(%1110110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0101110),px(%1110111),px(%0111011),px(%1011100)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111011),px(%1011101),px(%1101110),px(%1110110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0101110),px(%1110111),px(%0111011),px(%1011100)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111011),px(%1011101),px(%1101110),px(%1110110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0101110),px(%1110111),px(%0111011),px(%1011100)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111011),px(%1011101),px(%1101110),px(%1110110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0000000),px(%0000000),px(%0000000),px(%0000000)
piece14:
.byte px(%0001100),px(%1100110),px(%0110011),px(%0011000)
.byte px(%0100110),px(%0110011),px(%0011001),px(%1001100)
.byte px(%0110011),px(%0011001),px(%1001100),px(%1100110)
.byte px(%0011011),px(%0110110),px(%1101101),px(%1011010)
.byte px(%0100101),px(%1011011),px(%0110110),px(%1101100)
.byte px(%0110010),px(%1101101),px(%1011011),px(%0110110)
.byte px(%0111001),px(%0110110),px(%1101101),px(%1011010)
.byte px(%0111110),px(%0111011),px(%0110110),px(%1101100)
.byte px(%0111111),px(%1000101),px(%1011000),px(%0000000)
.byte px(%0111111),px(%1111000),px(%0000001),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0000000),px(%0000000),px(%0000000),px(%0000000)
piece15:
.byte px(%0001100),px(%1100110),px(%0110011),px(%0011000)
.byte px(%0100110),px(%0110011),px(%0011001),px(%1001100)
.byte px(%0110011),px(%0011001),px(%1001100),px(%1100110)
.byte px(%0110110),px(%1101101),px(%1011011),px(%0110110)
.byte px(%0011011),px(%0110110),px(%1101101),px(%1011010)
.byte px(%0101101),px(%1011011),px(%0110110),px(%1101100)
.byte px(%0110110),px(%1101101),px(%1011011),px(%0110110)
.byte px(%0011011),px(%0110110),px(%1101101),px(%1011010)
.byte px(%0000000),px(%0000000),px(%0000110),px(%1101100)
.byte px(%0111111),px(%1111111),px(%1100000),px(%0000010)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0000000),px(%0000000),px(%0000000),px(%0000000)
piece16:
.byte px(%0001100),px(%1100110),px(%0011111),px(%1111110)
.byte px(%0100110),px(%0110011),px(%0111111),px(%1111110)
.byte px(%0110011),px(%0011000),px(%1111111),px(%1111110)
.byte px(%0101101),px(%1011001),px(%1111111),px(%1111110)
.byte px(%0110110),px(%1100111),px(%1111111),px(%1111110)
.byte px(%0011011),px(%0011111),px(%1111111),px(%1111110)
.byte px(%0101110),px(%0111111),px(%1111111),px(%1111110)
.byte px(%0100111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0000000),px(%0000000),px(%0000000),px(%0000000)
.proc paintrect_params
DEFINE_RECT 1, 0, default_width, default_height
.endproc
.proc pattern_speckles
.byte %01110111
.byte %11011101
.byte %01110111
.byte %11011101
.byte %01110111
.byte %11011101
.byte %01110111
.byte %11011101
.endproc
.byte $00 ; ???
.proc pattern_black
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.endproc
;; ???
.byte $00
.res 8, $FF
.byte $00
;; line across top of puzzle (bitmaps include bottom edges)
.proc moveto_params
xcoord: .word 5
ycoord: .word 2
.endproc
.proc line_params
xdelta: .word 112
ydelta: .word 0
.endproc
;; hole position (0..3, 0..3)
hole_x: .byte 0
hole_y: .byte 0
;; click location (0..3, 0..3)
click_x: .byte $00
click_y: .byte $00
;; param for draw_row/draw_col
draw_rc: .byte $00
;; params for draw_selected
draw_end: .byte $00
draw_inc: .byte $00
.proc closewindow_params
window_id: .byte da_window_id
.endproc
.byte $73,$00,$F7,$FF
.addr str
.byte $01
.byte $00,$00,$00,$00,$00,$06,$00,$05
.byte $00
str: .byte $41,$35,$47,$37,$36,$49 ; "A#G%#I" ?
