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https://github.com/badvision/lawless-legends.git
synced 2024-07-17 19:28:55 +00:00
Fix memory and screen glitches when switching between scripted portrait moments, combat, and 3D display.
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@ -1963,7 +1963,7 @@ end
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"${parseByteAttr(row, "aiming")}, " +
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"${parseByteAttr(row, "aiming")}, " +
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"${parseByteAttr(row, "hand-to-hand")}, " +
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"${parseByteAttr(row, "hand-to-hand")}, " +
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"${parseByteAttr(row, "dodging")})")
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"${parseByteAttr(row, "dodging")})")
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row.attributes().each { name, val ->
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row.attributes().sort().each { name, val ->
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if (name =~ /^skill-(.*)/) {
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if (name =~ /^skill-(.*)/) {
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out.println(" addToList(@p=>p_skills, " +
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out.println(" addToList(@p=>p_skills, " +
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"makeModifier(${escapeString(name.replace("skill-", ""))}, " +
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"makeModifier(${escapeString(name.replace("skill-", ""))}, " +
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@ -2226,11 +2226,10 @@ end
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// Generate all the functions themselves
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// Generate all the functions themselves
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funcs.each { func, index, row ->
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funcs.each { func, index, row ->
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withContext("player '${row.@name}'") {
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withContext("player '${row.@name}'") {
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out.println("def _$func()")
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out.println("\ndef _$func()")
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genPlayer(func, row, out)
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genPlayer(func, row, out)
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out.println("end\n")
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out.println("end\n")
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}
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}
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}
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}
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// Code for initial party creation
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// Code for initial party creation
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@ -2906,7 +2905,7 @@ end
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{
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{
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assert blk.field.size() == 1
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assert blk.field.size() == 1
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def code = getSingle(blk.field, 'CODE')
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def code = getSingle(blk.field, 'CODE')
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outIndented("doCombat(${escapeString(code)})\n")
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outIndented("queueCombat(${escapeString(code)}); return\n")
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}
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}
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def packTeleport(blk)
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def packTeleport(blk)
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@ -128,7 +128,7 @@ const calcPlayerArmor = gameLibVecs + 3*54
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const diskActivity = gameLibVecs + 3*55
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const diskActivity = gameLibVecs + 3*55
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const rdkey = gameLibVecs + 3*56
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const rdkey = gameLibVecs + 3*56
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const initHeap = gameLibVecs + 3*57
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const initHeap = gameLibVecs + 3*57
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const doCombat = gameLibVecs + 3*58
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const queueCombat = gameLibVecs + 3*58
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const UNUSED_FN_59 = gameLibVecs + 3*59
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const UNUSED_FN_59 = gameLibVecs + 3*59
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const UNUSED_FN_60 = gameLibVecs + 3*60
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const UNUSED_FN_60 = gameLibVecs + 3*60
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const UNUSED_FN_61 = gameLibVecs + 3*61
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const UNUSED_FN_61 = gameLibVecs + 3*61
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@ -45,7 +45,7 @@ word global // the global heap object, from which all live objects must be reac
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///////////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Predefined functions, for circular calls or out-of-order calls
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// Predefined functions, for circular calls or out-of-order calls
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predef setWindow2, initCmds, nextAnimFrame, checkEncounter
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predef setWindow2, initCmds, nextAnimFrame, checkEncounter, doCombat
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///////////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Global variables
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// Global variables
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@ -71,12 +71,13 @@ word cmdTbl[96] // ASCII $00..$5F
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byte frameLoaded = 0
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byte frameLoaded = 0
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byte heapLocked = FALSE
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byte heapLocked = FALSE
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// Queue setMap / teleport, since otherwise script might be replaced while executing
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// Queue setMap / teleport / start_encounter, since otherwise script might be replaced while executing
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byte q_mapIs3D = 0
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byte q_mapIs3D = 0
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byte q_mapNum = 1
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byte q_mapNum = 1
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word q_x = 0
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word q_x = 0
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word q_y = 0
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word q_y = 0
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byte q_dir = 0
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byte q_dir = 0
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word q_encounter = NULL
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// For decimal conversion and display tabbing
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// For decimal conversion and display tabbing
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byte decimalBuf[7]
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byte decimalBuf[7]
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@ -106,7 +107,7 @@ predef _reboot, _brk, _encodeDice, _rollDice
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predef _setPlural, _getStringResponse, _streqi, _addEncounterZone, _fatal
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predef _setPlural, _getStringResponse, _streqi, _addEncounterZone, _fatal
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predef _pause, _tossStrings, _showMapName, _setMapWindow
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predef _pause, _tossStrings, _showMapName, _setMapWindow
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predef _makeModifier, _randomFromArray, _calcPlayerArmor, _diskActivity
