Now splitting maps up into sections. Refactored game loop to make room for 2D variant.

This commit is contained in:
Martin Haye 2015-01-07 14:48:04 -08:00
parent bc73588a20
commit 4e4892381f
3 changed files with 138 additions and 120 deletions

View File

@ -402,8 +402,6 @@ class PackPartitions
def write2DMap(mapName, rows, tileSetNum, tileMap)
{
maps2D[name] = [num:num, buf:buf]
def width = rows[0].size()
def height = rows.size()
@ -417,44 +415,47 @@ class PackPartitions
def sectionNums = new int[nVertSections][nHorzSections]
// Allocate a buffer and assign a map number to each section.
(0..nVertSections).each { vsect ->
(0..nHorzSections).each { hsect ->
buffers[vsect][hsect] = ByteBuffer.allocate(512)
def num = maps2d.size() + 1
(0..<nVertSections).each { vsect ->
(0..<nHorzSections).each { hsect ->
def buf = ByteBuffer.allocate(512)
buffers[vsect][hsect] = buf
def num = maps2D.size() + 1
def sectName = "$mapName-$hsect-$vsect"
maps2d[sectName] = [num:num, buf:buf]
maps2D[sectName] = [num:num, buf:buf]
}
}
(0..nVertSections).each { vsect ->
(0..nHorzSections).each { hsect ->
(0..<nVertSections).each { vsect ->
(0..<nHorzSections).each { hsect ->
// Header: first come links to other map sections - north, east, south, west
buf.put((byte) (vsect > 0) ? sectionNums[vsect-1][hsect] : 0) // north
buf.put((byte) (hsect > 0) ? sectionNums[vsect][hsect-1] : 0) // east
buf.put((byte) (vsect < nVertSections-1) ? sectionNums[vsect+1][hsect] : 0) // south
buf.put((byte) (hsect > 0) ? sectionNums[vsect-1][hsect] : 0) // west
}
}
def buf = buffers[vsect][hsect]
buf.put((byte) (vsect > 0) ? sectionNums[vsect-1][hsect] : 0xFF) // north
buf.put((byte) (hsect > 0) ? sectionNums[vsect][hsect-1] : 0xFF) // east
buf.put((byte) (vsect < nVertSections-1) ? sectionNums[vsect+1][hsect] : 0xFF) // south
buf.put((byte) (hsect > 0) ? sectionNums[vsect-1][hsect] : 0xFF) // west
// Header: width and height
buf.put((byte)width)
buf.put((byte)height)
// Then tileSet number
// Then links to the tile set and script library
buf.put((byte) tileSetNum)
buf.put((byte) 0xFF) // script library placeholder
// Followed by name
writeString(buf, mapName.replaceFirst(/ ?-? ?2D/, ""))
def hOff = hsect * TILES_PER_ROW
def vOff = vsect * ROWS_PER_SECTION
// After the header comes the raw data
rows.each { row ->
row.each { tile ->
(0..<ROWS_PER_SECTION).each { rowNum ->
def y = vOff + rowNum
def row = (y < height) ? rows[y] : null
(0..<TILES_PER_ROW).each { colNum ->
def x = hOff + colNum
def tile = (row && x < width) ? row[x] : null
def id = tile?.@id
buf.put((byte)(id ? tileMap[tile?.@id] : 0))
}
}
}
}
}
/**
* Dump map data to Javascript code, to help in debugging the raycaster. This way,

