Files
erkyrath.infocom-zcode-terps/st/stx1.s
Andrew Plotkin b642da811e Initial commit.
2023-11-16 18:19:54 -05:00

1202 lines
32 KiB
ArmAsm

* ___________________________________________________________________________
*
* XZIP INTERPRETER FOR THE ATARI ST
*
* INFOCOM, INC. COMPANY CONFIDENTIAL -- NOT FOR DISTRIBUTION
*
* WRITTEN BY DUNCAN BLANCHARD
* ___________________________________________________________________________
*
* XZIP MODIFICATION HISTORY:
*
* 02 FEB 87 DBB MODIFIED EZIP
* 21 MAY 87 DBB ADDED LOWCORE, MOUSE VARS
* 02 JUN 87 DBB MOVED DUPNAM CHECK (_exist_file) INTO C
* 25 JUN 87 DBB CHANGED OPFONT TO IGNORE REDUNDANT FONT CHANGES
* FIXED STACK BUG, RESTORE VS. TIMER INTERRUPT
* 13 JUL 87 DBB BUFFER FLUSHED IN OPSCRN, OPDIRO, OPERASE, OPCLEAR
* CHKDSK MODIFIED FOR FULL PRELOAD SITUATION,
* RESTART, $VER MAKE SPECIAL CHECKS FOR GAME DISK
* 17 SEP 87 DBB OPCLEAR (W0) RESETS LINES(A6) FOR SCROLLING
* OPREST PRESERVES COLOR BIT, OTHER SCREEN VARS
* SCRIPT IN W1 SUPPRESSED IN SCRCHR
* XZIP A FROZEN
* 8 FEB 88 DBB FIXED COPYT, PRINTT (BZ PAGING BUG)
* FIXED 'HINT DISPLAY' FOLDING BUG (OPINPUT -> PUTLIN1)
* 1 MAR 88 DBB ADDED SOUND DRIVER, SOUND INTERRUPTS
* MOVED 'UNDO' ALLOCATION BEFORE PRELOAD
* ADJUSTED PUTLIN/PUTLIN1 calls
* XZIP B FROZEN
*
* IDEAS FOR FURTHER OVERHAUL
*
* - MAKE ALL OPERATORS TAKE ARGS IN SLOTS (INDEXED OFF A6, NOT A0) RATHER
* THAN REGISTERS, NOW THAT SO MANY ARE OPTIONALS. PASS A1 -> FIRST ARG
* FOR CONVENIENCE ((A1)++). REDUCES NEED TO SAVE/RESTORE ARGS, SIMPLIFIES
* USAGE.
*
* ZIP/EZIP MODIFICATION HISTORY:
*
* 02 AUG 85 ZIP A FROZEN
* 09 AUG 85 CLSGAM CHECKS WHETHER GAME FILE WAS OPENED
* 09 AUG 85 REBUILT OBJECT FILE WITH NEW LIBRARIES,
* INCREASED MACHINE STACK TO 2K (IN ZIPSTART)
* 09 AUG 85 ZIP B FROZEN
* EZIP A FROZEN
* 10 FEB 86 PURE PRELOAD MAY EXCEED 32K (PUT, PUTB, PTSIZE)
* OPSPLT (EZIP) NO LONGER CLEARS SCREEN
* 10 APR 86 CHANGED PUTCHR (SPECIAL HANDLING FOR TABLE OUTPUT)
* ADDED SCRNAM, SCRIPTS SAVE/RESTORE FILENAMES
* 18 APR 86 CHANGED NXTLIN/BUFOUT/LINOUT. BUFOUT CALLS NXTLIN
* SO [MORE] IS TIMED CORRECTLY DURING BOLDFACE, ETC
* CHANGED OPATTR AND DQUE INIT, FOR ITALICS HACK
* FIXED GETMEM, PREVENTS ST BUG WITH ODD MEM REQUEST
* 08 MAY 86 FIXED QUECHR (QCX2A), ALLOW FOR EMPTY [DUMPED] BUFFER
* CHANGED OPREAD, ONLY OVERFLOW WORDS ARE FLUSHED
* 13 MAY 86 LINES(A6) NOW NORMALLY RESET TO ZERO, UPDATED INCHR
* OPINPUT CHECKS VOBUFF(A6)
* OPSPLIT CHECKS MAXIMUM SIZE OF split_row
* NXTLIN TURNS OFF HIGHLIGHTING BEFORE PRINTING [MORE]
* COMBINED READLN AND INCHR
* EZIP B FROZEN
*
* ---------------------------------------------------------------------------
* REGISTER CONVENTIONS
* ---------------------------------------------------------------------------
* GENERALLY, SINGLE ARGUMENTS ARE PASSED IN D0 OR A0. SINGLE VALUES ARE
* LIKEWISE RETURNED IN D0 OR A0. IN ANY CASE, THESE ARE SCRATCH REGISTERS
* AND NEED NOT BE PRESERVED. ALL OTHER REGISTERS, EXCEPT WHERE OTHERWISE
* SPECIFIED, MUST BE PRESERVED ACROSS EACH SUBROUTINE CALL. NOTE THAT
* TOP-LEVEL ROUTINES, OPx ROUTINES, ARE EXCLUDED FROM THIS RESTRICTION.