;; SET_STATE params (filled in by QUERY_STATE)
setport_params:
.byte $00,$00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00,$0D
.byte $00,$00,$20,$80,$00,$00,$00,$00
.byte $00,$2F,$02,$B1,$00,$00,$01,$02
.byte $06
default_left := 220
default_top := 80
default_width := $79
default_height := $44
.proc winfo
window_id: .byte da_window_id
options: .byte MGTK::Option::go_away_box
title: .addr name
hscroll:.byte MGTK::Scroll::option_none
vscroll:.byte MGTK::Scroll::option_none
hthumbmax: .byte 0
hthumbpos: .byte 0
vthumbmax: .byte 0
vthumbpos: .byte 0
status: .byte 0
reserved: .byte 0
mincontwidth: .word default_width
mincontlength: .word default_height
maxcontwidth: .word default_width
maxcontlength: .word default_height
port:
DEFINE_POINT default_left, default_top, viewloc
mapbits: .addr MGTK::screen_mapbits
mapwidth: .word MGTK::screen_mapwidth
cliprect: DEFINE_RECT 0, 0, default_width, default_height
pattern:.res 8, $FF
colormasks: .byte MGTK::colormask_and, MGTK::colormask_or
penloc: DEFINE_POINT 0, 0
penwidth: .byte 1
penheight: .byte 1
penmode: .byte 0
textback: .byte $7F
textfont: .addr DEFAULT_FONT
nextwinfo: .addr 0
.endproc
winfo_viewloc_ycoord := winfo::viewloc::ycoord
;; This is grafport cruft only below
.proc port_cruft ; Unknown usage
viewloc: DEFINE_POINT default_left, default_top
mapbits: .addr MGTK::screen_mapbits
mapwidth: .word MGTK::screen_mapwidth
cliprect: DEFINE_RECT 0, 0, default_width, default_height
pattern:.res 8, $FF
colormasks: .byte MGTK::colormask_and, MGTK::colormask_or
penloc: DEFINE_POINT 0, 0
penwidth: .byte 1
penheight: .byte 1
penmode: .byte 0
textback: .byte $7F
textfont: .addr DEFAULT_FONT
.endproc
.byte 0,0 ; ???
name: PASCAL_STRING "Puzzle"
;;; ============================================================
;;; Create the window
.proc create_window
jsr save_zp
MGTK_CALL MGTK::OpenWindow, winfo
;; init pieces
ldy #15
loop: tya
sta position_table,y
dey
bpl loop
lda #da_window_id
jsr check_window_pos
MGTK_CALL MGTK::FlushEvents
;; Scramble?
.proc scramble
ldy #3
sloop: tya
pha
ldx position_table
ldy #0
ploop: lda position_table+1,y
sta position_table,y
iny
cpy #15
bcc ploop
stx position_table+15
pla
tay
dey
bne sloop
ldx position_table
lda position_table+1
sta position_table
stx position_table+1
.endproc
MGTK_CALL MGTK::GetEvent, event_params
lda event_params::kind
beq scramble
jsr check_victory
bcs scramble
jsr draw_all
jsr find_hole
; fall through
.endproc
;;; ============================================================
;;; Input loop and processing
.proc input_loop
MGTK_CALL MGTK::GetEvent, event_params
lda event_params::kind
cmp #MGTK::EventKind::button_down
bne :+
jsr on_click
jmp input_loop
;; key?
: cmp #MGTK::EventKind::key_down
bne input_loop
jsr check_key
jmp input_loop
;; click - where?
on_click:
MGTK_CALL MGTK::FindWindow, findwindow_params
lda findwindow_params::window_id
cmp #da_window_id
bne bail
lda findwindow_params::which_area
bne :+
bail: rts
;; client area?
: cmp #MGTK::Area::content
bne :+
jsr find_click_piece
bcc bail
jmp process_click
;; close port?
