306 lines
8.3 KiB
Plaintext
Executable file
306 lines
8.3 KiB
Plaintext
Executable file
var MODE-MOVE
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var MODE-WAIT
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( 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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: single-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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: entity-at ( x y -- entity|0 )
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0 entities each single-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 single-entity-at if rdrop 0 else <r then
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more
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then
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>rot drop drop ;
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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 ISNEUT userword
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8 const HASNEUT userword
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1 player.state HASNEUT f!
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: noclip player.state NOCLIP fnot! ; userword
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: isneut? player.state ISNEUT f@ ; userword
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: isjaye? isneut? not ; userword
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: {jaye}
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isjaye? player.state MOVING f@ and
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if {jeanne-walk} else {jeanne} 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 pjaye
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17 5 N ' {neut} defentity pneut
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: player isneut? if pneut else pjaye then ;
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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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isneut? not 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 jaye-touch ( x y -- b )
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defer neut-touch ( x y -- b )
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: player-touch isneut? if neut-touch else jaye-touch then ;
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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 player-touch
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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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pjaye 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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s" try-move-entity" type cr
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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
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if player.state ISNEUT fnot! 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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: reset-level
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0 objects !
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:| done |; ' entities redefine
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:| drop drop 0 |; ' jaye-touch redefine
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:| drop drop 0 |; ' neut-touch redefine ; 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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pneut EVTICK entity>do
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tick-mapedit jiles
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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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' mode-move MODE-MOVE !
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' tick-debounce MODE-WAIT !
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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 showmouse
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1 showmouse !
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var glitchlevel
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var quaking
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var _dorubber
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: rubber _dorubber @ not _dorubber ! ;
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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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_dorubber @ objects @ and 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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party each draw-entity more
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player.state HASNEUT f@ if pneut draw-entity then
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showmouse @ 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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4 const COMP-OFF
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5 const COMP-ON
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9 const DOOR-CLOSED
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10 const DOOR-OPENED
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11 const SWITCH-OFF
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12 const SWITCH-ON
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20 const SCAN-OFF
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21 const SCAN-ON
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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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: 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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: statechange? ( ev -- b )
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dup EVACT = over EVDEACT = or swap EVTOG = or ;
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: blankentity array here >r N ' {duck} allotentity <r ;
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: linked-entity responder entity.user @ execute ;
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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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: 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 pneut entity.pos!
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else drop then
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then ;
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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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: entering-door? ( ev -- b )
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EVTOUCH = isjaye? 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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responder entity.user @ queue-level
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then |; listener! ;
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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 = 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 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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( 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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: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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:| pjaye yield done |; ' party redefine
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:| MODE-WAIT @ ' 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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