* DEDICATED REGISTERS:
* A7 = SYSTEM SP
* A6 = FRAME POINTER FOR ZIP VARIABLES *** STATIC ***
* A5 = unused in this version
* A4 = VIRTUAL SP
* ---------------------------------------------------------------------------
* ASSEMBLY FLAGS
* ---------------------------------------------------------------------------
* XZIP: SOURCES CAN'T BE CONDITIONALLY ASSEMBLED AS EZIP OR CLASSIC ZIP
EZIP EQU 0 * XZIP: ALWAYS ON (0)
CZIP EQU -1 * XZIP: ALWAYS OFF (-1)
DEBUG EQU -1 * ASSEMBLES DEBUGGING CODE WHEN CLEAR
* ---------------------------------------------------------------------------
* INDEXING BASE FOR THE DISPATCH TABLE
* ---------------------------------------------------------------------------
ZBASE NOP
DATA * ST LATTICE: BEGIN THE DATA SEGMENT
DC.W 0 * (KLUGE TO AVOID AN OBSCURE LINKER BUG ASSOCIATED
TEXT * WITH SUCCEEDING 'DC' STATEMENTS)
* ---------------------------------------------------------------------------
* GENERAL MACRO DEFINITIONS
* ---------------------------------------------------------------------------
* MACRO ZERO
* MOVEQ #0,%1 * CLEAR A REGISTER QUICKLY (BOTH WORDS)
* ENDM
* MACRO SOB * SUBTRACT ONE AND BRANCH IF NOT ZERO
* SUBQ.W #1,%1
* BNE.S %2
* ENDM
* ---------------------------------------------------------------------------
* GENERAL EQUATES
* ---------------------------------------------------------------------------
ARG1 EQU 2 * ARGUMENT OFFSETS IN ARGUMENT BLOCK
ARG2 EQU 4
ARG3 EQU 6
ARG4 EQU 8
IFEQ EZIP
VCHARS EQU 9 * MAX CHARS IN AN EZIP VOCAB WORD
ZCHARS EQU 6 * EZIP: BYTES PER ZWORD
OPLEN EQU 63*2 * OBJECT PROPERTY DEFAULT TABLE LENGTH
OLEN EQU 14 * OBJECT LENGTH
LOC EQU 6 * PARENT
NEXT EQU 8 * NEXT SIBLING
FIRST EQU 10 * FIRST CHILD
PROP EQU 12 * PROPERTY TABLE POINTER
PMASK EQU $003F * PROPERTY NUMBER IS LOW 6 BITS (OF FIRST ID BYTE)
PLBIT EQU 6 * PROPERTY LENGTH BIT (IF LENGTH IS TWO OR ONE)
ENDC
IFEQ CZIP
VCHARS EQU 6 * MAX CHARS IN A ZIP VOCAB WORD
ZCHARS EQU 4 * CZIP: BYTES PER ZWORD
OPLEN EQU 31*2 * OBJECT PROPERTY DEFAULT TABLE LENGTH
OLEN EQU 9 * OBJECT LENGTH
LOC EQU 4 * PARENT
NEXT EQU 5 * NEXT SIBLING
FIRST EQU 6 * FIRST CHILD
PROP EQU 7 * PROPERTY TABLE POINTER
PMASK EQU $001F * PROPERTY NUMBER IS LOW 5 BITS (OF SINGLE ID BYTE)
PLBIT EQU 5 * PROPERTY LENGTH BIT (LOWEST OF 3 LENGTH BITS)
ENDC
* ---------------------------------------------------------------------------
* EXTERNALLY DEFINED VARIABLES
* ---------------------------------------------------------------------------
XREF _mono * monochrome
XREF _w0font
XREF _w1font
XREF _wind1
XREF _marg_left
XREF _marg_right
XREF _columns * TOTAL COLUMNS IN DISPLAY
XREF _cur_column * 0 .. COLUMNS -1
XREF _rows * TOTAL ROWS IN DISPLAY
XREF _cur_row * 0 .. ROWS -1
XREF _split_row * FIRST ROW IN SCROLLING WINDOW
XREF _xmouse * mouse position (char units, zero origin)
XREF _ymouse
XREF _filename
XREF _fullname
XREF _v_italic
XREF _clear_eol
XREF _clear_lines
XREF _clear_screen
XREF _highlight
XREF _op_color
XREF _op_picinf
XREF _op_display
XREF _event_in /* was _char_in */
XREF _char_out
XREF _line_out
XREF _do_input
XREF _time200
XREF _zalloc
XREF _file_select
XREF _new_default
XREF _exist_file
XREF _open_game * LONG open_game ()
XREF _close_game * LONG close_game (refnum)
XREF _create_file
XREF _open_file
XREF _read_file
XREF _write_file
XREF _close_file
XREF _delete_file
XREF _end_title
* ---------------------------------------------------------------------------
* ZIP VARIABLES - INDEXED OFF A6
* ---------------------------------------------------------------------------
ZORKID EQU 0-2 * UNIQUE GAME AND VERSION ID
TIMEMD EQU ZORKID-2 * HOURS/MINUTES MODE FLAG
ENDLOD EQU TIMEMD-2 * END OF PRELOAD (FIRST PAGED BLOCK NUMBER)
PURBOT EQU ENDLOD-2 * END OF IMPURE (FIRST PURE BLOCK NUMBER)
VOCTAB EQU PURBOT-4 * VOCABULARY TABLE POINTER
OBJTAB EQU VOCTAB-4 * OBJECT TABLE POINTER
GLOTAB EQU OBJTAB-4 * GLOBAL TABLE POINTER
WRDTAB EQU GLOTAB-4 * FREQUENT WORD TABLE POINTER
RBRKS EQU WRDTAB-4 * POINTER TO STRING OF READ-BREAK CHARS
ESIBKS EQU RBRKS-4 * END OF SELF-INSERTING BREAK CHARS (+1)
VWLEN EQU ESIBKS-2 * NUMBER OF BYTES IN A VOCAB WORD ENTRY
VWORDS EQU VWLEN-2 * NUMBER OF VOCABULARY WORDS
VOCBEG EQU VWORDS-4 * POINTER TO FIRST VOCAB WORD
VOCEND EQU VOCBEG-4 * POINTER TO LAST VOCAB WORD
PAGTAB EQU VOCEND-4 * POINTER TO PAGE INFORMATION TABLE
PAGES EQU PAGTAB-4 * POINTER TO START OF PAGE BUFFERS
PAGTOT EQU PAGES-2 * NUMBER OF PAGE BUFFERS
MAXLOD EQU PAGTOT-2 * TOTAL BLOCKS IN GAME