View File

@ -55,9 +55,13 @@ const DEBUG_MEM = $1A
const CHAIN_LOADER = $1E
const FATAL_ERROR = $1F
///////////////////////////////////////////////////////////////////////////////////////////////////
// Other constants
const callbacks = $300
const OVERMAP = 11
const MAP_FLAG_3D = $4000
const OVERMAP_NUM = 11
const OVERMAP_IS_3D = 1
const MAX_LOC_TRIG = 128
///////////////////////////////////////////////////////////////////////////////////////////////////
// Predefined functions, for circular calls
@ -65,7 +69,6 @@ predef moveBackward, setWindow2
///////////////////////////////////////////////////////////////////////////////////////////////////
// Raycaster variables
word zp = 0
const playerDir = $5D
const playerX = $5E
const playerY = $60
@ -78,21 +81,18 @@ const wndleft = $70 // left edge of the window
const wndwdth = $71 // right edge (NOT width) of text window
const wndtop = $72 // top of text window
const wndbtm = $73 // bottom+1 of text window
const cursh = $74 // Cursor H-pos 0-39
const cursv = $75 // Cursor V-pos 0-23
const MAX_LOC_TRIG = 128
///////////////////////////////////////////////////////////////////////////////////////////////////
// Strings.
byte helloStr[] = "Loading Lawless Legends.\n"
byte loopStr[] = "Entering keyboard loop.\n"
byte tooManyTriggers[] = "Too many triggers"
///////////////////////////////////////////////////////////////////////////////////////////////////
// Global variables
byte mapNum = OVERMAP
byte mapNum = OVERMAP_NUM
byte mapIs3D = OVERMAP_IS_3D
word pFont
word pMap
word pScripts
@ -105,6 +105,7 @@ byte prevX
byte prevY
word prevScript
byte prevMapNum
byte prevMapIs3D
byte redraw
byte titleLoaded = FALSE
byte cacheSky, cacheGround
@ -519,7 +520,7 @@ def debugMem(bank, code)
^$c050
end
def initMap()
def initMap3D()
word scriptModule
// Reset memory (our module will stay since memory manager locked it upon load)
@ -584,6 +585,7 @@ def initMap()
prevScript = -1
nLocTrig = 0
prevMapNum = mapNum
prevMapIs3D = mapIs3D
if pScripts
*pScripts()
fin
@ -637,6 +639,13 @@ end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Actions
def resetCmds()
byte i
for i = 0 to 63
cmdTbl[i] = 0
next
end
def initCmd(key, func)
if key >= $60
key = key - $20
@ -674,9 +683,9 @@ def checkScript()
next
fin
fin
if mapNum <> prevMapNum
if (mapNum <> prevMapNum) or (mapIs3D <> prevMapIs3D)
flipToFirstPage()
initMap()
initMap3D()
fin
end
@ -721,9 +730,9 @@ def strafeLeft()
adjustDir(4)
end
def setMap(is3d, num)
def setMap(is3D, num)
// save player state if we're coming *from* the over-map
if mapNum == OVERMAP
if mapNum == OVERMAP_NUM and mapIs3D == OVERMAP_IS_3D
cacheX = *playerX
cacheY = *playerY
cacheDir = ^playerDir
@ -732,6 +741,7 @@ def setMap(is3d, num)
else
resetLocFromCache = TRUE
fin
mapIs3D = is3D
mapNum = num
end
@ -740,7 +750,7 @@ def nextMap()
if mapNum > 20
mapNum = 1
fin
setMap(1, mapNum)
setMap(mapIs3D, mapNum)
end
def teleport(x, y, dir)
@ -799,12 +809,28 @@ def getYN()
loop
end
///////////////////////////////////////////////////////////////////////////////////////////////////
// Main code.
//
def loadTitle()
puts(@helloStr)
// Init the command table
// Load the title screen
loader(SET_MEM_TARGET, MAIN_MEM, $2000)
loader(QUEUE_LOAD, MAIN_MEM, 2<<8 | RES_TYPE_SCREEN)
loader(LOCK_MEMORY, MAIN_MEM, $2000)
loader(FINISH_LOAD, MAIN_MEM, 1) // 1 = keep open
titleLoaded = TRUE
^$c050
^$c057
^$c054
^$c052
// Hack for real (not emulated) IIc: sometimes displays only lo-bit graphics
// unless we do this. *HUGE* thanks to Brendan Robert for the fix!
^$C07E=0 // disable double-hi-res
^$C05F // disable double-hi-res
end
def initCmds3D()
resetCmds()
initCmd('W', @moveForward)
initCmd('A', @rotateLeft)
initCmd('D', @rotateRight)
@ -853,28 +879,19 @@ callbacks:16 = @setGround
// $312
callbacks.18 = $4c
callbacks:19 = @teleport
end
// Load the title screen
loader(SET_MEM_TARGET, MAIN_MEM, $2000)
loader(QUEUE_LOAD, MAIN_MEM, 2<<8 | RES_TYPE_SCREEN)
loader(LOCK_MEMORY, MAIN_MEM, $2000)
loader(FINISH_LOAD, MAIN_MEM, 1) // 1 = keep open
titleLoaded = TRUE
^$c050
^$c057
^$c054
^$c052
// Hack for real (not emulated) IIc: sometimes displays only lo-bit graphics
// unless we do this. *HUGE* thanks to Brendan Robert for the fix!
^$C07E=0 // disable double-hi-res
^$C05F // disable double-hi-res
initMap()
///////////////////////////////////////////////////////////////////////////////////////////////////
// Main code.
//
loadTitle()
if mapIs3D
initCmds3D()
initMap3D()
else
// 2D todo
fin
setWindow2()
// Main keyboard loop
puts(@loopStr)
kbdLoop()
done

View File

@ -100,8 +100,8 @@ START_MAP_LOAD
; 1 Resource ID of next map section (east), FF = none
; 2 Resource ID of next map section (south), FF = none
; 3 Resource ID of next map section (west), FF = none
; 4 Tileset resouce id
; 5 Resource ID of script library (if any)
; 4 Tileset resource id
; 5 Resource ID of script library (FF = none)
LOAD_SECTION
CMP #$FF
BNE .doLoad