Files
akbasic/src/sprite_tables.c
Andrew Kesterson 9845e77a5c Finish the language: every remaining verb group, and the defects that blocked them
Closes groups A, C, D, E, F, H and J of TODO.md section 4, plus RESTORE and
RENUMBER, and closes section 6 -- all seventeen reference defects. Seven of
those turned out to have been fixed or never ported and nobody had written it
down; the audit records the evidence for each.

Two of the seventeen were real. math_plus mutated its left operand when the
operand was mutable, so A# + 1 could modify A#; it was gated on FOR/NEXT
coverage because NEXT relied on the mutation, so tests/for_next.c came first
and NEXT now writes the counter back itself. And the binary operators summed
both numeric fields of their right operand, which no BASIC program can reach
-- that one needed a test written against the value API.

Writing the tests turned up eight defects nobody had listed. Seven are fixed:

  IF A = 2 THEN was a parse error; only == worked
  IF ... AND ... was a parse error, because a condition parsed as one relation
  IF A = 1 OR B = 2 THEN was silently always false, and so was IF A THEN
  EXIT before any NEXT restarted the program and exhausted the variable pool
  READ never found a DATA line above it, and swallowed the lines between
  PRINT 2 + 2 at the prompt was filed as program text instead of answering
  a short read discarded its bytes, so COPY produced empty files
  every verb taking an argument list said "peek() returned nil token!" on none

The eighth is not fixed and cannot be quietly: a FOR whose step overshoots
runs its body one extra time, and FOR I = 1 TO 1 runs it zero times. The two
errors cancel for a step of 1, which is why neither was noticed. Correcting
them changes the expected output of a checked-in acceptance file, and
tests/reference/README.md forbids editing one to suit this interpreter. It is
tests/for_semantics.c in AKBASIC_KNOWN_FAILING_TESTS, asserting the correct
contract, and TODO.md items 19 and 20.

Sprites are real libakgl actors with a renderfunc of their own, because
akgl_actor_render draws every sprite square and an actor has no per-axis
scale. Both are filed upstream. SPRSAV takes an image file, an SSHAPE handle
or a 63-element integer array -- a string here cannot hold a zero byte.

Verbs that need hardware that does not exist are refused by name with the
reason rather than faked: SYS, HEADER, COLLECT, BACKUP, BOOT, FILTER, and
DIRECTORY, which is refused for a missing libakstdlib wrapper filed upstream.

94 tests in the default build, 93 with SDL, 94 under ASan and UBSan, doxygen
clean. The Go acceptance corpus stayed green throughout.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 21:50:37 -04:00

79 lines
2.7 KiB
C

/**
* @file sprite_tables.c
* @brief The sprite state's power-on values, and the pattern bit order.
*
* The counterpart to src/graphics_tables.c: everything about sprites that is
* data rather than behaviour, kept away from the verbs so the verb file is
* verbs. Both things here are shared by every backend, which is the point --
* the bit order in particular is asserted once here rather than trusted in each
* adaptor that has to turn a pattern into pixels.
*/
#include <string.h>
#include <akerror.h>
#include <akbasic/error.h>
#include <akbasic/sprite.h>
/**
* @brief What SPRCOLOR's two registers hold before a program sets them.
*
* A C128 powers up with multicolour 1 at grey and multicolour 2 at yellow. They
* only matter to a multicolour sprite, so a program that never sets them and
* never asks for multicolour never sees them.
*
* register palette colour
* -------- ------- ------
* 1 12 medium grey
* 2 8 orange
*/
#define SHARED_COLOR_1_DEFAULT 12
#define SHARED_COLOR_2_DEFAULT 8
/** @brief The palette index a sprite has before SPRITE names one. White. */
#define SPRITE_COLOR_DEFAULT 2
akerr_ErrorContext *akbasic_sprite_state_init(akbasic_SpriteState *obj)
{
PREPARE_ERROR(errctx);
int i = 0;
FAIL_ZERO_RETURN(errctx, (obj != NULL), AKERR_NULLPOINTER, "NULL sprite state in init");
memset(obj, 0, sizeof(*obj));
for ( i = 0; i < AKBASIC_MAX_SPRITES; i++ ) {
obj->sprites[i].colorindex = SPRITE_COLOR_DEFAULT;
}
obj->sharedcolor1 = SHARED_COLOR_1_DEFAULT;
obj->sharedcolor2 = SHARED_COLOR_2_DEFAULT;
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akbasic_sprite_unpack(const uint8_t *pattern, int bytes, uint8_t *dest)
{
PREPARE_ERROR(errctx);
int row = 0;
int col = 0;
FAIL_ZERO_RETURN(errctx, (pattern != NULL && dest != NULL), AKERR_NULLPOINTER,
"NULL argument in sprite unpack");
FAIL_ZERO_RETURN(errctx, (bytes == AKBASIC_SPRITE_PATTERN_BYTES), AKBASIC_ERR_BOUNDS,
"A sprite pattern is %d bytes, not %d",
AKBASIC_SPRITE_PATTERN_BYTES, bytes);
/*
* Three bytes per row, most significant bit leftmost -- which is to say the
* first byte of a row is its left eight pixels, and bit 7 of that byte is
* the leftmost pixel of all. That is the order a C128 keeps a sprite block
* in and the order a type-in listing's DATA statements are written in, so
* getting it backwards would mirror every published sprite.
*/
for ( row = 0; row < AKBASIC_SPRITE_HEIGHT; row++ ) {
for ( col = 0; col < AKBASIC_SPRITE_WIDTH; col++ ) {
uint8_t byte = pattern[(row * 3) + (col / 8)];
dest[(row * AKBASIC_SPRITE_WIDTH) + col] = (uint8_t)((byte >> (7 - (col % 8))) & 1);
}
}
SUCCEED_RETURN(errctx);
}