MAXFLG EQU MAXLOD-2 * FLAG SET IF GAME FILE IS WHOLLY PRELOADED
TOPSP EQU MAXFLG-4 * TOP OF SYSTEM STACK
STKBOT EQU TOPSP-4 * BOTTOM OF GAME STACK
ZPC1 EQU STKBOT-2 * ZORK PC, BLOCK POINTER (RELATIVE ADDRESS)
ZPC2 EQU ZPC1-2 * ZORK PC, BYTE POINTER
NARGS EQU ZPC2-2 * (LOW BYTE) OPTIONAL ARG COUNT
ZLOCS EQU NARGS-4 * POINTER TO LOCALS (ABSOLUTE ADDRESS)
RSEED1 EQU ZLOCS-2 * RANDOM NUMBER SEED, HIGH WORD
RSEED2 EQU RSEED1-2 * LOW WORD
RCYCLE EQU RSEED2-2 * ZERO MEANS NORMAL, OTHERWISE TOP OF SEQUENCE
RCONST EQU RCYCLE-2 * CURRENT PLACE IN SEQUENCE
BUFFER EQU RCONST-4 * START OF PRELOADED GAME CODE
ARGBLK EQU BUFFER-18 * 8 ARGS MAX FOR EZIP, PLUS COUNT
DEFBLK EQU ARGBLK-10 * DEFAULT ARGUMENT BLOCK (4 ARGS + COUNT)
***
RDWSTR EQU DEFBLK-10 * ASCIZ STRING BUFFER (9 CHARS MAX FOR EZIP)
RDZSTR EQU RDWSTR-6 * ZSTR BUFFER (3 WORDS MAX FOR EZIP)
RDBOS EQU RDZSTR-4 * BEGINNING OF INPUT STRING BUFFER
RDEOS EQU RDBOS-4 * END OF INPUT STRING BUFFER (+1)
RDRET EQU RDEOS-4 * RETURN TABLE
VWSORT EQU RDRET-2 * FLAG: SET IF VOCTAB SORTED
VWBOFF EQU VWSORT-2 * INITIAL OFFSET FOR BINARY SEARCH
WRDOFF EQU VWBOFF-2 * OFFSET INTO WORD TABLE FOR CURRENT SET
* VIRTUAL I/O DEVICES
VOCONS EQU WRDOFF-2 * SET FOR SCREEN OUTPUT
VOPRNT EQU VOCONS-2 * SET FOR SCRIPTING
VOSTAT EQU VOPRNT-2 * SET FOR STATUS LINE OUTPUT
VOTABL EQU VOSTAT-2 * SET FOR TABLE OUTPUT
VOFILE EQU VOTABL-2 * SET FOR FILE OUTPUT
VIKEYB EQU VOFILE-2 * SET FOR KEYBOARD INPUT
VIFILE EQU VIKEYB-2 * SET FOR FILE INPUT
VOBUFF EQU VIFILE-2 * SET IF OUTPUT TO SCREEN IS BUFFERED
VIECHO EQU VOBUFF-2 * SET IF INPUT IS ECHOED
DQUE EQU VIECHO-4 * DISPLAY QUE PARAMETER BLOCK
SQUE EQU DQUE-4 * SCRIPT QUE PARAMETER BLOCK
TABOUT EQU SQUE-4 * POINTS TO CURRENT TABLE OUTPUT BUFFER (EZIP)
TABPTR EQU TABOUT-4 * POINTS TO NEXT TABLE POSITION
CURPAG EQU TABPTR-4 * CURRENT PAGE (WHERE ZPC IS) POINTER
CURBLK EQU CURPAG-2 * CURRENT BLOCK, USUALLY SAME AS ZPC1
CURTAB EQU CURBLK-4 * CURRENT PAGE TABLE POINTER
RTIME EQU CURTAB-4 * REFERENCE TIME, NOW USES 2 WORDS
LPAGE EQU RTIME-2 * LAST REFERENCED PAGE NUMBER
LPLOC EQU LPAGE-4 * AND ITS CORE LOCATION
LPTAB EQU LPLOC-4 * AND ITS TABLE POINTER
TDELAY EQU LPTAB-2 * DELAY, IN 1/10'S SEC, BETWEEN TIMEOUTS
TFUNC EQU TDELAY-2 * FUNCTION TO CALL UPON TIMEOUT
TSNAP EQU TFUNC-4 * TIME (ACTUAL) WHICH TRIGGERS NEXT TIMEOUT
SFUNC EQU TSNAP-2 * FUNCTION TO CALL UPON SOUND-END
SCOUNT EQU SFUNC-2 * #OPS TO WAIT BEFORE NEXT SOUND-END CHECK
***
WIND1 EQU SCOUNT-2 * NON-ZERO IF IN WINDOW 1
ROW0 EQU WIND1-2 * WINDOW 0 (SAVED) CURSOR POSITION
COL0 EQU ROW0-2
ROW1 EQU COL0-2 * WINDOW 1 (SAVED) CURSOR POSITION
COL1 EQU ROW1-2
LINES EQU COL1-2 * LINES DISPLAYED SINCE LAST INPUT
INLAST EQU LINES-2 * INPUT SETS IT, OUTPUT CLEARS IT, QUIT CHECKS
CHRTOT EQU INLAST-2 * TOTAL CHARS INPUT SO FAR DURING OPREAD
GAMFIL EQU CHRTOT-2 * REF NUMBER OF OPENED GAME FILE
SAVFIL EQU GAMFIL-2 * REF NUMBER OF OPENED SAVE FILE
MSAVEB EQU SAVFIL-4 * PTR TO A RAM BUFFER FOR ISAVE/IRESTORE
MSAVEF EQU MSAVEB-2 * FLAG, SET FOR ISAVE/IRESTORE
***
FONT EQU MSAVEF-2 * NONZERO WHEN USING SPECIAL (MONOSPACED) FONT
MACBUF EQU FONT-4 * NEW VALUE FOR ENDBUF WHEN FONTSIZE CHANGES
APPARM EQU MACBUF-4 * HANDLE TO APPLICATION PARAMETERS
SHOWVE EQU APPARM-4 * POINTER TO "VERSION" STRING, ZERO IF NONE
***
DBZPC1 EQU SHOWVE-2 * HALT WHEN ZPC REACHES THIS ADDRESS
DBZPC2 EQU DBZPC1-2
DBINST EQU DBZPC2-2 * HALT WHEN NEXT INSTRUCTION HAS THIS VALUE
DBTOT1 EQU DBINST-4 * TOTAL EXECUTION COUNT
DBTOT2 EQU DBTOT1-4 * DESIRED EXECUTION COUNT
***
ZVLEN EQU 0-DBTOT2 * TOTAL LENGTH OF ZIP'S VARIABLES FRAME
* ---------------------------------------------------------------------------
* ZIP DEBUGGING -- INCLUDE FOR DEVELOPMENT ONLY
* ---------------------------------------------------------------------------
* GO UNTIL ONE OF THE FOLLOWING CONDITIONS OCCURS:
* () ZPC REACHES A GIVEN ADDRESS
* () ZPC POINTS TO A GIVEN INSTRUCTION
* () A GIVEN NUMBER OF INSTRUCTIONS ARE EXECUTED
IFEQ DEBUG
DBTEST RTS
ENDC * END OF CONDITIONAL ASSEMBLY
PAGE
* ---------------------------------------------------------------------------
* INITIALIZATIONS
* ---------------------------------------------------------------------------
* LOW-CORE GAME VARIABLES
PVERS1 EQU 0 * ZVERSION VERSION BYTE
PVERS2 EQU 1 * ZVERSION MODE BYTE
PZRKID EQU 2 * ZORK ID
PENDLD EQU 4 * ENDLOD (BYTE OFFSET)
PSTART EQU 6 * START
PVOCTB EQU 8 * VOCTAB
POBJTB EQU 10 * OBJTAB
PGLOTB EQU 12 * GLOTAB
PPURBT EQU 14 * PURBOT
PFLAGS EQU 16 * USER FLAGS WORD
