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https://github.com/badvision/lawless-legends.git
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Implemented blocker sprites the right way.
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@ -431,18 +431,15 @@ class PackPartitions
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if (name == null || name.toLowerCase() =~ /street|blank|null/)
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texMap[id] = 0
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else if (stripName(name) in textures) {
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def flags = 0
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def flags = 1
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if (tile?.@obstruction == 'true')
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flags |= 1
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if (tile?.@sprite == 'true')
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flags |= 2
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if (tile?.@blocker == 'true')
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flags |= 4
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texList.add(textures[stripName(name)].num)
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texFlags.add(flags)
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texMap[id] = texList.size()
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println "tex #${texList.size()}: name=$name flags=$flags"
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if (tile?.@obstruction != 'true')
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if (tile?.@sprite == 'true')
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texMap[id] |= 0x80; // hi-bit flag to mark sprite cells
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}
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else if (id) {
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@ -464,6 +461,10 @@ class PackPartitions
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texList.each { buf.put((byte)it) }
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buf.put((byte)0)
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// Followed by the corresponding list of texture flags
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texFlags.each { buf.put((byte)it) }
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buf.put((byte)0)
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// Sentinel row of $FF at start of map
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(0..<width).each { buf.put((byte)0xFF) }
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@ -132,8 +132,8 @@ byte = $22 ; blue
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byte = $28 ; orange
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byte = $2A ; hi-bit white
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word skyNum = 0
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word groundNum = 0
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word skyNum = 9
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word groundNum = 10
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;==================================================================================================
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; Definitions used by assembly code
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@ -367,9 +367,11 @@ def initCmd(key, func)
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end
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def moveForward()
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word wasBlocked
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wasBlocked = isBlocked()
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*playerX = *playerX + walkDirs[^playerDir * 2]
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*playerY = *playerY + walkDirs[^playerDir * 2 + 1]
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if isBlocked()
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if !wasBlocked and isBlocked()
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moveBackward()
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fin
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end
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@ -379,10 +381,12 @@ def adjustDir(n)
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end
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def moveBackward()
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word wasBlocked
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wasBlocked = isBlocked()
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adjustDir(8)
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moveForward()
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adjustDir(8)
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if isBlocked()
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if !wasBlocked and isBlocked()
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moveForward()
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fin
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end
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@ -11,7 +11,7 @@ start:
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; code is at the very end. We jump to it now.
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jmp initMap
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jmp renderFrame
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jmp getMapCell
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jmp isBlocked
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jmp setColor
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; Conditional assembly flags
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@ -19,9 +19,6 @@ DOUBLE_BUFFER = 1 ; whether to double-buffer
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DEBUG = 0 ; 1=some logging, 2=lots of logging
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DEBUG_COLUMN = -1
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; temporary hack to try blocker sprites
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BLOCKER_FOO = 0
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; Shared constants, zero page, buffer locations, etc.
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!source "render.i"
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; Debug macros and support functions
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@ -390,14 +387,19 @@ castRay: !zone
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.hitSprite:
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cmp #$FF ; check for special mark at edges of map
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beq .hitEdge
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!if BLOCKER_FOO {
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cmp #$c1
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beq .hitEdge
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}
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; We found a sprite cell on the map. We only want to process this sprite once,
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; so check if we've already done it.
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tax
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and #$40
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bne .spriteDone ; already done, don't do again
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beq .notDone ; already done, don't do again
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txa
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and #$3F
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tax
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jsr getTileFlags
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and #4 ; blocker sprite?
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bne .hitEdge ; if yes, stop tracing here
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jmp .spriteDone ; if not, keep tracing
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.notDone:
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; Haven't seen this one yet. Mark it, and also record the address of the flag
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; so we can clear it later after tracing all rays.
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lda (pMap),y ; get back the original byte
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@ -434,11 +436,10 @@ castRay: !zone
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jsr drawSprite ; put it on screen
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+ pla
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tay ; restore map position index
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!if BLOCKER_FOO {
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lda txNum
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cmp #1
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beq .hitEdge
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}
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ldx txNum
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jsr getTileFlags
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and #4 ; blocker sprite?
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bne .hitEdge ; if yes, stop tracing rays
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.spriteDone:
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jmp .DDA_step ; trace this ray some more
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@ -1553,6 +1554,12 @@ setPlayerPos: !zone
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sta playerDir
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rts
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;-------------------------------------------------------------------------------
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getTileFlags: !zone
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dex ; because tile numbers start at 1 but list at 0
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lda $1111,x
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rts
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;-------------------------------------------------------------------------------
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; Load the texture expansion code, copy it to aux mem
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loadTextures: !zone
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@ -1607,7 +1614,15 @@ loadTextures: !zone
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brk ; barf out if too many textures
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+ stx txNum
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jmp .lup
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.done: ; end of the texture numbers is the base of the map data - record it
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.done: ; end of texture numbers is the list of tile flags
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lda .get+1
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sta getTileFlags+2
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lda .get+2
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sta getTileFlags+3
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- jsr .get ; skip over the flags now
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tay
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bne -
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; end of the texture flags is the base of the map data - record it
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lda .get+1
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sta mapBase
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lda .get+2
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@ -1668,13 +1683,18 @@ calcMapOrigin: !zone
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;-------------------------------------------------------------------------------
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; Retrieve the map data where the player currently is
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getMapCell: !zone
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isBlocked: !zone
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jsr calcMapOrigin
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sta pMap
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sty pMap+1
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ldy playerX+1
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lda (pMap),y
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rts
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beq +
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and #$3F
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tax
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jsr getTileFlags
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and #2 ; flag 2 is for obstructions
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+ rts
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;-------------------------------------------------------------------------------
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; Cast all the rays from the current player coord
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