Serial read support, add embedded Forp repl over serial port to game

This commit is contained in:
Jeremy Penner 2019-02-05 21:07:30 -05:00
parent 9821025def
commit ca25a4578e
7 changed files with 136 additions and 12 deletions

View file

@ -69,11 +69,3 @@ key const sp
begin dup @ not while suspend repeat ( wait for mail )
dup @ 0 rot ! ;
: start-repl activate
stdout
' log-emit task-echo !
begin receive loadstring again ;
task const REPL
REPL start-repl

BIN
game.exe

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7
game.frp Executable file
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@ -0,0 +1,7 @@
: start-repl activate
' seremit task-emit !
' log-emit task-echo !
begin receive loadstring again ;
task const REPL
REPL start-repl

BIN
game.prj

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@ -1,3 +1,4 @@
#include <stdio.h>
#include <dos.h>
#include "serial.h"
@ -6,18 +7,72 @@ int comport = 0;
#define SER_LATCH_LO 0
#define SER_LATCH_HI 1
#define SER_TX 0
#define SER_RX 0
#define SER_IER 1
#define SER_LCR 3
#define SER_MCR 4
#define SER_LSR 5
#define PIC1 0x20
#define OCW1 0x21
#define PIC_EOI 0x20
// COM1 - IRQ4, COM2 - IRQ3, COM3 - IRQ4, COM4 - IRQ3
#define SER_IRQ(port) (4 - (port % 2))
#define SER_VECTOR(irq) (0x08 + (irq))
static char readbuf[SER_READ_BUFFER_SIZE];
static int ireadbufStart = 0;
static volatile int ireadbufLim = 0;
static int irq = 0;
static void interrupt (*oldSerISR)() = NULL;
static void interrupt ser_isr() {
while (inp(comport + SER_LSR) & 0x01) {
readbuf[ireadbufLim] = inp(comport + SER_RX);
ireadbufLim = (ireadbufLim + 1) % SER_READ_BUFFER_SIZE;
}
outp(PIC1, PIC_EOI);
}
static void ser_cleanup() {
if (irq) {
int ocw = inp(OCW1) | (1 << irq);
outp(OCW1, ocw);
setvect(SER_VECTOR(irq), oldSerISR);
irq = 0;
}
}
void ser_init(int port, int baudrate, int protocol) {
int far *comport_addr = MK_FP(0x0040, 0x0000);
int lcr;
int lcr, ocw;
comport = comport_addr[port];
irq = SER_IRQ(port);
outp(comport + SER_LCR, 0x80);
outp(comport + SER_LATCH_HI, baudrate >> 8);
outp(comport + SER_LATCH_LO, baudrate & 0xff);
outp(comport + SER_LCR, protocol);
outp(comport + SER_MCR, 0x0b);
oldSerISR = getvect(SER_VECTOR(irq));
setvect(SER_VECTOR(irq), ser_isr);
ocw = inp(OCW1) & ~(1 << irq);
outp(OCW1, ocw);
outp(comport + SER_IER, 0x01);
atexit(ser_cleanup);
}
int ser_poll() {
int result = SER_NODATA;
if (ireadbufStart != ireadbufLim) {
result = readbuf[ireadbufStart];
ireadbufStart = (ireadbufStart + 1) % SER_READ_BUFFER_SIZE;
}
return result;
}
void ser_write_byte(char byte) {

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@ -19,6 +19,10 @@
#define BAUD_57600 0x0002
#define BAUD_115200 0x0001
#define SER_READ_BUFFER_SIZE 0x200
#define SER_NODATA -1
void ser_init(int port, int baudrate, int protocol);
int ser_poll();
void ser_write_byte(char byte);
void ser_write(char *str);

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@ -148,17 +148,83 @@ void overworldThink() {
scroll(game.player.x - 152, game.player.y - 92);
}
int main() {
int main3() {
f_init();
f_repl();
return 0;
}
int main2() {
void f_seremit() {
ser_write_byte(TOP().i);
if (TOP().i == '\n') {
ser_write_byte('\r');
}
DROP(1);
}
void f_keyWasPressed() {
TOP().i = keyWasPressed(TOP().i);
}
void f_keyIsDown() {
TOP().i = keyIsDown(TOP().i);
}
void f_drawSprite() { // ( x y sprite -- )
drawSprite(&sprites[TOP().i * SPRITE_STRIDE], ST2().i, ST1().i);
DROP(3);
}
void f_scroll() { // ( x y -- )
scroll(ST1().i, TOP().i);
}
void game_f_init() {
f_init();
CDEF("seremit", f_seremit);
CDEF("key-pressed", f_keyWasPressed);
CDEF("key-down", f_keyIsDown);
CDEF("sprite", f_drawSprite);
CDEF("scroll", f_scroll);
CDEF("draw", drawScreen);
f_loadfile("game.frp");
}
void f_poll() {
static char line[256] = { 0 };
int i = strlen(line);
int value;
for (value = ser_poll(); value != SER_NODATA; value = ser_poll()) {
if (value == '\b' || value == 127) {
i --;
} else {
line[i] = value;
i ++;
}
line[i] = '\0';
ser_write_byte(value); // echo
if (value == '\r') {
line[i - 1] = '\n';
ser_write_byte('\n');
PUSHS(line);
f_runstring("REPL send");
f_taskloop();
i = 0;
line[i] = '\0';
}
}
}
int main() {
game_init();
game_f_init();
ser_init(SER_COM2, BAUD_19200, SER_8N1);
ser_write("JORTS QUEST DEBUG OUTPUT\r\n");
while (!keyIsDown(K_ESC)) {
kbd_debounce();
f_poll();
if (game.state == STATE_MAP) {
overworldThink();
} else if (game.state == STATE_DIALOG) {