PSERNM EQU 18 * SERIAL NUMBER (6 BYTES)
PWRDTB EQU 24 * WRDTAB
PLENTH EQU 26 * LENGTH (EZIP QUADS, ZIP WORDS)
PCHKSM EQU 28 * CHECKSUM (ALL BYTES STARTING WITH BYTE 64)
PINTWD EQU 30 * INTERPRETER ID/VERSION
PSCRWD EQU 32 * SCREEN SIZE, ROWS/COLUMNS
* FOR XZIP:
PHWRD EQU 2*17 * WIDTH OF DISPLAY, IN PIXEL UNITS
PVWRD EQU 2*18 * HEIGHT OF DISPLAY, IN PIXEL UNITS
PFWRD EQU 2*19 * FONT HEIGHT, WIDTH
PLMRG EQU 2*20 * LEFT MARGIN, IN PIXEL UNITS
PRMRG EQU 2*21 * RIGHT MARGIN, IN PIXEL UNITS
PCLRWRD EQU 2*22 * COLOR, BACKGROUND/FOREGROUND
PTCHARS EQU 2*23 * BYTE PTR, TABLE OF TERMINATING CHARACTERS
PCRCNT EQU 2*24 * CR COUNTER
PCRFUNC EQU 2*25 * CR FUNCTION
PCHRSET EQU 2*26 * BYTE PTR, CHAR SET TABLE
PLCTBL EQU 2*27 * BYTE PTR, LOW-CORE VARS EXTENSION TABLE
* LOW CORE EXTENSION TABLE VARIABLES
* (WORD OFFSETS -- ACCESS THROUGH 'LOWCORE' ROUTINE)
PLCLEN EQU 0 * TABLE LENGTH, IN WORDS
PMLOCX EQU 1 * MOUSE LOCATION WHEN LAST CLICKED
PMLOCY EQU 2
* "PFLAGS" BIT DEFINITIONS
FSCRI EQU 0 * INTERPRETER CURRENTLY SCRIPTING
FFIXE EQU 1 * FIXED-WIDTH FONT NEEDED
FSTAT EQU 2 * REQUEST FOR STATUS-LINE REFRESH
FDISP EQU 3 * GAME USES DISPLAY OPS
FUNDO EQU 4 * GAME USES UNDO
FMOUS EQU 5 * GAME USES MOUSE
FCOLO EQU 6 * GAME USES COLOR
FSOUN EQU 7 * GAME USES (SPECIAL) SOUND
* MICRO'S ID CODE, INTERPRETER VERSION LETTER (SEE ALSO OPVERI)
DATA
INTWRD DC.B 5 * MACHINE ID FOR ATARI ST
DC.B 'B' * XZIP INTERPRETER VERSION
SUBVER DC.W 0 * INTRPRETER SUB-VERSION, ZERO TO DISABLE
TEXT
* INITIAL SET OF READ BREAK CHARS -- SPACE, TAB, CR, <.>, <,>, <?>
DATA
IRBRKS DC.B $20,$09,$0D,$2E,$2C,$3F,0 * ASCIZ
TEXT
ZMVERS EQU 5 * XZIP Z-MACHINE VERSION NUMBER
STKLEN EQU 512*2 * LENGTH OF GAME STACK (MULTIPLE OF 512)
PAGMIN EQU 2 * MINIMUM # PAGES (NEEDED BY $VER)
* ----------------------
* _ZSTART
* ----------------------
XDEF _ZSTART
_ZSTART LINK A6,#-ZVLEN * CREATE A FRAME FOR ZIP VARIABLES
MOVE.L A6,A0 * TOP OF FRAME
MOVE.W #ZVLEN/2,D0
STRX1 CLR.W -(A0) * ALL INITIAL VALUES ARE ZERO
SUBQ.W #1,D0
BNE STRX1
MOVE.L SP,TOPSP(A6) * SAVE THE SP FOR RESTARTS
LEA ZVARS,A0
MOVE.L A6,(A0) * COPY A6 FOR EXTERNAL CALLS INTO ZIP ROUTINES
*** careful about error msgs before screen & buffers are initialized ...
MOVE.W #1,VOCONS(A6) * OUTPUT ERRORS TO SCREEN FOR NOW (NO BUFFER)
MOVE.W #1,VIECHO(A6) * INPUT IS NORMALLY ECHOED
MOVE.W #1,WIND1(A6) * AVOID PUTCHR/SCRIPTING BUG DURING INIT
BSR SYSIN1 * OPEN GAME FILE, WINDOW, ETC
*** READ GAME BLOCK 0 INTO A TEMP STACK BUFFER ...
SUBA.W #512,SP * CREATE THE BUFFER
MOVE.L SP,A4 * SAVE POINTER HERE FOR NOW
MOVE.L A4,A0
CLR.W D0 * BLOCK 0
BSR GETBLK * GET IT
*** CHECK FOR ID CODE ...
CMPI.B #ZMVERS,(A4) * PROPER Z-MACHINE VERSION?
BEQ.S STRX3 * YES
CLR.W D0 * SOMETHING WRONG, DIE
LEA MSGZMV,A0
BRA FATAL * 'Wrong Z-machine'
DATA
MSGZMV DC.B 'Wrong Z-machine version',0
TEXT
STRX3 MOVE.W PZRKID(A4),ZORKID(A6) * UNIQUE GAME ID, CHECKED BY "RESTORE"
MOVEQ #0,D0
MOVE.W PPURBT(A4),D0 * GET PURBOT BYTE POINTER
BSR BYTBLK * ROUND UP TO NEXT BLOCK BOUNDARY
MOVE.W D0,PURBOT(A6) * AND SAVE IT
* Allocate an "undo" buffer, if requested. This allocation (now) comes
* BEFORE the preload/paging allocations. It should really get skipped if
* it would leave either () not enough memory for preload, or () a critically
* low (defined in some heuristic way) amount for paging.
MOVE.W PFLAGS(A4),D0
BTST #FUNDO,D0 * DOES THIS GAME USE UNDO?
BEQ.S STRX3C * NO
MOVE.W PURBOT(A6),D0 * BLOCKS
ADDQ.L #STKLEN/512,D0
BSR BLKBYT * TOTAL BYTES NEEDED FOR A SAVE
BSR GETM * GET IT, WITHOUT ERROR TRAPPING
BEQ.S STRX3C * ZERO MEANS NOT ENOUGH MEM
CLR.W (A0) * OK, MARK THE BUFFER AS EMPTY
MOVE.L A0,MSAVEB(A6) * AND STORE PTR
*** allocate a buffer for sampled sound, if requested
STRX3C MOVE.W PFLAGS(A4),D0
BTST #FSOUN,D0 * DOES THIS GAME USE (SPECIAL) SOUND?
BEQ.S STRX4 * NO
BSR INITSND * yes
*** CHECK MEMORY, SET ENDLOD & PAGTOT, DO PRELOAD
STRX4 BSR MEMAVAIL * DETERMINE HOW MUCH FREE MEMORY EXISTS
MOVE.L D0,D7 * REMEMBER THE AMOUNT
MOVEQ #0,D0
MOVE.W PLENTH(A4),D0 * LENGTH OF GAME FILE (WORDS OR QUADS)
ADD.L D0,D0
IFEQ EZIP
ADD.L D0,D0 * BYTES
ENDC
IFEQ DEBUG
MOVE.L D0,D1
BSR BYTBLK * TOTAL BLOCKS IN GAME FILE
MOVE.W D0,MAXLOD(A6) * SAVE FOR DEBUGGING
MOVE.L D1,D0
ENDC
CMP.L D7,D0 * ENOUGH ROOM TO PRELOAD ENTIRE GAME?
BLT.S LOAD1 * YES
MOVEQ #0,D0
MOVE.W PENDLD(A4),D0 * LENGTH OF PRELOAD SEGMENT (BYTES)
CMP.L D7,D0 * ENOUGH ROOM FOR IT?
BLT.S LOAD2 * YES
BRA MEMERR * NO, FAIL
* WE HAVE MEGA-MEMORY, PRELOAD EVERYTHING ...
