Add hiking trail, chuck plot, beginnings of adlib driver
This commit is contained in:
parent
d52d5b96f5
commit
12b9ac94f4
14
adlib.c
Executable file
14
adlib.c
Executable file
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@ -0,0 +1,14 @@
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#include <dos.h>
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static void adlib_wait(int delay) {
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int i;
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for (i = 0; i < delay; i ++) inp(0x388);
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}
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void adlib_write(int reg, int val) {
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int i;
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outp(0x388, reg);
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adlib_wait(6);
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outp(0x389, val);
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adlib_wait(35);
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}
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11
defs.jor
11
defs.jor
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@ -5,17 +5,20 @@
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: 2dup over over ;
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: 3dup r> 2dup r@ >rot r< ;
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: 4dup r> r> 2dup r@ >rot rswap r@ >rot r< r< swap ;
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: nip swap drop ;
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: 2= ( a b c d -- a=c&b=d )
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r> <rot = swap r< = and ;
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: negate 0 swap - ;
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: abs dup 0 < if negate then ;
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: ~ -1 ^ ;
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: f! ( b v flag -- )
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r> dup @ ( b v val r: flag )
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<rot if r< | else r< ~ & then ( v newval )
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swap ! ;
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>rot r> r@ @ >rot ( val flag b r: v )
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if | else ~ & then r< ! ;
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: f@ ( v flag -- ) swap @ & ;
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: fnot! 2dup f@ not f! ;
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: fnot! ( v flag -- ) over @ ^ swap ! ;
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: expile state if , else execute then ;
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BIN
entity.jim
BIN
entity.jim
Binary file not shown.
BIN
footer.jim
BIN
footer.jim
Binary file not shown.
19
game.jor
19
game.jor
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@ -30,15 +30,19 @@ defer player
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1 const MOVING
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2 const DRIVING
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4 const NOCLIP
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: player.driving? player.state DRIVING f@ ;
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: {player}
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player.state DRIVING f@ if {car}
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player.driving? if {car}
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else player.state MOVING f@ if {pete-walk}
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else {pete-stand} then then ;
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: player.driving? player.state DRIVING f@ ;
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: player.canmove? ( x y -- )
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player.driving? if DRIVABLE else WALKABLE then mapflag? ;
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player.state NOCLIP f@ not if
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player.driving? if DRIVABLE else WALKABLE then mapflag?
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else drop drop 1 then ;
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12 9 N ' {player} defentity player
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@ -111,6 +115,10 @@ player :tick
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: hello-world
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player.state DRIVING fnot! ;
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: reset-level
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:| player yield 0 |; ' entities redefine
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:| drop drop 0 |; ' player-touch redefine ;
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: mode-move
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entities each EVTICK entity>do more
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tick-mapedit
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@ -120,6 +128,7 @@ player :tick
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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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q-player.x @ q-player.y @ tile>world player entity.pos!
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else drop then ;
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@ -142,10 +151,6 @@ player :tick
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draw-screen
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draw-footer ;
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: reset-level
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:| player yield 0 |; ' entities redefine
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:| drop drop 0 |; ' player-touch redefine ;
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:noname
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reset-level
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MODE-MOVE @ ' tick redefine
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@ -18,12 +18,14 @@ s" timer.jor" loadfile
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s" footer.jor" loadfile
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s" map.jor" loadfile
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s" game.jor" loadfile
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s" state.jor" loadfile
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; execute
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intern pete.jor
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intern petehous.jor
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intern road.jor
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intern jeanne.jor
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intern trail1.jor
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:noname loadfile ; checkpoint _loadlevel
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' _loadlevel ' loadlevel redefine
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BIN
jeanne.jim
BIN
jeanne.jim
Binary file not shown.
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@ -13,10 +13,9 @@ car :touch
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;entity
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:noname
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reset-level
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0 player.state DRIVING f!
