393 lines
11 KiB
Plaintext
Executable file
393 lines
11 KiB
Plaintext
Executable file
( T I C K )
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defer party
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defer entities
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var objects
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: obj-entity ( optr -- entity ) cell + @ ;
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( P L A Y E R )
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var player.state userword
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var player.prevdir
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1 const MOVING userword
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2 const NOCLIP userword
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4 const HASNEUT userword
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8 const HASGORD userword
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16 const ISPROG userword
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32 const GORDSIT userword
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1 player.state HASNEUT f!
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: noclip player.state NOCLIP fnot! ; userword
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var posessed-rexx
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: isprog? player.state ISPROG f@ ;
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: isneut? isprog? posessed-rexx @ not and ; userword
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: isjaye? isprog? not ; userword
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: isrexx? isprog? posessed-rexx @ and ; userword
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: {jaye}
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isjaye? player.state MOVING f@ and
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if {jaye-walk} else {jaye-stand} then ;
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: {gord}
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player.state HASGORD f@ if
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isjaye? player.state MOVING f@ and player.state GORDSIT f@ or
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if {gord-walk} else {gord-stand} then
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else player.state GORDSIT f@ if {gord-sit} else {gord-floor} then then ;
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: player.canmove? ( x y -- )
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player.state NOCLIP f@ not if
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isneut? if NEUTABLE else WALKABLE then mapflag?
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else drop drop 1 then ;
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14 9 N ' {jaye} defentity Jaye
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17 5 N ' {neut} defentity Neut
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-10 -10 N ' {gord} defentity Gord
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: gord-present? Gord entity>pos drop 0 >= ;
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: player
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isrexx? if posessed-rexx @ else
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isneut? if Neut else Jaye then then ;
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: replace-entity-at ( x y 0 entity -- x y entity|0 b )
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swap drop >r 2dup ( x y x y r:e )
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r@ entity>pos world>tile 2= ( x y b r:e )
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if <r else rdrop 0 then dup ;
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: single-entity-at ( x y entity|0 entity -- x y entity|0 )
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over not if replace-entity-at then drop ;
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: entity-at ( x y -- entity|0 )
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0 entities each replace-entity-at if break then more
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dup not objects @ and if
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objects @ links each
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>r r@ obj-entity replace-entity-at if rdrop break else <r then
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more
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then
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Neut single-entity-at
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Jaye single-entity-at
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>rot drop drop ;
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: sched-move-entity ( entity -- ) :| jobdata move-entity |; sched-with ;
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: move-player
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player entity>pos world>tile entity-at
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dup if EVUNTOUCH entity>do else drop then
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1 player.state MOVING f!
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isjaye? if ( only jaye can have a party )
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player.prevdir @ party each
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dup player != if
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dup entity.dir @ >r
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dup >rot entity.dir !
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sched-move-entity <r
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else entity.dir @ player.prevdir ! then more drop
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then
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player move-entity
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0 player.state MOVING f! ;
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: out-of-bounds ( x y -- b )
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2dup 0 < swap 0 < or >rot mapsize ( b x y w h )
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<rot <= >rot ( b b x w )
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>= or or ;
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: leaving? ( x y dir -- b )
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dup N = if drop swap drop 0 < else
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dup W = if drop drop 0 < else
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S = if swap drop mapsize swap drop >= else
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drop mapsize drop >= then then then ;
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defer touch-override ( x y -- b )
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: rexx-touch ( x y -- b )
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2dup RUBBLE mapflag? isrexx? and if
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tile 3 swap b! invalidate-map 0
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else tile b@ REXX-POD = if
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move-player
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S posessed-rexx @ entity.dir !
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posessed-rexx @ entity>pos Neut entity.pos!
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0 posessed-rexx !
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1
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else 0 then then ;
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defer on-gord-sit
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: do-gord-sit ( x y -- b )
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player.state HASGORD f@ isjaye? and if
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tile b@ CHAIR = if
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1 player.state GORDSIT f!
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player.prevdir @ Gord entity.dir !
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Gord move-entity
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player entity.dir @ Gord entity.dir !
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Gord move-entity
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0 player.state HASGORD f!