LOAD1 BSR BYTBLK * LENGTH OF GAME FILE (IN BLOCKS)
MOVE.W D0,ENDLOD(A6) * MAXIMIZE THE PRELOAD
MOVE.W #PAGMIN,PAGTOT(A6) * MINIMIZE THE PAGING SPACE (FOR $VER)
MOVE.W #1,MAXFLG(A6) * SET FLAG
BRA.S LOAD3
* WE HAVE LIMITED MEMORY, PRELOAD ONLY WHAT'S NEEDED
LOAD2 SUB.L D0,D7 * FIRST DETERMINE MEMORY LEFT AFTER PRELOAD
BSR BYTBLK
MOVE.W D0,ENDLOD(A6) * LENGTH OF PRELOAD (IN BLOCKS)
DIVU #512+8,D7 * PAGES AVAIL (ALLOW 8 BYTES PER TABLE ENTRY)
CMPI.W #2,D7
BGE.S LOADX1
MOVEQ #2,D7 * MUST HAVE AT LEAST TWO (FOR $VERIFY)
LOADX1 MOVE.W D7,PAGTOT(A6) * MAXIMIZE THE PAGING SPACE
LOAD3 MOVE.W ENDLOD(A6),D0 * SPACE NEEDED FOR PRELOAD, IN BLOCKS
BSR BLKBYT * CONVERT TO BYTES
BSR GETMEM * GET IT
MOVE.L A0,BUFFER(A6) * SAVE POINTER
MOVE.L A0,A4 * ALSO HERE FOR REMAINING INIT
MOVE.W ENDLOD(A6),D1 * NUMBER OF BLOCKS TO PRELOAD
CLR.W D0 * STARTING WITH BLOCK 0
BSR GTBLKS * READ THEM IN
CLR.W WIND1(A6) * RESTORE NORMAL VALUE
* ------------------------------------------------------------------------
*** INITIALIZE MAJOR TABLE POINTERS
STRX6 MOVEQ #0,D0
MOVE.W PVOCTB(A4),D0 * RELATIVE VOCAB TABLE POINTER
ADD.L A4,D0 * ABSOLUTIZE IT
MOVE.L D0,VOCTAB(A6) * AND SAVE IT
MOVEQ #0,D0
MOVE.W POBJTB(A4),D0 * RELATIVE OBJECT TABLE POINTER
ADD.L A4,D0
MOVE.L D0,OBJTAB(A6)
MOVEQ #0,D0
MOVE.W PGLOTB(A4),D0 * RELATIVE GLOBAL TABLE POINTER
ADD.L A4,D0
MOVE.L D0,GLOTAB(A6)
MOVEQ #0,D0
MOVE.W PWRDTB(A4),D0 * RELATIVE WORD TABLE POINTER
ADD.L A4,D0
MOVE.L D0,WRDTAB(A6)
*** ALLOCATE MEMORY FOR Z STACK
MOVE.L #STKLEN,D0
BSR GETMEM
MOVE.L A0,STKBOT(A6) * THIS WILL BE BOTTOM OF GAME STACK
*** INITIALIZE LINE BUFFER, SCRIPT BUFFER
SCRLEN EQU 80 * LENGTH OF SCRIPT BUFFER (FIXED FOR NOW)
MAXLEN EQU 256 * MAX LENGTH OF LINE BUFFER
* *** MOVE.W #MAXLEN,D1 * ALLOW FOR A RE-SIZEABLE WINDOW
MOVE.W _columns,D1 * SIZE OF ATARI SCREEN DISPLAY (40 OR 80)
MOVE.W D1,D2
LEA LINOUT,A1 * SCREEN DISPLAY FUNCTION
LEA CHSIZ,A2
BSR INITQP * SET UP DISPLAY QUEUE STUFF
MOVE.L A0,DQUE(A6) * SAVE BLOCK POINTER
MOVE.W #SCRLEN,D1 * SCRIPTING SIZE, NEVER CHANGES
MOVE.W D1,D2
LEA SCROUT,A1 * SCRIPTING DISPLAY FUNCTION
LEA CHSIZ,A2
BSR INITQP * SET UP SCRIPT QUEUE STUFF
MOVE.L A0,SQUE(A6) * SAVE THIS POINTER TOO
* AND SET UP MACBUF ...
* ALLOCATE AND SET UP BREAK-CHAR TABLE
MOVE.L #64,D0 * MAX BREAK CHARS
BSR GETMEM * ALLOCATE BUFFER FOR BREAK-CHAR TABLE
MOVE.L A0,RBRKS(A6)
MOVE.L VOCTAB(A6),A1 * (DEFAULT) VOCAB TABLE
CLR.W D0
MOVE.B (A1)+,D0 * FIRST BYTE OF VOCTAB IS # OF SI BREAK CHARS
BRA.S STRX11 * (ZERO CHECK)
STRX10 MOVE.B (A1)+,(A0)+ * TRANSFER SI BREAKS FIRST
STRX11 DBF D0,STRX10
MOVE.L A0,ESIBKS(A6) * REMEMBER END OF SI BREAKS
LEA IRBRKS,A2 * THESE ARE THE "NORMAL" BREAK CHARS
STRX12 MOVE.B (A2)+,(A0)+ * TRANSFER THEM TOO
BNE STRX12 * ASCIZ
*** ALLOCATE MEMORY FOR PAGE TABLE & BUFFERS
MOVE.W PAGTOT(A6),D0 * PREVIOUSLY CALCULATED NUMBER OF PAGE BUFFERS
MULU #8,D0 * 8-BYTE TABLE ENTRY FOR EACH PAGE
ADDQ.L #2,D0 * ALLOW FOR THE END MARK
BSR GETMEM
MOVE.L A0,PAGTAB(A6) * THIS WILL BE START OF PAGE TABLE
MOVE.W PAGTOT(A6),D0 * PREVIOUSLY CALCULATED NUMBER OF PAGE BUFFERS
MULU #512,D0 * 512 BYTES EACH
BSR GETMEM
MOVE.L A0,PAGES(A6) * PAGES THEMSELVES WILL START HERE
*** INITIALIZE THE PAGE TABLE
MOVE.W PAGTOT(A6),D0 * PREVIOUSLY CALCULATED NUMBER OF PAGE BUFFERS
MOVE.L PAGTAB(A6),A0
STRX16 MOVE.W #-2,(A0)+ * BLOCK (NO BLOCK "$FFFE")
CLR.L (A0)+ * REF TIME IS ZERO
CLR.W (A0)+ * THIS SLOT UNUSED (BUT 8 BYTES SPEEDS CALCS)
SUBQ.W #1,D0
BNE STRX16
MOVE.W #-1,(A0) * MARK THE END OF THE TABLE (NO BLOCK "$FFFF")
MOVE.W #-1,CURBLK(A6) * MUST INIT THESE PAGING VARS TOO!
MOVE.W #-1,LPAGE(A6)
* ETCETERA ...
