neuttower/game.jor

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Executable file

( T I C K )
defer party
defer entities
var objects
var ticking-objects
var visible-objects
0 const rubber-on?
: rubber rubber-on? not ' rubber-on? redefine ;
: {tileent} rubber-on? if {duck} else {blank} then ;
: visible-objects@ rubber-on? if objects else visible-objects then @ ;
defer touchable-objects
' objects ' touchable-objects redefine
: obj-entity ( optr -- entity ) cell + @ ;
( P L A Y E R )
var player.state userword
var player.prevdir
1 const MOVING userword
2 const NOCLIP userword
4 const HASNEUT userword
8 const HASGORD userword
16 const ISPROG userword
32 const GORDSIT userword
64 const HASLIBB userword
: noclip player.state NOCLIP fnot! ; userword
var posessed-rexx
: isprog? player.state ISPROG f@ ;
: isneut? isprog? posessed-rexx @ not and ; userword
: isjaye? isprog? not ; userword
: isrexx? isprog? posessed-rexx @ and ; userword
: gord-follow? player.state HASGORD f@ ;
: haslibb? player.state HASLIBB f@ ;
: {jaye}
isjaye? player.state MOVING f@ and
if {jaye-walk} else {jaye-stand} then ;
: {gord}
gord-follow? if
isjaye? player.state MOVING f@ and player.state GORDSIT f@ or
if {gord-walk} else {gord-stand} then
else player.state GORDSIT f@ if {gord-sit} else {gord-floor} then then ;
: player.canmove? ( x y -- )
player.state NOCLIP f@ not if
isneut? if NEUTABLE else WALKABLE then mapflag?
else drop drop 1 then ;
14 9 N ' {jaye} defentity Jaye
17 5 N ' {neut} defentity Neut
-10 -10 N ' {gord} defentity Gord
-10 -10 N ' {libb} defentity Libb
: entity-present? entity>pos drop 0 >= ;
: gord-present? Gord entity-present? ;
: player
isrexx? if posessed-rexx @ else
isneut? if Neut else Jaye then then ;
: replace-entity-at ( x y 0 entity -- x y entity|0 b )
swap drop >r 2dup ( x y x y r:e )
r@ entity>pos world>tile 2= ( x y b r:e )
if <r else rdrop 0 then dup ;
: single-entity-at ( x y entity|0 entity -- x y entity|0 )
over not if replace-entity-at then drop ;
: entity-at ( x y -- entity|0 )
0 entities each replace-entity-at if break then more
dup not touchable-objects @ and if
touchable-objects @ links each
>r r@ obj-entity replace-entity-at if rdrop break else <r then
more
then
Neut single-entity-at
Jaye single-entity-at
>rot drop drop ;
: touchable-entity-at ( x y -- entity|0 )
2dup ENTITY mapflag? not if
' visible-objects ' touchable-objects redefine
entity-at
' objects ' touchable-objects redefine
else entity-at then ;
: sched-move-entity ( entity -- ) :| jobdata move-entity |; sched-with ;
: move-player
player entity>pos world>tile touchable-entity-at
dup if EVUNTOUCH entity>do else drop then
1 player.state MOVING f!
isjaye? if ( only jaye can have a party )
player.prevdir @ party each
dup player != if
dup entity.dir @ >r
dup >rot entity.dir !
sched-move-entity <r
else entity.dir @ player.prevdir ! then more drop
then
player move-entity
0 player.state MOVING f! ;
: out-of-bounds ( x y -- b )
2dup 0 < swap 0 < or >rot mapsize ( b x y w h )
<rot <= >rot ( b b x w )
>= or or ;
: leaving? ( x y dir -- b )
dup N = if drop swap drop 0 < else
dup W = if drop drop 0 < else
S = if swap drop mapsize swap drop >= else
drop mapsize drop >= then then then ;
defer touch-override ( x y -- b )
: rexx-touch ( x y -- b )
0 >r isrexx? if
2dup RUBBLE mapflag? if
tile 3 swap b! invalidate-map
sfx-garbage
else tile b@ REXX-POD = if
move-player
S posessed-rexx @ entity.dir !
posessed-rexx @ entity>pos Neut entity.pos!
