dos33fsprogs/demos/another_myst/ootw_c5_cave.s

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2020-06-20 22:29:00 +00:00
; Ootw Checkpoint5 -- Running around the Caves
; call once before entering cave for first time
ootw_cave_init:
lda #0
sta WHICH_CAVE
sta BLASTED_WALL
; yes you fall in facing left for some reason
sta NUM_DOORS
lda #1
sta HAVE_GUN
sta DIRECTION ; right
2020-06-20 22:29:00 +00:00
lda #0
sta PHYSICIST_X
lda #24
sta PHYSICIST_Y
;====================
; reset doors
lda #DOOR_STATUS_CLOSED
sta c4_r0_door0_status
rts
;===========================
; enter new room in cave
;===========================
ootw_cave:
;==============================
; each room init
;==============================
; setup per-room variables
lda WHICH_CAVE
bne cave1
jsr init_shields
; Room0 entrance
cave0:
lda #(0+128)
sta LEFT_LIMIT
lda #(39+128)
sta RIGHT_LIMIT
; set right exit
lda #$ff
sta cer_smc+1
; set left exit
lda #0
sta cel_smc+1
; set up doors
lda #1
sta NUM_DOORS
lda #<door_c4_r0
sta setup_door_table_loop_smc+1
lda #>door_c4_r0
sta setup_door_table_loop_smc+2
jsr setup_door_table
not_falling_in:
lda #24
sta PHYSICIST_Y
; load background
lda #>(temple_center_w_rle)
sta GBASH
lda #<(temple_center_w_rle)
sta GBASL
lda #$c ; load to page $c00
jsr load_rle_gr ; tail call
;=====================
; setup walk collision
jsr recalc_walk_collision
cave1:
ootw_cave_already_set:
;===========================
; Enable graphics
bit LORES
bit SET_GR
bit FULLGR
;===========================
; Setup pages (is this necessary?)
lda #0
sta DRAW_PAGE
lda #1
sta DISP_PAGE
;=================================
; setup vars
lda #0
sta GAIT
sta GAME_OVER
;============================
;============================
; Cave Loop
;============================
;============================
cave_loop:
;================================
; copy background to current page
jsr gr_copy_to_current
;==================================
; draw background action
lda WHICH_CAVE
bg_cave0:
c5_no_bg_action:
;============================
; switch bg if exploded
lda BLASTED_WALL
cmp #1
bne wall_good
; load background
lda #>(temple_center_ex_rle)
sta GBASH
lda #<(temple_center_ex_rle)
sta GBASL
lda #$c ; load to page $c00
jsr load_rle_gr ; tail call
inc BLASTED_WALL
wall_good:
;===============================
; check keyboard
jsr handle_keypress
;===============================
; move physicist
;===============================
jsr move_physicist
;===============
; check room limits
jsr check_screen_limit
;=================
; adjust floor
check_floor0_done:
check_floor1:
;===============
; draw physicist
jsr draw_physicist
;===============
; handle gun
jsr handle_gun
;===============
; handle doors
jsr handle_doors
;=========
; jsr draw_doors
;========================
; draw foreground action
c5_no_fg_action:
;================
; move fg objects
;================
;===============
; page flip
jsr page_flip
;================
; inc frame count
inc FRAMEL
bne cave_frame_no_oflo
inc FRAMEH
cave_frame_no_oflo:
;==========================
; check if done this level
;==========================
lda GAME_OVER
beq still_in_cave
cmp #$ff ; if $ff, we died
beq done_cave
;===============================
; check if exited room to right
cmp #1
beq cave_exit_left
;=================
; exit to right
cave_right_yes_exit:
lda #0
sta PHYSICIST_X
cer_smc:
lda #$0 ; smc+1 = exit location
sta WHICH_CAVE
jmp done_cave
;=====================
; exit to left
cave_exit_left:
lda #37
sta PHYSICIST_X
cel_smc:
lda #0 ; smc+1
sta WHICH_CAVE
jmp done_cave
; loop forever
still_in_cave:
lda #0
sta GAME_OVER
jmp cave_loop
done_cave:
rts
door_c4_r0:
.word door_c4_r0_status
.word door_c4_r0_x
.word door_c4_r0_y
.word door_c4_r0_xmin
.word door_c4_r0_xmax
door_c4_r0_status:
c4_r0_door0_status: .byte DOOR_STATUS_CLOSED
door_c4_r0_x:
c4_r0_door0_x: .byte 19
door_c4_r0_y:
c4_r0_door0_y: .byte 20
door_c4_r0_xmin:
c4_r0_door0_xmin: .byte 11 ; 7-4-5
door_c4_r0_xmax:
c4_r0_door0_xmax: .byte 24 ; 7+4