BSR GTSEED * INITIALIZE THE RANDOM NUMBER SEEDS
MOVE.W D0,RSEED1(A6)
SWAP D0
MOVE.W D0,RSEED2(A6) * PUT HIGH WORD HERE (RELATIVELY CONSTANT)
MOVE.W #1,VOBUFF(A6) * BEGIN BUFFERING OUTPUT
JSR _end_title * PAUSE/ERASE TITLE SCREEN, IF SHOWN
BRA.S START1
* ----------------------
* RESTRT
* ----------------------
* RESTART EXECUTION HERE
RESTRT MOVE.L BUFFER(A6),A0
MOVE.W PFLAGS(A0),-(SP) * PRESERVE THE USER FLAGS (SCRIPT ETC)
CLR.W D0 * REREAD ALL OF THE IMPURE STUFF
MOVE.W PURBOT(A6),D1
BSR GTBLKS
MOVE.L BUFFER(A6),A0
MOVE.W (SP)+,PFLAGS(A0) * RESTORE FLAGS
START1 MOVE.L TOPSP(A6),SP * RESET SYSTEM STACK POINTER
MOVE.L DQUE(A6),A0
MOVE.L BUFPTR(A0),NXTPTR(A0) * INITIALIZE OUTPUT BUFFER POINTER
MOVE.L STKBOT(A6),A4
ADDA.W #STKLEN,A4 * INITIALIZE GAME STACK POINTER
MOVE.L A4,ZLOCS(A6) * INITIALIZE POINTER TO LOCALS/FRAME
MOVE.L BUFFER(A6),A2
IFEQ EZIP
*** ORI.B #2,PVERS2(A2) * NO DISPLAY
ORI.B #32+16+8+4,PVERS2(A2) * SOUND, MONOSPACE, ITALIC, BOLD
TST.W _mono
BNE.S STR1X2
ORI.B #1,PVERS2(A2) * COLOR IS AVAILABLE
STR1X2 CLR.L -(SP)
CLR.L -(SP)
JSR _op_color * GET MACHINE DEFAULTS, BACK + FORE
ADDQ.L #8,SP
MOVE.W D0,PCLRWRD(A2)
MOVE.W INTWRD,PINTWD(A2) * SET INTERPRETER ID/VERSION WORD
CLR.W RCYCLE(A6) * ALWAYS RESTART WITH NORMAL RANDOMNESS
MOVE.W #$0101,PFWRD(A2) * ST XZIP: 1 CHAR UNIT = 1 PIXEL
MOVE.W _rows,D0
MOVE.W _columns,D1
MOVE.W D0,PVWRD(A2) * ST XZIP: 1 CHAR UNIT = 1 PIXEL
MOVE.W D1,PHWRD(A2)
ASL.W #8,D0 * ROWS IN HIGH BYTE, COLUMNS IN LOW
MOVE.B D1,D0
MOVE.W D0,PSCRWD(A2) * SET SCREEN-PARAMETERS WORD
CLR.W _split_row
BSR EZERR * CHECK OBJTAB ALIGNMENT
ENDC
IFEQ CZIP
BSET #5,PVERS2(A2) * SPLIT-SCREEN IS AVAILABLE
MOVE.W #1,_split_row * ALLOW FOR STATUS LINE
ENDC
MOVE.W PSTART(A2),D0 * GET STARTING LOCATION
BSR BSPLTB * SPLIT BLOCK AND BYTE POINTERS
MOVE.W D0,ZPC1(A6) * INITIALIZE THE ZPC
MOVE.W D1,ZPC2(A6)
BSR NEWZPC * GET THE PAGE TO EXECUTE
BSR SYSIN2 * MAC -- BUT LOAD A SAVED GAME IF REQUESTED
BRA NXTINS * TALLY HO
IFEQ EZIP
* ----------------------
* EZERR
* ----------------------
* MAKE SURE OBJ TABLE IS WORD ALIGNED FOR EZIP
EZERR MOVE.L BUFFER(A6),A0
MOVE.W POBJTB(A0),D0 * OBJECT TABLE BASE
BTST #0,D0 * WORD ALIGNED?
BNE.S EZERX1 * NO, FAIL
RTS
EZERX1 CLR.W D0
LEA MSGEZR,A0
BRA FATAL * 'OBJTAB alignment error'
DATA
MSGEZR DC.B 'OBJTAB alignment error',0
TEXT
ENDC
PAGE
* ---------------------------------------------------------------------------
* MISC FUNCTIONS
* ---------------------------------------------------------------------------
* ------------------------------
* COPYB
* ------------------------------
* COPY BYTES
* GIVEN A0 -> SRC, D0 = LEN, A1 -> DEST
CPBX1 MOVE.B (A0)+,(A1)+ * COPY THEM
COPYB DBF D0,CPBX1 * ZERO CHECK << ENTRY POINT >>
RTS
* ------------------------------
* COPYS
* ------------------------------
* COPY A STRING, AND TACK ON A NULL BYTE
* GIVEN A0 -> SRC, A1 -> DEST, D0 = LEN, D1 = MAX LEN
COPYS CMP.W D1,D0 * LEN WITHIN MAX?
BLE.S CPSX1
MOVE.W D1,D0 * NO, TRUNCATE IT
CPSX1 BRA.S CPSX3 * ZERO CHECK
CPSX2 MOVE.B (A0)+,(A1)+
CPSX3 DBF D0,CPSX2
CLR.B (A1) * ASCIZ
RTS
* --------------------------
* COMPS
* --------------------------
* COMPARE STRINGS, PTRS IN A0 AND A1, LENGTHS IN D0.W
* RETURN FLAGS, 'EQ' IF SAME
COMPS TST.W D0
BLE.S CMPSX4 * ZERO CHECK
CMPSX2 CMP.B (A0)+,(A1)+
BNE.S CMPSX4 * MISMATCH, RETURN "DIFFERENT"
SUBQ.W #1,D0
BNE.S CMPSX2 * IF DONE, RETURN "SAME"
CMPSX4 RTS
* ------------------------------
* RELABS
* ------------------------------
* CONVERT A RELATIVE (BYTE) PTR (D0.W) TO ABSOLUTE (A0)
RELABS SWAP D0
CLR.W D0 * ZERO THE HIGH WORD (NO SIGN-EXTENDING)
SWAP D0 * [14 cycles vs 16]
MOVE.L BUFFER(A6),A0
ADDA.L D0,A0 * ABSOLUTIZE THE LOCATION
RTS
* ----------------------
* BLKBYT
* ----------------------
* GIVEN A ZIP BLOCK COUNT IN D0.W, RETURN A BYTE COUNT IN D0.L
BLKBYT EXT.L D0 * CLEAR HIGH WORD
SWAP D0
LSR.L #7,D0 * x512
RTS
* ----------------------
* BYTBLK
* ----------------------
* GIVEN A BYTE COUNT IN D0.L, RETURN A ZIP BLOCK COUNT IN D0.W, ROUNDING UP
BYTBLK MOVE.W D0,-(SP) * SAVE LOW WORD
LSR.L #8,D0
LSR.L #1,D0 * EXTRACT BLOCK NUMBER
ANDI.W #$01FF,(SP)+ * EXACT MULTIPLE OF 512?