0 posessed-rexx !
rdrop 1 >r
then then
else drop drop then <r ;
defer on-gord-sit
: do-gord-sit ( x y -- b )
isjaye? gord-follow? and if
tile b@ CHAIR = if
1 player.state GORDSIT f!
player.prevdir @ Gord entity.dir !
Gord move-entity
player entity.dir @ Gord entity.dir !
Gord move-entity
0 player.state HASGORD f!
on-gord-sit
1
else 0 then
else drop drop 0 then ;
: activate-dir ( x y dir -- )
dir>pos +pos touchable-entity-at EVTOUCH entity>do ;
: activate-gord
player.state GORDSIT f@ if
:| Gord entity>pos world>tile
2dup N activate-dir
2dup S activate-dir
2dup E activate-dir
W activate-dir |; sched
then ;
var hack-handled
: hacked 1 hack-handled ! ;
: hack-override? ( e -- e b )
dup EVHACK = if hacked drop EVNOP 1 else 0 then ;
: activate-libb
haslibb? if Libb entity-present? not if
:| 0 hack-handled !
Neut entity>pos world>tile touchable-entity-at EVHACK entity>do
hack-handled @ not if
libb say" don't think i can hack that."
then |; sched
then then ;
: touch-begin each 2dup more >rot drop drop ;
: touch-next dup if rdrop done then drop rswap ;
: touch-last ' done , ; immediate
: ;touch [ ' touch-last , ' [ , ] ; immediate
: neut-touch-libb ( x y -- b )
Libb entity>pos world>tile 2= isneut? and if
move-player
-100 -100 Libb entity.pos!
1
else 0 then ;
: check-player-touch ( x y -- b )
touch-begin neut-touch-libb
touch-next touchable-entity-at dup if EVTOUCH entity>do 1 then
touch-next touch-override
touch-next rexx-touch
touch-next do-gord-sit
touch-next out-of-bounds
touch-next player.canmove? not ;touch
: try-move-player
player entity-dst check-player-touch not if move-player then ;
: follow ( e -- )
Jaye entity>pos <rot entity.pos! NODIR player.prevdir ! ;
var q-level
: queue-level q-level ! ; userword
: player-tick
^SPACE key-pressed if player.state HASNEUT f@ if
player.state ISPROG fnot!
isprog? if prog-view else human-view then
then then
^Z key-pressed if
isprog? if activate-libb else activate-gord then
then
0 ^LEFT key-down if drop 1 W player entity.dir ! then
^RIGHT key-down if drop 1 E player entity.dir ! then
^UP key-down if drop 1 N player entity.dir ! then
^DOWN key-down if drop 1 S player entity.dir ! then
if ' try-move-player sched then ;
( S T U F F )
defer reset-level userword
67 const ^F9
: boss-tick
^F9 key-pressed if
ticks boss
unfuck invalidate-map reloadtiles reloadportraits
ticks!
then ;
: quit-game hide-footer LEV_QUIT queue-level ;
: quit-tick
^ESC key-pressed if :|
disk :|
s" Resume play" ' noop yield
s" Save and quit to title" :| savegame quit-game |; yield
s" Don't save and quit to title" ' quit-game yield
done |; choose
|; sched then ;
: mode-move
player-tick
boss-tick
quit-tick
ticking-objects @ if
ticking-objects @ links
each dup obj-entity EVTICK entity>do more
then
DEV if tick-mapedit jiles then
tick-debounce
q-level @ dup if
0 q-level !