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on-gord-sit
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1
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else 0 then
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else drop drop 0 then ;
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: activate-dir ( x y dir -- )
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dir>pos +pos entity-at EVTOUCH entity>do ;
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: activate-gord
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Gord entity>pos world>tile
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2dup N activate-dir
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2dup S activate-dir
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2dup E activate-dir
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W activate-dir ;
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: touch-begin each 2dup more >rot drop drop ;
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: touch-next dup if rdrop done then drop rswap ;
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: touch-last ' done , ; immediate
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: ;touch [ ' touch-last , ' [ , ] ; immediate
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: check-player-touch ( x y -- b )
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touch-begin entity-at dup if EVTOUCH entity>do 1 then
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touch-next touch-override
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touch-next rexx-touch
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touch-next do-gord-sit
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touch-next out-of-bounds
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touch-next player.canmove? not ;touch
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: try-move-player
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player entity-dst check-player-touch not if move-player then ;
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: follow ( e -- )
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Jaye entity>pos <rot entity.pos! NODIR player.prevdir ! ;
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: check-entity-touch
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touch-begin entity-at
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touch-next out-of-bounds
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touch-next WALKABLE mapflag? ;touch
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: try-move-entity ( e -- )
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dup entity-dst check-entity-touch not if move-entity then ;
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var q-level
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: queue-level q-level ! ; userword
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: player-tick
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^SPACE key-pressed player.state HASNEUT f@ and if
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player.state ISPROG fnot!
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isprog? if prog-view else human-view then
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then
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^Z key-pressed player.state GORDSIT f@ and isjaye? and if
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activate-gord
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then
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0 ^LEFT key-down if drop 1 W player entity.dir ! then
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^RIGHT key-down if drop 1 E player entity.dir ! then
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^UP key-down if drop 1 N player entity.dir ! then
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^DOWN key-down if drop 1 S player entity.dir ! then
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if ' try-move-player sched then ;
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( S T U F F )
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defer reset-level userword
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: mode-move
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player-tick
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( objects @ if objects @ links each dup obj-entity EVTICK entity>do more
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entities each EVTICK entity>do more
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party each EVTICK entity>do more
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Neut EVTICK entity>do )
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DEV if tick-mapedit jiles then
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tick-debounce
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q-level @ dup if
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0 q-level !
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reset-level
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loadlevel
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party each follow more
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else drop then ;
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: draw-entity
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>r r@ entity.x @ r@ entity.y @
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r@ entity.dir @ <r entity>sprite
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sprite-bob draw-sprite ;
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var glitchlevel
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var quaking
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: full-draw
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quaking @ not if
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player entity.x @ 152 -
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player entity.y @ 92 -
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scroll
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else
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0 ticks 3 % 13 * 8 % scroll
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then
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party each dup Jaye != if draw-entity else drop then more
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Jaye draw-entity
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player.state HASNEUT f@ if Neut draw-entity then
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objects @ if
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objects @ links each dup obj-entity draw-entity more
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then
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entities each draw-entity more
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DEV if
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mouseworldpos 4 draw-sprite
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then
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glitchlevel @ glitch
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draw-screen
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draw-footer ;
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var defining-objects-head
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var defining-objects-ptr
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: objects: create here 0 ,
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0 defining-objects-head !
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defining-objects-ptr !
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does> @ objects ! ;
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: link-object ( entity -- )
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here defining-objects-head @ , swap ,
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dup defining-objects-head !
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defining-objects-ptr @ ! ;
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: entity>tile ( entity -- tile ) entity>pos world>tile tile ;
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: entity>tile? ( entity expected - b ) swap entity>tile b@ = ;
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: responder>tile? ( expected - b ) responder swap entity>tile? ;
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: toggleval ( off on val -- off|on ) over = not if swap then drop ;
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: toggletile ( entity off on -- )
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<rot >r r@ entity>tile b@ toggleval <r entity>tile b! invalidate-map ;
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: respondertile! ( tile -- ) responder entity>tile b! invalidate-map ;
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var _dorubber
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: rubber _dorubber @ not _dorubber ! ;
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: {tileent} _dorubber @ if {duck} else {blank} then ;
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: blankentity array here >r N ' {tileent} allotentity <r ;
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: linked-entity responder entity.user @ execute ;
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: create-object blankentity dup link-object ;
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: create-linked-object blankentity swap , dup link-object ;
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: listener! ( entity listener ) swap ! ;
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: handle-onoff ( ev on off -- )
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<rot dup EVDEACT = if drop swap drop respondertile! else
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dup EVACT = if drop drop respondertile! else
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dup EVTOG = if drop responder >rot toggletile else
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drop drop drop then then then ;
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: entering-door? ( ev -- b )
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EVTOUCH = isneut? not and DOOR-OPENED responder>tile? and ;
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: door-listener ( ev -- )
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dup entering-door? if move-player then
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DOOR-OPENED DOOR-CLOSED handle-onoff ;
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: door create-object ' door-listener listener! ;
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: exitdoor create-linked-object
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:| dup door-listener entering-door? if
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player.state HASGORD f@ not gord-present? and if
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jaye say" I'm not leaving Gord behind."