BEQ.S BYTBX1 * YES
ADDQ.W #1,D0 * NO, ROUND UP TO NEXT BLOCK
BYTBX1 RTS
* ----------------------
* LOWCORE
* ----------------------
* USE THIS ROUTINE TO ACCESS LOW-CORE EXTENSION-TABLE VARS
* GIVEN D0 = VAR (WORD OFFSET)
* RETURN A0 (MAY BE ODD) -> VAR, AND FLAGS (ZERO IF INVALID VAR)
LOWCORE MOVEM.L D1,-(SP)
MOVE.W D0,D1
MOVE.L BUFFER(A6),A0
MOVEQ #0,D0 * GET EXTENSION TABLE OFFSET (MAY BE >32K, ODD)
MOVE.W PLCTBL(A0),D0 * EXISTS?
BEQ.S LWCX1 * NO, ERROR
ADDA.L D0,A0 * TABLE BASE
BSR GTAWRD * TABLE LEN (WORDS)
CMP.W D0,D1 * ENOUGH?
BGT.S LWCX1 * NO, ERROR
SUBQ.L #2,A0
ADD.W D1,D1 * BYTE OFFSET
ADDA.W D1,A0 * POINT TO DESIRED VAR
BRA.S LWCX2 * NONZERO FLAGS
LWCX1 MOVEQ #0,D0 * ZERO FLAGS
LWCX2 MOVEM.L (SP)+,D1 * DON'T DISTURB FLAGS
RTS
* ----------------------
* GTAWRD
* ----------------------
* GET CORE WORD, ABSOLUTE POINTER IN A0, RETURN THE WORD IN D0, UPDATE POINTER
GTAWRD
MOVE.B (A0)+,D0 * GET HIGH-ORDER BYTE, ADVANCE A0
ASL.W #8,D0 * POSITION IT
MOVE.B (A0)+,D0 * GET LOW-ORDER BYTE, ADVANCE A0
RTS
* ----------------------
* PTAWRD
* ----------------------
* UPDATE CORE WORD, ABSOLUTE POINTER IN A0, NEW VALUE IN D0
PTAWRD
MOVE.B D0,1(A0) * STORE LOW-ORDER BYTE
ASR.W #8,D0
MOVE.B D0,(A0) * STORE HIGH-ORDER BYTE
RTS
* ---------------------------------------------------------------------------
* LOW LEVEL ZIP FUNCTIONS
* ---------------------------------------------------------------------------
* ----------------------
* GETBYT
* ----------------------
* GET A BYTE FROM GAME, BLOCK-POINTER IN D0, BYTE-POINTER IN D1, RESULT IN D2
* UPDATE D0 AND D1 TO REFLECT BYTE GOTTEN
GETBYT MOVE.W D0,-(SP)
CMP.W ENDLOD(A6),D0 * IS THIS A PRELOADED LOCATION?
BGE.S GETBX1 * NO
BSR BLKBYT * YES, RECONSTRUCT POINTER (MAY EXCEED 32K)
OR.W D1,D0
CLR.W D2 * CLEAR THE UNWANTED HIGH BYTE
MOVE.L BUFFER(A6),A0 * ABSOLUTE POINTER
MOVE.B 0(A0,D0.L),D2 * GET THE DESIRED BYTE
BRA.S GETBX2
GETBX1 BSR GETPAG * FIND THE PROPER PAGE (POINTER RETURNED IN A0)
CLR.W D2 * CLEAR THE UNWANTED HIGH BYTE
MOVE.B 0(A0,D1.W),D2 * GET THE DESIRED BYTE
GETBX2 MOVE.W (SP)+,D0
ADDQ.W #1,D1 * UPDATE BYTE-POINTER
CMPI.W #512,D1 * END OF PAGE?
BNE.S GETBX3 * NO, DONE
CLR.W D1 * YES, CLEAR BYTE-POINTER
ADDQ.W #1,D0 * AND UPDATE BLOCK-POINTER
GETBX3 RTS
* ----------------------
* GETWRD
* ----------------------
* GET A WORD FROM GAME, BLOCK-POINTER IN D0, BYTE-POINTER IN D1, RESULT IN D2
GETWRD BSR GETBYT * GET HIGH-ORDER BYTE
ASL.W #8,D2 * POSITION IT
MOVE.W D2,-(SP) * SAVE IT
BSR GETBYT * GET LOW-ORDER BYTE
OR.W (SP)+,D2 * OR IN THE OTHER BYTE
RTS
* ----------------------
* NXTBYT
* ----------------------
* GET THE NEXT BYTE, RETURN IT IN D0
NXTBYT MOVE.L CURPAG(A6),A0 * INDEX INTO CURRENT PAGE
ADDA.W ZPC2(A6),A0
CLR.W D0 * CLEAR HIGH REGISTER AND
MOVE.B (A0),D0 * GET THE NEXT BYTE
ADDQ.W #1,ZPC2(A6) * UPDATE PC
CMPI.W #512,ZPC2(A6) * END OF PAGE?
BLT.S NXTBX1 * NO
MOVE.W D0,-(SP)
BSR NEWZPC * YES, UPDATE PAGE
MOVE.W (SP)+,D0
NXTBX1 RTS * AND RETURN
* ----------------------
* NXTWRD
* ----------------------
* GET THE NEXT WORD, RETURN IT IN D0
NXTWRD BSR NXTBYT * GET HIGH-ORDER BYTE
ASL.W #8,D0 * SHIFT TO PROPER POSITION
MOVE.W D0,-(SP) * SAVE IT
BSR NXTBYT * GET LOW-ORDER BYTE
OR.W (SP)+,D0 * OR IN THE OTHER BYTE
RTS
* ----------------------
* GETARG
* ----------------------
* GET AN ARGUMENT GIVEN ITS TYPE IN D0
GETARG SUBQ.W #1,D0 * EXAMINE ARGUMENT
BLT.S NXTWRD * 0 MEANT LONG IMMEDIATE
BEQ.S NXTBYT * 1 MEANT SHORT IMMEDIATE
BSR NXTBYT * 2 MEANT VARIABLE, GET THE VAR
TST.W D0 * STACK?
BNE.S GETV1 * NO, JUST GET THE VAR'S VALUE
MOVE.W (A4)+,D0 * YES, POP THE STACK
RTS
* ----------------------
* GETVAR
* ----------------------
* GET VALUE OF A VARIABLE, VAR IN D0, VALUE RETURNED IN D0
GETVAR TST.W D0 * STACK?
BNE.S GETV1 * NO
MOVE.W (A4),D0 * YES, GET TOP-OF-STACK (DON'T POP)
RTS
GETV1 CMPI.W #16,D0 * LOCAL?
