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https://github.com/badvision/lawless-legends.git
synced 2024-12-26 19:29:27 +00:00
More refactoring.
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03e27aaa76
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@ -6,10 +6,9 @@ const NULL = 0
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Fixed memory locations
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const raycaster = $6000 // main mem
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const tileEngine = $6000 // main mem
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const expandVec = $2000 // aux mem
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const fontEngine = $BA00 // main mem
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const displayEngine = $6000 // main mem (raycaster and tile engine at same location)
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const expandVec = $2000 // aux mem (only for raycaster)
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const fontEngine = $BA00 // main mem
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Resource numbers
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@ -102,6 +101,15 @@ byte textDrawn = FALSE
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word skyNum = 9
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word groundNum = 10
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// API to call rendering engine (same API for raycaster and tile engine)
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const initDisplay = displayEngine + 0 // params: pMapData, x, y, dir; return: map name (as C str)
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const flipToPage1 = displayEngine + 3 // params: none; return: nothing
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const getPos = displayEngine + 6 // params: @x, @y, @dir; return: nothing
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const setPos = displayEngine + 9 // params: x (0-255), y (0-255), dir (0-15); return: nothing
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const advance = displayEngine + 12 // params: none; return: 1 if new pos *and* scripted
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const setColor = displayEngine + 15 // params: slot (0=sky/1=ground), color (0-15); return: nothing
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Definitions used by assembly code
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asm __defs
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@ -252,7 +260,7 @@ asm goMon
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Jump straight to the system monitor
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// Execute a monitor breakpoint
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// Params: None
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asm brk
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bit setROM
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@ -461,15 +469,6 @@ def debugMem(bank)
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^$c050
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Clear the command table
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def resetCmds()
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byte i
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for i = 0 to 63
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cmdTbl[i] = 0
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next
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Establish a keystroke -> command association in the command table
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def initCmd(key, func)
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@ -495,7 +494,7 @@ end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Load code and data, set up everything to display a 3D map
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def initMap3D(x, y, dir)
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def initMap(x, y, dir)
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word scriptModule
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// Set up the command table
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@ -504,24 +503,22 @@ def initMap3D(x, y, dir)
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// Reset memory (our module will stay since memory manager locked it upon load)
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loader(RESET_MEMORY, MAIN_MEM, 0)
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// Load the font engine
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// Load the font engine and its font
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loader(SET_MEM_TARGET, MAIN_MEM, fontEngine)
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loader(QUEUE_LOAD, MAIN_MEM, RES_NUM_FONT_ENGINE<<8 | RES_TYPE_CODE)
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// Load the font for the font engine
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loader(SET_MEM_TARGET, MAIN_MEM, $9000)
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pFont = loader(QUEUE_LOAD, MAIN_MEM, 1<<8 | RES_TYPE_FONT)
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// Load the raycaster
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loader(SET_MEM_TARGET, MAIN_MEM, raycaster)
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loader(QUEUE_LOAD, MAIN_MEM, RES_NUM_RAYCASTER<<8 | RES_TYPE_CODE)
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// Load the texture expansion code
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loader(SET_MEM_TARGET, AUX_MEM, expandVec)
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loader(QUEUE_LOAD, AUX_MEM, RES_NUM_EXPAND_VEC<<8 | RES_TYPE_CODE)
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// Load the map
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pMap = loader(QUEUE_LOAD, MAIN_MEM, mapNum<<8 | RES_TYPE_3D_MAP)
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// Queue loading of the raycaster or tile engine and the map data
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loader(SET_MEM_TARGET, MAIN_MEM, displayEngine)
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if mapIs3D
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loader(QUEUE_LOAD, MAIN_MEM, RES_NUM_RAYCASTER<<8 | RES_TYPE_CODE)
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pMap = loader(QUEUE_LOAD, MAIN_MEM, mapNum<<8 | RES_TYPE_3D_MAP)
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else
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loader(QUEUE_LOAD, MAIN_MEM, RES_NUM_TILE_ENGINE<<8 | RES_TYPE_CODE)
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pMap = loader(QUEUE_LOAD, MAIN_MEM, mapNum<<8 | RES_TYPE_2D_MAP)
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fin
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// Load everything that we just queued
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loader(FINISH_LOAD, MAIN_MEM, 1) // 1 = keep open
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@ -539,13 +536,8 @@ def initMap3D(x, y, dir)
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// Start up the font engine
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initFontEngine(pFont)
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// Start up the raycaster
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initDisplayEngine(pMap)
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// Set initial player position in case the init script doesn't do it
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^playerDir = 1
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*playerX = $280
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*playerY = $380
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// Start up the display engine with map data and starting position
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cMapName = initDisplay(pMap, x, y, dir)
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// Initialize the map scripts
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setWindow2()
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@ -558,66 +550,6 @@ def initMap3D(x, y, dir)
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if pScripts
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*pScripts()
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fin
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// Draw the first frame
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renderFrame()
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redraw = FALSE
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Load code and data, set up everything to display a 2D map
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def initMap2D()
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// Set up the command table
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initCmds2D()
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// Reset memory (our module will stay since memory manager locked it upon load)
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loader(RESET_MEMORY, MAIN_MEM, 0)
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// Load the font engine
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loader(SET_MEM_TARGET, MAIN_MEM, fontEngine)
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loader(QUEUE_LOAD, MAIN_MEM, RES_NUM_FONT_ENGINE<<8 | RES_TYPE_CODE)
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// Load the font for the font engine
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loader(SET_MEM_TARGET, MAIN_MEM, $9000)
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pFont = loader(QUEUE_LOAD, MAIN_MEM, 1<<8 | RES_TYPE_FONT)
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// Load the tile engine
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loader(SET_MEM_TARGET, MAIN_MEM, tileEngine)
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loader(QUEUE_LOAD, MAIN_MEM, RES_NUM_TILE_ENGINE<<8 | RES_TYPE_CODE)
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// Load everything that we just queued
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loader(FINISH_LOAD, MAIN_MEM, 1) // 1 = keep open
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// Load the frame image (and lock it there)
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loadFrameImg()
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// Start up the font engine
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initFontEngine(pFont)
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// For now
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prevX = -1
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prevY = -1
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triggerTbl = NULL
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// Start up the tile engine
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initDisplayEngine(mapNum)
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// And do the first draw.