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else
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responder entity.user @ queue-level
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then
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then |; listener! ;
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: statechange? ( ev -- b )
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dup EVACT = over EVDEACT = or swap EVTOG = or ;
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: handle-link ( ev ontile -- )
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swap statechange? if
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responder>tile? if EVACT else EVDEACT then
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linked-entity swap entity>do
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else drop then ;
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: switch create-linked-object
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:| dup EVTOUCH = isneut? and if move-player then
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dup EVTOUCH = isrexx? not and if
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responder EVTOG entity>do
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isjaye? if wait-for-arrow-up then
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then
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dup SWITCH-ON SWITCH-OFF handle-onoff
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SWITCH-ON handle-link |; listener! ;
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: computer-on? ( entity -- b ) COMP-ON entity>tile? ;
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: handle-teleport ( ev -- )
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EVTOUCH = isneut? and COMP-ON responder>tile? and if
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linked-entity dup computer-on? if
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entity>pos Neut entity.pos!
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else drop then
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then ;
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: computer blankentity swap , dup link-object
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:| dup EVTOUCH = isjaye? and if responder EVACT entity>do then
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dup EVTOUCH = isneut? and COMP-ON responder>tile? and if move-player then
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dup COMP-ON COMP-OFF handle-onoff
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handle-teleport |; listener! ;
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: scanner create-linked-object
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:| dup EVTOUCH = isneut? and if
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move-player
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responder EVACT entity>do
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then
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dup EVUNTOUCH = isneut? and if responder EVDEACT entity>do then
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dup SCAN-ON SCAN-OFF handle-onoff
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SCAN-ON handle-link |; listener! ;
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: defrexx array here >r S ' {rexx} allotentity <r
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dup link-object
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:| EVTOUCH = isneut? and if
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move-player
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responder posessed-rexx !
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-100 -100 Neut entity.pos!
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then |; listener! ;
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0 const unconnected
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( usage: entity :noname [ ev -- ev ] ... chain-listener ;
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ONLY works with :noname at top-level interpretation time - not :| |;
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compiles a reference to the previous listener into the :noname func
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and sets the listener of the entity on the stack to the new func )
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: chain-listener ( entity xp -- ) swap dup @ , ! ; immediate
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: cancel-ev ( ev -- EVNOP ) drop EVNOP ;
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: with-gord Gord follow 1 player.state HASGORD f! ;
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Gord :noname
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dup EVTOUCH = isjaye? and player.state HASGORD f@ not and if
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player.state GORDSIT f@ if
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1 player.state HASGORD f!
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Gord player face
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Gord move-entity
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0 player.state GORDSIT f!
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Gord follow
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else move-player with-gord then
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then chain-listener ;
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Gord @ const gord-listener
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: chain-gord-listener gord-listener execute ;
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:noname
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0 objects !
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Gord gord-listener listener!
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' noop ' on-gord-sit redefine
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:| player.state HASGORD f@ not gord-present? and if Gord yield then
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done |; ' entities redefine
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:| drop drop 0 |; ' touch-override redefine ; ' reset-level redefine
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:noname
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reset-level
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' mode-move ' tick redefine
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' full-draw ' draw redefine
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:| Jaye yield
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player.state HASGORD f@ if Gord yield then
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done |; ' party redefine
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:| ' tick-debounce ' tick redefine |; ' any-job-started redefine
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:| ' mode-move ' tick redefine hide-footer |; ' all-jobs-complete redefine
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; ' onload redefine
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