BGE.S GETVX2 * NO
MOVE.L ZLOCS(A6),A0 * YES, POINT TO PROPER STACK ELEMENT
ADD.W D0,D0
SUBA.W D0,A0 * LOCALS BUILD DOWN
MOVE.W (A0),D0 * GET IT
RTS
GETVX2 SUB.W #16,D0 * GLOBAL, ADJUST FOR LOCALS
MOVE.L GLOTAB(A6),A0 * POINT TO PROPER GLOBAL TABLE ELEMENT
ADD.W D0,D0
ADDA.W D0,A0
BRA GTAWRD * GET IT AND RETURN
* ----------------------
* PUTVAR
* ----------------------
* UPDATE VALUE OF A VARIABLE, VAR IN D0, NEW VALUE IN D1
PUTVAR TST.W D0 * STACK?
BNE.S PUTVX1 * NO
MOVE.W D1,(A4) * YES, UPDATE TOP-OF-STACK (DON'T PUSH)
RTS
PUTVX1 CMPI.W #16,D0 * LOCAL?
BGE.S PUTVX2 * NO
MOVE.L ZLOCS(A6),A0 * YES, POINT TO PROPER STACK ELEMENT
ADD.W D0,D0
SUBA.W D0,A0 * LOCALS BUILD DOWN
MOVE.W D1,(A0) * UPDATE IT
RTS
PUTVX2 SUB.W #16,D0 * GLOBAL, ADJUST FOR LOCALS
MOVE.L GLOTAB(A6),A0 * POINT TO PROPER GLOBAL TABLE ELEMENT
ADD.W D0,D0
ADDA.W D0,A0
MOVE.W D1,D0
BRA PTAWRD * UPDATE IT AND RETURN
* ----------------------
* PUTVAL, BYTVAL
* ----------------------
* RETURN VAL IN D0 TO LOCATION SPECIFIED BY NEXTBYTE
* DESTROYS D1, BUT IS USUALLY CALLED AT END OF TOP-LEVEL FUNCTION
BYTVAL ANDI.W #$00FF,D0 * ENTER HERE TO CLEAR HIGH BYTE
PUTVAL MOVE.W D0,D1 * NORMAL ENTRY
BSR NXTBYT * GET VAR TO USE
TST.W D0 * STACK?
BNE.S PUTVAR * NO, GO STORE VALUE
MOVE.W D1,-(A4) * YES, PUSH ONTO STACK
RTS
* ----------------------
* PFALSE, PTRUE
* ----------------------
* PREDICATE HANDLERS TRUE AND FALSE
* DESTROYS REGISTERS, BUT ARE ONLY CALLED FROM END OF TOP-LEVEL FUNCTIONS
PFALSE CLR.W D1 * PREDICATE WAS FALSE, CLEAR FLAG
BRA.S PTRUE1
PTRUE MOVEQ #1,D1 * PREDICATE WAS TRUE, SET FLAG
PTRUE1 BSR NXTBYT * GET FIRST (OR ONLY) PREDICATE JUMP BYTE
BCLR #7,D0 * NORMAL POLARITY PREDICATE?
BEQ.S PTRUX1 * NO, LEAVE FLAG ALONE
ADDQ.W #1,D1 * YES, INCREMENT FLAG
PTRUX1 BCLR #6,D0 * ONE-BYTE JUMP OFFSET?
BNE.S PTRUX3 * YES
ASL.W #8,D0 * NO, TWO-BYTE, POSITION HIGH-ORDER OFFSET BYTE
MOVE.W D0,D2
BSR NXTBYT * GET LOW-ORDER BYTE
OR.W D2,D0 * OR IN HIGH-ORDER BITS
BTST #13,D0 * IS NUMBER NEGATIVE (14-BIT 2'S COMP NUMBER)?
BEQ.S PTRUX3 * NO
ORI.W #$C000,D0 * YES, MAKE 16-BIT NUMBER NEGATIVE
PTRUX3 SUBQ.W #1,D1 * TEST FLAG
BEQ.S PTRUX6 * WAS 1, THAT MEANS DO NOTHING
TST.W D0 * ZERO JUMP?
BNE.S PTRUX4 * NO
BRA OPRFAL * YES, THAT MEANS DO AN RFALSE
PTRUX4 SUBQ.W #1,D0 * ONE JUMP?
BNE.S PTRUX5 * NO
BRA OPRTRU * YES, THAT MEANS DO AN RTRUE
PTRUX5 SUBQ.W #1,D0 * ADJUST OFFSET
ADD.W D0,ZPC2(A6) * ADD TO PC
BRA NEWZPC * AND UPDATE ZPC STUFF
PTRUX6 RTS
* ----------------------
* BSPLTB
* ----------------------
* SPLIT BYTE-POINTER IN D0.W (16 BIT UNSIGNED)
* INTO BLOCK NUMBER IN D0 & BYTE OFFSET IN D1
BSPLTB MOVE.W D0,D1
LSR.W #8,D0 * EXTRACT THE 7 BLOCK BITS (64K RANGE)
LSR.W #1,D0
ANDI.W #$01FF,D1 * EXTRACT THE 9 OFFSET BITS (0-511)
IFEQ DEBUG
CMP.W MAXLOD(A6),D0 * VALID BLOCK NUMBER?
BCC BLKERR * BHS * NO, FAIL
ENDC
RTS
* ----------------------
* BSPLIT
* ----------------------
* SPLIT WORD-POINTER IN D0.W (16 BIT UNSIGNED)
* INTO BLOCK NUMBER IN D0 & BYTE OFFSET IN D1
BSPLIT MOVE.W D0,D1
LSR.W #8,D0 * EXTRACT THE 8 BLOCK BITS (128K RANGE)
ANDI.W #$00FF,D1 * EXTRACT THE 8 OFFSET BITS (0-255)
ADD.W D1,D1 * CONVERT OFFSET TO BYTES
IFEQ DEBUG
CMP.W MAXLOD(A6),D0 * VALID BLOCK NUMBER?
BCC BLKERR * BHS * NO, FAIL
ENDC
RTS
* ----------------------
* BSPLTQ
* ----------------------
* SPLIT QUAD-POINTER IN D0.W (16 BIT UNSIGNED)
* INTO BLOCK NUMBER IN D0 & BYTE OFFSET IN D1 -- EZIP ONLY
BSPLTQ MOVE.W D0,D1
LSR.W #7,D0 * EXTRACT THE 9 BLOCK BITS (256K RANGE)
ANDI.W #$007F,D1 * EXTRACT THE 7 OFFSET BITS (0-127)
ADD.W D1,D1 * CONVERT OFFSET TO BYTES
ADD.W D1,D1
IFEQ DEBUG
CMP.W MAXLOD(A6),D0 * VALID BLOCK NUMBER?
BCC BLKERR * BHS * NO, FAIL
ENDC
RTS
* ----------------------
* BLKERR
* ----------------------
IFEQ DEBUG
BLKERR LEA MSGBLK,A0
BRA FATAL * 'Block range error'
DATA
MSGBLK DC.B 'Block range error',0
TEXT
ENDC