pitch-dark/src/parse.gameinfo.a

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;license:MIT
;(c) 2018 by 4am
;
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; Parser for per-game configuration files
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;
; Public functions
; - LoadGameInfo
;
!zone {
kTextRootDirectory
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!byte 5
!raw "TEXT/"
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gVersionsStore
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!word $FDFD ; set in LoadGlobalPreferences
gOptionsStore
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!word $FDFD ; set in LoadGameInfo
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sectionPointers ; array of pointers to start of each section
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addrEOF
!word 0
addrOptions
!word 0
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addrVersions
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!word 0
addrDescription
!word 0
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addrInfo
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!word 0
;------------------------------------------------------------------------------
; LoadGameInfo
; load file with information about the current game
;
; in: current ProDOS prefix is the same as the PITCH.DARK binary
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; out: addrInfo, addrDescription, addrVersions, addrOptions populated
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; gVersionsStore populated with keys/values in [versions] section
; gOptionsStore populated with keys/values in [options] section
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; all registers and flags clobbered
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; $00..$05 clobbered
; $0800..$1FFF clobbered
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;------------------------------------------------------------------------------
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LoadGameInfo
jsr ResetPath
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+LDADDR kTextRootDirectory
jsr AddToPath
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jsr okvs_get
!word gGlobalPrefsStore
!word kLastPlayed
jsr AddToPath
jsr LoadFile
!word gPathname
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!word $0800
!word kProDOSFileBuffer
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lda #$FF
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sta $FE
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lda #$07
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sta $FF ; ($FE) points to start of data buffer
ldy #$00 ; index into ($FF) pointing to current character
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ldx #$08 ; index into sectionPointers array, stores pointer to start of each section
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.convertSectionLoop
jsr IncAndGetChar
.convertSectionNoInc
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cmp #$5B ; '[' is the start of a new section
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beq .skipSectionName
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cmp #$0D ; CR -> 0x00 (WeeGUI wants null-terminated strings)
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beq .null
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cmp #$5E ; '^' -> closed-apple mousetext
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beq .ca
cmp #$26 ; '&' -> open-apple mousetext
beq .oa
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ora #$80 ; all other characters -> set high bit
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!byte $2C
.null lda #$00
!byte $2C
.ca lda #$40
!byte $2C
.oa lda #$41
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sta ($FE),y
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bra .convertSectionLoop
; We found the start of a new section, so skip to the first character on the next line
.skipSectionName
jsr IncAndGetChar
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cmp #$0D ; CR
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bne .skipSectionName
jsr IncAndGetChar
; We are at the start of a section, so save this address in the sectionPointers array
pha
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tya
clc
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adc $FE
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sta sectionPointers,x
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lda $FF
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bcc +
inc
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+ sta sectionPointers+1,x
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pla
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dex
dex
bpl .convertSectionNoInc
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; We are done converting the game info file.
; Now handle the individual sections that require further parsing.
jsr ParseKeyValueText ; parse [versions] section into gVersionsStore
!word gVersionsStore ; (this handle was initialized in LoadGlobalPreferences)
!word addrVersions
!byte 0
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+LDAY SRC
+STAY gOptionsStore ; save pointer to free space for next store
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jsr ParseKeyValueText ; parse [options] section into gOptionsStore
!word gOptionsStore
!word addrOptions
!byte 0
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rts
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}