: cmp #MGTK::Area::close_box
bne check_title
MGTK_CALL MGTK::TrackGoAway, trackgoaway_params
lda trackgoaway_params::goaway
beq bail
destroy:
MGTK_CALL MGTK::CloseWindow, closewindow_params
DESKTOP_CALL DT_REDRAW_ICONS
target = $20 ; copy following to ZP and run it
ldx #sizeof_routine
loop: lda routine,x
sta target,x
dex
bpl loop
jmp target
.proc routine
sta RAMRDOFF
sta RAMWRTOFF
jmp exit_da
.endproc
sizeof_routine := * - routine
;; title bar?
check_title:
cmp #MGTK::Area::dragbar
bne bail
lda #da_window_id
sta dragwindow_params::window_id
MGTK_CALL MGTK::DragWindow, dragwindow_params
ldx #$23
jsr redraw_screen
rts
;; on key press - exit if Escape
check_key:
lda event_params::modifiers
bne :+
lda event_params::key
cmp #CHAR_ESCAPE
beq destroy
: rts
.endproc
;;; ============================================================
;;; Map click to piece x/y
.proc find_click_piece
lda #da_window_id
sta screentowindow_params::window_id
MGTK_CALL MGTK::ScreenToWindow, screentowindow_params
lda screentowindow_params::windowx+1
ora screentowindow_params::windowy+1
bne nope ; ensure high bytes are 0
lda screentowindow_params::windowy
ldx screentowindow_params::windowx
cmp #r1
bcc nope
cmp #r2+1
bcs :+
jsr find_click_x
bcc nope
lda #0
beq yep
: cmp #r3+1
bcs :+
jsr find_click_x
bcc nope
lda #1
bne yep
: cmp #r4+1
bcs :+
jsr find_click_x
bcc nope
lda #2
bne yep
: cmp #r4+rh+1
bcs nope
jsr find_click_x
bcc nope
lda #3
yep: sta click_y
sec
rts
nope: clc
rts
.endproc
.proc find_click_x
cpx #c1
bcc nope
cpx #c2
bcs :+
lda #0
beq yep
: cpx #c3+1
bcs :+
lda #1
bne yep
: cpx #c4+1
bcs :+
lda #2
bne yep
: cpx #c4+cw
bcs nope
lda #3
yep: sta click_x
sec
rts
nope: clc
rts
.endproc
;;; ============================================================
;;; Process piece click
hole_piece := 12
.proc process_click
lda #0
ldy hole_y
beq found
: clc
adc #4
dey
bne :-
found: sta draw_rc
clc
adc hole_x
tay
lda click_x
cmp hole_x
beq click_in_col
lda click_y
cmp hole_y
beq click_in_row
miss: rts ; Click on hole, or not row/col with hole
.proc click_in_row
lda click_x
cmp hole_x
beq miss
bcs after
lda hole_x ; click before of hole
sec
sbc click_x
tax
bloop: lda position_table-1,y
sta position_table,y
dey
dex
bne bloop
beq row
after: lda click_x ; click after hole
sec
sbc hole_x
tax
aloop: lda position_table+1,y
sta position_table,y
iny
dex
bne aloop
beq row
.endproc
.proc click_in_col
lda click_y
cmp hole_y
beq miss
bcs after
lda hole_y ; click before hole
sec
sbc click_y
tax
bloop: lda position_table-4,y
sta position_table,y
dey
dey
dey
dey
dex
bne bloop
beq col
after: lda click_y ; click after hole
sec
sbc hole_y
tax
aloop: lda position_table+4,y
sta position_table,y
iny
iny
iny
iny
dex
bne aloop
.endproc
col: lda #hole_piece
sta position_table,y
jsr draw_col
jmp done
row: lda #hole_piece
sta position_table,y
jsr draw_row
done: jsr check_victory
bcc after_click
;; Yay! Play the sound 4 times
.proc on_victory
ldx #4
loop: txa
pha
jsr play_sound
pla
tax
dex
bne loop
.endproc
after_click:
jmp find_hole
rts ; ???