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renderFrame()
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redraw = FALSE
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Set up mapNum (2D or 3D depending on state of is3DMap)
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def initMap(x, y, dir)
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if mapIs3D
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initMap3D(x, y, dir)
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else
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initMap2D(x, y, dir)
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fin
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prevMapNum = mapNum
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prevMapIs3D = mapIs3D
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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@ -653,16 +585,6 @@ def setWindow3()
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^cursh = ^wndleft
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Make sure page 1 of hi-res is displayed. Do this before doing memory manager operations, since
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// they overwrite page 2.
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def flipToFirstPage
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if ^frontBuf == 1
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renderFrame()
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redraw = FALSE
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fin
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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def callScripts(x, y)
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word p
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@ -712,7 +634,7 @@ def checkScripts()
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if isScripted()
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callScripts(x, y)
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if (mapNum <> prevMapNum) or (mapIs3D <> prevMapIs3D)
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flipToFirstPage()
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flipToPage1()
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initMap()
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fin
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fin
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@ -871,38 +793,40 @@ end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Set up the command table for 3D mode
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def initCmds3D()
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resetCmds()
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initCmd('W', @moveForward)
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initCmd('A', @rotateLeft)
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initCmd('D', @rotateRight)
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initCmd('S', @moveBackward)
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initCmd('X', @moveBackward)
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initCmd('Z', @strafeLeft)
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initCmd('C', @strafeRight)
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// Clear the command table
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byte i
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for i = 0 to 63
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cmdTbl[i] = 0
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next
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initCmd('I', @moveForward)
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initCmd('J', @rotateLeft)
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initCmd('L', @rotateRight)
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initCmd('K', @moveBackward)
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initCmd(',', @moveBackward)
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initCmd('M', @strafeLeft)
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initCmd('.', @strafeRight)
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// Handle 3D vs 2D commands separately
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if mapIs3D
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initCmd('W', @moveForward)
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initCmd('A', @rotateLeft)
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initCmd('D', @rotateRight)
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initCmd('S', @moveBackward)
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initCmd('X', @moveBackward)
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initCmd('Z', @strafeLeft)
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initCmd('C', @strafeRight)
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initCmd('Y', @nextSky)
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initCmd('G', @nextGround)
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end
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initCmd('I', @moveForward)
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initCmd('J', @rotateLeft)
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initCmd('L', @rotateRight)
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initCmd('K', @moveBackward)
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initCmd(',', @moveBackward)
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initCmd('M', @strafeLeft)
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initCmd('.', @strafeRight)
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Set up the command table for 2D mode
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def initCmds2D()
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resetCmds()
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initCmd('W', @moveNorth)
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initCmd('D', @moveEast)
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initCmd('S', @moveSouth)
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initCmd('X', @moveSouth)
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initCmd('A', @moveWest)
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initCmd('Y', @nextSky)
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initCmd('G', @nextGround)
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else
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initCmd('W', @moveNorth)
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initCmd('D', @moveEast)
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initCmd('S', @moveSouth)
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initCmd('X', @moveSouth)
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initCmd('A', @moveWest)
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end
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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@ -1986,6 +1986,18 @@ pl_setColor: !zone
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inx ; toss unused stack slot (parms=2, ret=1, diff=1)
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rts
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;-------------------------------------------------------------------------------
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; Load texture expansion code into aux mem
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loadExpand: !zone
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lda #SET_MEM_TARGET
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ldx #<expandVec
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ldy #>expandVec
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jsr auxLoader
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lda #QUEUE_LOAD
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ldx #RES_TYPE_TEXTURE
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ldy #RES_NUM_EXPAND_VEC
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jmp auxLoader
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;-------------------------------------------------------------------------------
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; The real action
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pl_initMap: !zone
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@ -2000,6 +2012,7 @@ pl_initMap: !zone
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jsr pl_setPos
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; Proceed with loading
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bit setROM ; switch out PLASMA while we work
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jsr loadExpand
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jsr loadTextures
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jsr copyScreen
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lda tablesInitted
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