pitch-dark/src/parse.gameinfo.a

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;license:MIT
;(c) 2018 by 4am
;
; Parser for per-game configuration files
;
; Public functions
; - LoadGameInfo
; - CheckForSavedGames
;
; Public variables
; - gHasSavedGames byte 0=false, nonzero=true (set in CheckForSavedGames)
; - gLastSavedGameSlot byte 0-7 (only valid if gHasSavedGames=1)
;
; Public constants (keys in gOptionsStore)
; - kHasArtwork
; - kHasHints
; - kHasVersions
kTextRootDirectory
!byte 5
!raw "TEXT/"
kHasArtwork
!byte 7
!raw "ARTWORK"
kHasHints
!byte 5
!raw "CLUES"
kHasVersions
!byte 8
!raw "VERSIONS"
gVersionsStore
!word $FDFD ; set in LoadGlobalPreferences
gOptionsStore
!word $FDFD ; set in LoadGameInfo
gHasSavedGames
!byte $FD ; set in CheckForSavedGames
gLastSavedGameSlot
!byte $FD ; set in CheckForSavedGames
sectionPointers ; array of pointers to start of each section
addrEOF
!word $FDFD
addrOptions
!word $FDFD
addrVersions
!word $FDFD
addrDescription
!word $FDFD
addrInfo
!word $FDFD
;------------------------------------------------------------------------------
; FlushSaveInfo
; update aux data for the current game save-slot if needed
;
; in: current ProDOS prefix is the same as the PITCH.DARK binary
; out: all registers and flags clobbered
;------------------------------------------------------------------------------
FlushSaveInfo
lda $50
cmp #$50
bne +
lda $51
cmp #$44
bne +
dec $50 ; prevent re-check in future
lda $52
sta @slot
jsr SetStartupPathToCurrentVersionOfCurrentGame
ldx gPathname
lda #'S'
sta gPathname-1,x
lda #'A'
sta gPathname,x
lda #'V'
sta gPathname+1,x
inc gPathname
jsr SetAuxFileType ; best-effort
!word gPathname
@slot !word 0
+ rts
;------------------------------------------------------------------------------
; LoadGameInfo
; load file with information about the current game
;
; in: current ProDOS prefix is the same as the PITCH.DARK binary
; out: addrInfo, addrDescription, addrVersions, addrOptions populated
; gVersionsStore populated with keys/values in [versions] section
; gOptionsStore populated with keys/values in [options] section
; all registers and flags clobbered
; $00..$05 clobbered
; $0800..$1FFF clobbered
;------------------------------------------------------------------------------
LoadGameInfo
jsr ResetPath
+LDADDR kTextRootDirectory
jsr AddToPath
jsr okvs_get
!word gGlobalPrefsStore
!word kLastPlayed
jsr AddToPath
jsr LoadFile
!word gPathname
!word kGameInfoBuffer
!word kProDOSFileBuffer
+LDADDR (kGameInfoBuffer-1)
+STAY $FE ; ($FE) points to start of data buffer
ldy #$00 ; index into ($FE) pointing to current character
ldx #$08 ; index into sectionPointers array, stores pointer to start of each section
@convertSectionLoop
jsr IncAndGetChar
@convertSectionNoInc
cmp #$5B ; '[' is the start of a new section
beq @skipSectionName
cmp #$0D ; CR -> 0x00 (WeeGUI wants null-terminated strings)
beq @null
cmp #$5E ; '^' -> closed-apple mousetext
beq @ca
cmp #$26 ; '&' -> open-apple mousetext
beq @oa
ora #$80 ; all other characters -> set high bit
+HIDE_NEXT_2_BYTES
@null lda #$00
+HIDE_NEXT_2_BYTES
@ca lda #$40
+HIDE_NEXT_2_BYTES
@oa lda #$41
sta ($FE),y
bra @convertSectionLoop
; We found the start of a new section, so skip to the first character on the next line
@skipSectionName
jsr IncAndGetChar
cmp #$0D ; CR
bne @skipSectionName
jsr IncAndGetChar
; We are at the start of a section, so save this address in the sectionPointers array
pha
tya
clc
adc $FE
sta sectionPointers,x
lda $FF
bcc +
inc
+ sta sectionPointers+1,x
pla
dex
dex
bpl @convertSectionNoInc
; 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
+LDAY SRC
+STAY gOptionsStore ; save pointer to free space for next store
jsr ParseKeyValueText ; parse [options] section into gOptionsStore
!word gOptionsStore
!word addrOptions
!byte 0
+LDAY SRC
+STAY gSavedGamesStore ; save pointer to free space for next store
; execution falls through here
CheckForSavedGames
jsr okvs_get ; get shortname of current game
!word gGlobalPrefsStore
!word kLastPlayed
+STAY + ; A/Y contains address
jsr okvs_get ; get selected version of this game
!word gGlobalPrefsStore
+ !word $FDFD ; SMC
+STAY SRC ; A/Y contains address
lda (SRC)
dec
tay
phy
- lda (SRC),y
sta gVal,y
dey
bpl -
ply
lda #$53 ; add new suffix ('SAV')
sta gVal,y
iny
lda #$41
sta gVal,y
iny
lda #$56
sta gVal,y
inc gVal ; fix string length
jsr ResetPath
+LDADDR kGameRootDirectory
jsr AddToPath
jsr okvs_get
!word gGlobalPrefsStore
!word kLastPlayed
jsr AddToPath
+LDADDR kPathSeparator
jsr AddToPath
+LDADDR gVal
jsr AddToPath
jsr GetFileInfo
!word gPathname
bcs @no ; no file -> no saved games
lda auxtype ; if low byte of auxtype is $3x, then saved and x is the last save slot
and #$F0
cmp #$30
bne @no
@yes lda auxtype
and #$0F
sta gLastSavedGameSlot
lda #1
+HIDE_NEXT_2_BYTES
@no lda #0
sta gHasSavedGames
rts