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predef _makeModifier, _randomFromArray, _calcPlayerArmor, _diskActivity
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predef _rdkey, _initHeap, _doCombat
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predef _rdkey, _initHeap, _queueCombat
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word gameLib_addrs = @_setScriptInfo, @_scriptDisplayStr, @_scriptDisplayStrNL, @_getYN
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word gameLib_addrs = @_setScriptInfo, @_scriptDisplayStr, @_scriptDisplayStrNL, @_getYN
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word = @_queue_setMap, @_setSky, @_setGround, @_queue_teleport, @_setPortrait, @_clearPortrait
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word = @_queue_setMap, @_setSky, @_setGround, @_queue_teleport, @_setPortrait, @_clearPortrait
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@ -122,7 +123,7 @@ word = @_reboot, @_brk, @_encodeDice, @_rollDice
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word = @_setPlural, @_getStringResponse, @_streqi, @_addEncounterZone, @_fatal
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word = @_setPlural, @_getStringResponse, @_streqi, @_addEncounterZone, @_fatal
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word = @_pause, @_tossStrings, @_showMapName, @_setMapWindow
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word = @_pause, @_tossStrings, @_showMapName, @_setMapWindow
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word = @_makeModifier, @_randomFromArray, @_calcPlayerArmor, @_diskActivity
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word = @_makeModifier, @_randomFromArray, @_calcPlayerArmor, @_diskActivity
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word = @_rdkey, @_initHeap, @_doCombat
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word = @_rdkey, @_initHeap, @_queueCombat
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word = 0 // end of library functions
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word = 0 // end of library functions
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@ -1119,7 +1120,7 @@ end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Window for the map area (used for clearing it)
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// Window for the map area (used for clearing it)
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def _setMapWindow()
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def _setMapWindow()
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if mapIs3D
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if frameLoaded == 3 // don't check mapIs3D, since we might be in an engine
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setWindow(24, 153, 14, 140) // Top, Bottom, Left, Right
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setWindow(24, 153, 14, 140) // Top, Bottom, Left, Right
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else
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else
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setWindow(24, 169, 14, 140) // Top, Bottom, Left, Right
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setWindow(24, 169, 14, 140) // Top, Bottom, Left, Right
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@ -1545,6 +1546,9 @@ def kbdLoop()
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if q_mapNum
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if q_mapNum
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setMap(q_mapIs3D, q_mapNum, q_x, q_y, q_dir)
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setMap(q_mapIs3D, q_mapNum, q_x, q_y, q_dir)
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q_mapNum = 0
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q_mapNum = 0
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elsif q_encounter
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doCombat(q_encounter)
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q_encounter = NULL
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fin
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fin
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if needRender
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if needRender
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doRender()
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doRender()
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@ -1637,7 +1641,7 @@ def showAnimFrame()
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pData = curPortrait + 1 + (animFrame * 2304) // 18*128 = 2304
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pData = curPortrait + 1 + (animFrame * 2304) // 18*128 = 2304
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// Show it on-screen
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// Show it on-screen
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if mapIs3D
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if frameLoaded == 3 // 3D-mode frame? Note: don't check mapIs3D, because we might be in an engine
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blitPortrait(pData, $2182) // start at 3rd text line
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blitPortrait(pData, $2182) // start at 3rd text line
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else
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else
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blitPortrait(pData, $2202) // start at 4th text line
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blitPortrait(pData, $2202) // start at 4th text line
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@ -1852,9 +1856,10 @@ def loadEngine(moduleNum)
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mmgr(RESET_MEMORY, 0)
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mmgr(RESET_MEMORY, 0)
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renderLoaded = FALSE
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renderLoaded = FALSE
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mapIs3D = FALSE
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mapIs3D = FALSE
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curPortrait = NULL
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mmgr(START_LOAD, 1) // code is in partition 1
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mmgr(START_LOAD, 1) // code is in partition 1
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p_engine = mmgr(QUEUE_LOAD, moduleNum<<8 | RES_TYPE_MODULE)
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p_engine = mmgr(QUEUE_LOAD, moduleNum<<8 | RES_TYPE_MODULE)
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mmgr(FINISH_LOAD, LEAVE_OPEN)
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mmgr(FINISH_LOAD, LEAVE_OPEN) // fairly safe, I think?
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diskActivity(0)
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diskActivity(0)
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return p_engine() // return function table
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return p_engine() // return function table
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end
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end
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@ -1902,7 +1907,14 @@ def _streqi(a, b)
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end
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////////
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def _doCombat(mapCode)
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def _queueCombat(mapCode)
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// Put it on the heap long enough to make it through the transition to the combat engine.
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// It'll get collected on the first GC because there's no global pointer to it, which is fine.
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q_encounter = mmgr(HEAP_INTERN, mapCode)
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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def doCombat(mapCode)
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// Handled in a separate module. Clear enemies out of the heap when finished.
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// Handled in a separate module. Clear enemies out of the heap when finished.
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loadEngine(MODULE_COMBAT)=>combat_zoneEncounter(mapCode)
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loadEngine(MODULE_COMBAT)=>combat_zoneEncounter(mapCode)
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global=>p_enemyGroups = NULL
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global=>p_enemyGroups = NULL
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