reset-level
dup LEV_QUIT = if
drop title
else
loadlevel
party each follow more
then
else drop then ;
: mode-wait tick-debounce boss-tick ;
: draw-entity
>r r@ entity.x @ r@ entity.y @
r@ entity.dir @ <r entity>sprite
sprite-bob draw-sprite ;
var glitchlevel
var quaking
: full-draw
quaking @ not if
player entity.x @ 152 -
player entity.y @ 92 -
scroll
else
0 ticks 3 % 13 * 8 % scroll
then
party each dup Jaye != if draw-entity else drop then more
Jaye draw-entity
player.state HASNEUT f@ if Neut draw-entity then
Libb entity-present? if Libb draw-entity then
visible-objects@ if
visible-objects@ links each dup obj-entity draw-entity more
then
entities each draw-entity more
DEV if
mouseworldpos 4 draw-sprite
then
glitchlevel @ glitch
draw-screen
draw-footer ;
var defining-objects-head
var defining-objects-ptr
: objects: create here 0 , 0 , 0 ,
0 defining-objects-head !
defining-objects-ptr !
does>
dup @ objects !
dup cell + @ ticking-objects !
2 cells + @ visible-objects ! ;
: obj-link-head! ( index -- )
cells defining-objects-ptr @ + defining-objects-head @ swap ! ;
: link-object ( entity -- )
here defining-objects-head @ , swap , defining-objects-head !
0 obj-link-head! ;
: obj-ticking! 1 obj-link-head! ;
: obj-visible! 2 obj-link-head! ;
: entity>tile ( entity -- tile ) entity>pos world>tile tile ;
: entity>tile? ( entity expected - b ) swap entity>tile b@ = ;
: responder>tile? ( expected - b ) responder swap entity>tile? ;
: toggleval ( off on val -- off|on ) over = not if swap then drop ;
: toggletile ( entity off on -- )
<rot >r r@ entity>tile b@ toggleval <r entity>tile b! invalidate-map ;
: respondertile! ( tile -- ) responder entity>tile b! invalidate-map ;
: blankentity array here >r N ' {tileent} allotentity <r ;
: linked-entity responder entity.user @ execute ;
: timer>count ( e -- count ) entity.user cell + @ ; userword
: timer.start ( e -- p ) entity.user 2 cells + ; userword
: timer>donewaiting? ( e -- b )
dup timer>count swap timer.start @ still-waiting? not ; userword
: create-object blankentity dup link-object ;
: create-linked-object blankentity swap , dup link-object ;
: create-extra-linked-object blankentity swap , swap ,
dup link-object ;
: create-timed-object blankentity swap , swap , 0 ,
dup link-object obj-ticking! ;
: listener! ( entity listener ) swap ! ;
: handle-onoff ( ev on off -- )
<rot dup EVDEACT = if drop swap drop respondertile! else
dup EVACT = if drop drop respondertile! else
dup EVTOG = if drop responder >rot toggletile else
drop drop drop then then then ;
: entering-door? ( ev -- b )
EVTOUCH = isneut? not and DOOR-OPENED responder>tile? and ;
: door-listener ( ev -- )
dup entering-door? if move-player then
DOOR-CLOSED responder>tile? swap
DOOR-OPENED DOOR-CLOSED handle-onoff
DOOR-CLOSED responder>tile? != if
DOOR-CLOSED responder>tile? if sfx-doorclose else sfx-dooropen then
then ;
: door create-object ' door-listener listener! ;
: exitdoor create-linked-object
:| dup door-listener entering-door? if
gord-follow? not gord-present? and if
jaye say" I'm not leaving Gord behind."
else Libb entity-present? if
neut say" I SHOULD PROBABLY RETRIEVE\LIBB."
