; The names in the Vector Segment, and what numbers they have. ; ; A vector name is not a label and the two are kept deliberately apart, so a program may ; call a routine `announce` and name a vector `announce` without either shadowing the ; other. They are looked up in different places because they mean different things: a label ; is an address and a vector is a number. ; ; FIXED FIELDS HERE, unlike the label table's arena. There are at most a couple of hundred ; of these against several hundred labels, and the names are short, so packing them would ; cost more code than it saved. Twenty four bytes an entry: a name of up to twenty two with ; its zero, and the number. ; ; Numbers come from two places. A pinned one is written down in the source, and that is how ; anything two separately assembled programs must agree about is fixed - the system's ; services are all pinned. Everything else is numbered automatically from 64 up, out of a ; range nothing outside one program can name, so what number it gets cannot matter. ; ; Written by Anachronaut #Program vecReset: SETD.0 VecCount CALL numZero INIA 0d64 SETD.0 VecNextAuto STA.0 RET ; Declares the name at DP0 with the number in A. Q is zero if it went in. vecDeclare: SETD.2 VecPutNumber STA.2 SETD.2 VecSubject STD.0.2 CALL vecFind BNQ vecDeclareFresh SETD.0 VecTwice CALL clsComplain BRI vecDeclareNo vecDeclareFresh: SETD.0 VecCount SETD.2 VecLimit CALL numCompare BNC vecDeclareFull SETD.0 VecWhich SETD.2 VecCount CALL numSet CALL vecSlotAt SETD.1 VecSubject LDD.0.1 SETD.1 VecSlot LDD.1.1 CALL srcKeepName SETD.1 VecSlot LDD.0.1 INIA 0d23 SETD.0 VecSlot CALL numAddByte SETD.1 VecSlot LDD.0.1 SETD.2 VecPutNumber LDA.2 STA.0 SETD.0 VecCount CALL numStep RSTA RSTB CCF ADD RET vecDeclareFull: SETD.0 VecFull CALL clsComplain vecDeclareNo: RSTA INIB 0d1 CCF ADD RET ; The next number nothing has taken, into VecPutNumber. These start at 64, above everything ; that may be pinned, so a name a program made up for itself can never land on a system ; service. ; ; Into memory rather than into A, because a CALL puts A back as it found it. vecTakeAuto: SETD.0 VecNextAuto LDA.0 SETD.0 VecPutNumber STA.0 SETD.0 VecNextAuto LDA.0 INCA STA.0 RET ; Looks up the name at DP0. Q is zero if it is there, and then VecNumber is its number. vecFind: SETD.2 VecSought STD.0.2 SETD.0 VecWhich CALL numZero vecFindLoop: SETD.0 VecWhich SETD.2 VecCount CALL numCompare BNC vecFindMissing CALL vecSlotAt SETD.1 VecSlot LDD.0.1 SETD.1 VecSought LDD.1.1 CALL sameText BRQ vecFindGot SETD.0 VecWhich CALL numStep BRI vecFindLoop vecFindGot: SETD.1 VecSlot LDD.0.1 INIA 0d23 SETD.0 VecSlot CALL numAddByte SETD.1 VecSlot LDD.0.1 LDA.0 SETD.0 VecNumber STA.0 RSTA RSTB CCF ADD RET vecFindMissing: RSTA INIB 0d1 CCF ADD RET ; Where entry number VecWhich sits, into VecSlot. Twenty four bytes an entry. vecSlotAt: SETD.0 VecNames SETD.1 VecSlot STD.0.1 SETD.0 VecSlotLeft SETD.2 VecWhich CALL numSet vecSlotLoop: SETD.0 VecSlotLeft LDA.0 INCD.0 LDB.0 OR BRQ vecSlotDone INIA 0d24 SETD.0 VecSlot CALL numAddByte SETD.0 VecSlotLeft SETD.2 VecOne CALL numTake BRI vecSlotLoop vecSlotDone: RET #Data VecCount: 0x00 0x00 VecWhich: 0x00 0x00 VecSlot: 0x00 0x00 VecSlotLeft: 0x00 0x00 VecSought: 0x00 0x00 VecSubject: 0x00 0x00 VecNumber: 0x00 VecPutNumber: 0x00 VecNextAuto: 0x00 VecOne: 0x00 0x01 ; Sixty four names, which is every number a program may name for itself. VecLimit: 0x00 0x40 VecTwice: "that vector name is declared twice" VecFull: "too many vector names" VecName: #Reserve 0d23 VecNames: #Reserve 0d1536