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:| player yield
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e_chuck yield
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chuck.state @ CHUCK-HOME = if e_chuck yield then
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player.driving? not if car yield then
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0 |; ' entities redefine
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5
jorth.c
5
jorth.c
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@ -525,7 +525,10 @@ void f_lit_() {
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void f_number() { // str -- (num 1 | str 0)
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int num = 0, result;
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result = sscanf(TOP().s, "%d", &num);
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result = sscanf(TOP().s, "0x%x", &num);
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if (result != 1) {
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result = sscanf(TOP().s, "%d", &num);
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}
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if (result == 1) {
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TOP().i = num;
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PUSHI(result == 1);
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19
map.jor
19
map.jor
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@ -66,6 +66,25 @@ here tileflags - 1 - const MAXTILE
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for 2dup i copy-mapseg next
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drop swap mapsize! ;
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: mapw mapsize drop ;
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: maph mapsize nip ;
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: offset-map ( p d -- p ) dup 0 < if drop else + then ;
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: shift-map ( dx dy -- )
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maph over abs - r> ( dx dy r: h )
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swap mapw over abs - >rot ( w dy dx r: h )
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2dup map swap offset-map
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swap mapw * offset-map >rot ( w end dy dx r: h )
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map swap negate offset-map
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swap mapw * negate offset-map ( w end start r: h )
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2dup > if r@ mapw * + swap r@ mapw * + swap then
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r< 0 for
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3dup <rot memmove
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2dup < if mapw + swap mapw + swap
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else mapw - swap mapw - swap then
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next drop drop drop invalidate-map ;
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: save-map ( filename -- )
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fdeactivate swap overwrite
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mapsize swap fput fput
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BIN
petehous.jim
BIN
petehous.jim
Binary file not shown.
1
repl.jor
1
repl.jor
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@ -3,3 +3,4 @@
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begin receive loadstring s" ok" type cr again ;
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task const REPL
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REPL start-repl
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3
road.jor
3
road.jor
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@ -3,7 +3,6 @@
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24 4 N ' {horse} defentity chuck
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:noname
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reset-level
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1 player.state DRIVING f!
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:| player yield chuck yield 0 |; ' entities redefine
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:|
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@ -12,7 +11,7 @@ touch-begin E leaving? dup
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touch-next 5 9 2= dup
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if player move-entity 13 12 pete.jor queue-level then
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touch-next 13 6 2= dup
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if pete say" Old hiking trail." then
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if player move-entity 38 71 trail1.jor queue-level then
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touch-next 24 6 2= dup
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if player move-entity 13 22 jeanne.jor queue-level then
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touch-next 39 33 2= dup
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4
state.jor
Executable file
4
state.jor
Executable file
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@ -0,0 +1,4 @@
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0 const CHUCK-LOST
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1 const CHUCK-FOLLOW
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2 const CHUCK-HOME
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var chuck.state
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11
testbed.c
11
testbed.c
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@ -11,6 +11,7 @@
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#include "timer.h"
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#include "jorth.h"
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#include "egamap.h"
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#include "adlib.h"
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/*** T E X T ***/
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char far *font = NULL;
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@ -193,6 +194,11 @@ void f_drawportrait() {
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DROP(1);
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}
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void f_adlib() {
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adlib_write(ST1().u, TOP().u);
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DROP(2);
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}
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void game_f_init() {
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f_init();
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CDEF("seremit", f_seremit);
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@ -217,7 +223,7 @@ void game_f_init() {
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}
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void f_poll() {
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static char line[256] = { 0 };
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static char line[128] = { 0 };
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int i = strlen(line);
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int value;
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@ -248,10 +254,11 @@ static void f_quit() {
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DONE = 1;
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}
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void do_repl() {
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char buf[256];
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char buf[128];
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f_init();
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CDEF("quit", f_quit);
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CDEF("adlib", f_adlib);
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f_loadfile("repl.jor");
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f_taskloop();
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BIN
trail1.jim
Executable file
BIN
trail1.jim
Executable file
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42
trail1.jor
Executable file
42
trail1.jor
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@ -0,0 +1,42 @@
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( T R A I L 1 )
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38 60 E ' {horse} defentity e_chuck
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39 71 N ' {car} defentity car
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car :touch
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player move-entity 1 player.state DRIVING f!
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;entity
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:noname
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0 player.state DRIVING f!
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:| player yield
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chuck.state @ CHUCK-LOST = if e_chuck yield then
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player.driving? not if car yield then
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0 |; ' entities redefine
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:|
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touch-begin S leaving? dup
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if player.driving? not
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if pete say" I'm not walking."
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else player move-entity 13 7 road.jor queue-level
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then
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then
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chuck.state @ CHUCK-LOST = if
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touch-next 37 60 2= dup
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if
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pete say" Oh for the love of..."
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say" Chuck! How on Earth did you\end up over there!?"
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W e_chuck entity.dir !
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chuck say" * n e i g h *\(Help me Pete, I'm lost!)"
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then
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then
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touch-next 3 56 2= dup
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if
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pete say" This is where I buried it."
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say" All those years ago."
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then
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touch-last |; ' player-touch redefine
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s" trail1.map" load-map
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; ' onload redefine
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BIN
trail1.map
Executable file
BIN
trail1.map
Executable file
Binary file not shown.
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