else
responder entity.user @ queue-level
then then
then |; listener! ;
: statechange? ( ev -- b )
dup EVACT = over EVDEACT = or swap EVTOG = or ;
: handle-link ( ev ontile -- )
swap statechange? if
responder>tile? if EVACT else EVDEACT then
linked-entity swap entity>do
else drop then ;
: handle-switch-touch ( ev -- )
dup EVTOUCH = isneut? and if move-player then
dup EVTOUCH = isrexx? not and if
responder EVTOG entity>do
isjaye? if wait-for-arrow-up then
then
dup SWITCH-ON SWITCH-OFF handle-onoff
SWITCH-ON handle-link ;
: switch create-linked-object ' handle-switch-touch listener! ;
: timedswitch create-timed-object
:| dup EVTICK = if SWITCH-ON responder>tile? if
drop responder timer>donewaiting? if
EVDEACT
else ret then
then then
dup EVTOUCH = over EVACT = or if SWITCH-ON responder>tile? if
dup EVTOUCH = isneut? and if move-player then
drop EVNOP
then then
dup handle-switch-touch
statechange? if SWITCH-ON responder>tile? if
ticks responder timer.start !
then then |; listener! ;
: computer-on? ( entity -- b ) COMP-ON entity>tile? ;
: switch-on? ( entity -- b ) SWITCH-ON entity>tile? ;
: handle-teleport ( ev -- )
EVTOUCH = isneut? and COMP-ON responder>tile? and if
linked-entity dup computer-on? if
entity>pos Neut entity.pos!
sfx-zoop
else drop then
then ;
: computer blankentity swap , dup link-object
:| dup EVTOUCH = isjaye? and if responder EVACT entity>do then
dup EVTOUCH = isneut? and COMP-ON responder>tile? and if move-player then
dup EVHACK = if hacked libb say" nothing interesting on this one." then
COMP-OFF responder>tile? swap
dup COMP-ON COMP-OFF handle-onoff
handle-teleport
COMP-OFF responder>tile? != if
COMP-OFF responder>tile? if sfx-termoff else sfx-termon then
then |; listener! ;
: scanner create-linked-object
:| dup EVTOUCH = isneut? and if
move-player
responder EVACT entity>do
then
dup EVHACK = if
sfx-libb
libb say" that's easy."
responder entity>pos Libb entity.pos!
hacked
then
dup EVUNTOUCH = isneut? and if
Libb entity>pos responder entity>pos 2= not if
responder EVDEACT entity>do
then
then
dup SCAN-ON SCAN-OFF handle-onoff
SCAN-ON handle-link |; listener! ;
: defrexx array here >r S ' {rexx} allotentity <r
dup link-object obj-visible!
:| EVTOUCH = isneut? and if
move-player
responder posessed-rexx !
-100 -100 Neut entity.pos!
sfx-rexx
then |; listener! ;
0 const unconnected
( usage: entity :noname [ ev -- ev ] ... chain-listener ;
ONLY works with :noname at top-level interpretation time - not :| |;
compiles a reference to the previous listener into the :noname func
and sets the listener of the entity on the stack to the new func )
: chain-listener ( entity xp -- ) swap dup @ , ! ; immediate
: cancel-ev ( ev -- EVNOP ) drop EVNOP ;
: with-gord Gord follow 1 player.state HASGORD f! ;
: with-libb 1 player.state HASLIBB f! ;
Gord :noname
dup EVTOUCH = isjaye? and gord-follow? not and if
player.state GORDSIT f@ if
1 player.state HASGORD f!
Gord player face
Gord move-entity
0 player.state GORDSIT f!
Gord follow
else move-player with-gord then
then chain-listener ;
Gord @ const gord-listener
: chain-gord-listener gord-listener execute ;
:noname
' norm-rexxinst ' rexxinst redefine
HASNEUT player.state !
human-view
0 objects ! 0 ticking-objects ! 0 visible-objects !
Gord gord-listener listener!
' noop ' on-gord-sit redefine
:| gord-follow? not gord-present? and if Gord yield then
done |; ' entities redefine
:| drop drop 0 |; ' touch-override redefine ; ' reset-level redefine
:noname
reset-level
' mode-move ' tick redefine
' full-draw ' draw redefine
:| Jaye yield
gord-follow? if Gord yield then
done |; ' party redefine
:| ' mode-wait ' tick redefine |; ' any-job-started redefine
:| ' mode-move ' tick redefine hide-footer |; ' all-jobs-complete redefine
; ' onload redefine