.endproc
;;; ============================================================
;;; Clear the background
draw_window:
MGTK_CALL MGTK::SetPattern, pattern_speckles
MGTK_CALL MGTK::PaintRect, paintrect_params
MGTK_CALL MGTK::SetPattern, pattern_black
MGTK_CALL MGTK::MoveTo, moveto_params
MGTK_CALL MGTK::Line, line_params
jsr draw_all
lda #da_window_id
sta getwinport_params::window_id
MGTK_CALL MGTK::GetWinPort, getwinport_params
MGTK_CALL MGTK::SetPort, setport_params
rts
;;; ============================================================
.proc save_zp
ldx #$00
loop: lda $00,x
sta saved_zp,x
dex
bne loop
rts
.endproc
.proc restore_zp
ldx #$00
loop: lda saved_zp,x
sta $00,x
dex
bne loop
rts
.endproc
saved_zp:
.res 256, 0
;;; ============================================================
;;; Draw pieces
.proc draw_all
ldy #1
sty draw_inc
dey
lda #16
sta draw_end
bne draw_selected
.endproc
.proc draw_row ; row specified in draw_rc
lda #1
sta draw_inc
lda draw_rc
tay
clc
adc #4
sta draw_end
bne draw_selected
.endproc
.proc draw_col ; col specified in draw_rc
lda #4
sta draw_inc
ldy hole_x
lda #16
sta draw_end
;; fall through
.endproc
;; Draw pieces from A to draw_end, step draw_inc
.proc draw_selected
tya
pha
MGTK_CALL MGTK::HideCursor
lda #da_window_id
sta getwinport_params::window_id
MGTK_CALL MGTK::GetWinPort, getwinport_params
MGTK_CALL MGTK::SetPort, setport_params
pla
tay
loop: tya
pha
asl a
asl a
tax
copy16 space_positions,x, paintbits_params::left
copy16 space_positions+2,x, paintbits_params::top
lda position_table,y
asl a
tax
copy16 bitmap_table,x, paintbits_params::mapbits
MGTK_CALL MGTK::PaintBits, paintbits_params
pla
clc
adc draw_inc
tay
cpy draw_end
bcc loop
MGTK_CALL MGTK::ShowCursor
rts
.endproc
;;; ============================================================
;;; Play sound
.proc play_sound
ldx #$80
loop1: lda #$58
loop2: ldy #$1B
delay1: dey
bne delay1
bit SPKR
tay
delay2: dey
bne delay2
sbc #1
beq loop1
bit SPKR
dex
bne loop2
rts
.endproc
;;; ============================================================
;;; Puzzle complete?
;; Returns with carry set if puzzle complete
.proc check_victory ; Allows for swapped indistinct pieces, etc.
;; 0/12 can be swapped
lda position_table
beq :+
cmp #12
bne nope
: ldy #1
c1234: tya
cmp position_table,y
bne nope
iny
cpy #5
bcc c1234
;; 5/6 are identical
lda position_table+5
cmp #5
beq :+
cmp #6
bne nope
: lda position_table+6
cmp #5
beq :+
cmp #6
bne nope
: lda position_table+7
cmp #7
bne nope
lda position_table+8
cmp #8
bne nope
;; 9/10 are identical
lda position_table+9
cmp #9
beq :+
cmp #10
bne nope
: lda position_table+10
cmp #9
beq :+
cmp #10
bne nope
: lda position_table+11
cmp #11
bne nope
;; 0/12 can be swapped
lda position_table+12
beq :+
cmp #12
bne nope
: ldy #13
c131415:tya
cmp position_table,y
bne nope
iny
cpy #16
bcc c131415
rts
nope: clc
rts
.endproc
;;; ============================================================
;;; Find hole piece
.proc find_hole
ldy #15
loop: lda position_table,y
cmp #hole_piece
beq :+
dey
bpl loop
: lda #0
sta hole_x
sta hole_y
tya
again: cmp #4
bcc done
sbc #4
inc hole_y
bne again
done: sta hole_x
rts
.endproc
last := *