dos33fsprogs/games/mist/stoney.s
Vince Weaver b1238af49d re-arranged the entire directory structure
this will probably upset people
2021-01-05 15:29:31 -05:00

455 lines
7.6 KiB
ArmAsm

; The Stone Ship level
; o/~ The monument of granite sent a beam into my eye o/~
; by deater (Vince Weaver) <vince@deater.net>
; Zero Page
.include "zp.inc"
.include "hardware.inc"
.include "common_defines.inc"
.include "common_routines.inc"
stoney_start:
;===================
; init screen
jsr TEXT
jsr HOME
bit KEYRESET
bit SET_GR
bit PAGE0
bit LORES
bit FULLGR
;=================
; set up location
;=================
lda #<locations
sta LOCATIONS_L
lda #>locations
sta LOCATIONS_H
lda #0
sta DRAW_PAGE
sta LEVEL_OVER
; resets if you leave and come back
sta BATTERY_CHARGE
; init cursor
lda #20
sta CURSOR_X
sta CURSOR_Y
; set up initial location
jsr change_location
; make sure book access and lights set up right
jsr update_compass_state
jsr update_tunnel_lights
jsr update_pump_state
jsr update_hatch_state
jsr update_inside_lighthouse_action
lda #1
sta CURSOR_VISIBLE ; visible at first
lda #0
sta ANIMATE_FRAME
game_loop:
;=================
; reset things
;=================
lda #0
sta IN_SPECIAL
sta IN_RIGHT
sta IN_LEFT
;====================================
; turn lights off (if applicable)
;====================================
; first check ship_lights
check_ship_lights:
lda COMPASS_STATE
bne check_tunnel_lights
; turn off the ship cabin lights if applicable
lda LOCATION
cmp #STONEY_BOOK_STAIRS1
beq turn_off_the_lights
cmp #STONEY_BOOK_STAIRS2
beq turn_off_the_lights
cmp #STONEY_BOOK_ROOM
beq turn_off_the_lights
check_tunnel_lights:
lda BATTERY_CHARGE
bne dont_touch_lights
lda LOCATION
cmp #STONEY_LEFT_TUNNEL1
beq turn_off_the_lights
cmp #STONEY_LEFT_TUNNEL2
beq turn_off_the_lights
cmp #STONEY_LEFT_AIRLOCK
beq turn_off_the_lights
cmp #STONEY_CRAWLWAY_LEFT
beq turn_off_the_lights
cmp #STONEY_COMPASS_ROOM_LEFT
beq turn_off_the_lights
cmp #STONEY_COMPASS_ROSE_LEFT
beq turn_off_the_lights
cmp #STONEY_RIGHT_TUNNEL1
beq turn_off_the_lights
cmp #STONEY_RIGHT_TUNNEL2
beq turn_off_the_lights
cmp #STONEY_RIGHT_AIRLOCK
beq turn_off_the_lights
cmp #STONEY_CRAWLWAY_RIGHT
beq turn_off_the_lights
cmp #STONEY_COMPASS_ROOM_RIGHT
beq turn_off_the_lights
cmp #STONEY_COMPASS_ROSE_RIGHT
beq turn_off_the_lights
cmp #STONEY_CRAWLWAY_ENTRANCE_LEFT
beq turn_off_the_lights
cmp #STONEY_CRAWLWAY_ENTRANCE_RIGHT
beq turn_off_the_lights
cmp #STONEY_LEFT_AIRLOCK_OPEN
beq open_airlock_check
cmp #STONEY_RIGHT_AIRLOCK_OPEN
bne dont_touch_lights
open_airlock_check:
; lights only off if facing tunnel
lda DIRECTION
cmp #DIRECTION_S
bne dont_touch_lights
turn_off_the_lights:
jsr dark_translate
dont_touch_lights:
;====================================
; copy background to current page
;====================================
jsr gr_copy_to_current
;====================================
; handle special-case forground logic
;====================================
; check to see if draw compass light
jsr compass_draw_light
; check doorways for water/darkness
lda LOCATION
cmp #STONEY_DOORWAY1
beq handle_doorway1
cmp #STONEY_DOORWAY2
beq handle_doorway2
cmp #STONEY_RIGHT_TUNNEL1
beq handle_doorway_light
cmp #STONEY_LEFT_TUNNEL1
beq handle_doorway_light
cmp #STONEY_LEFT_AIRLOCK
beq handle_airlock_doorknob
cmp #STONEY_RIGHT_AIRLOCK
beq handle_airlock_doorknob
cmp #STONEY_ARRIVAL
beq handle_exit_tunnel
bne not_a_doorway
handle_exit_tunnel:
jsr draw_exit_tunnel
jmp not_a_doorway
handle_doorway1:
jsr draw_doorway1
jmp not_a_doorway
handle_doorway2:
jsr draw_doorway2
jmp not_a_doorway
handle_doorway_light:
jsr draw_light_doorway
jmp not_a_doorway
handle_airlock_doorknob:
jsr draw_airlock_doorknob
jmp not_a_doorway
not_a_doorway:
lda LOCATION
cmp #STONEY_BOOK_TABLE_OPEN
beq animate_mist_book
cmp #STONEY_RED_DRESSER_OPEN
beq fg_draw_red_page
cmp #STONEY_BLUE_ROOM
beq fg_draw_blue_page
cmp #STONEY_UMBRELLA
beq draw_umbrella_light
cmp #STONEY_LIGHTHOUSE_UPSTAIRS
beq draw_crank_handle
cmp #STONEY_LIGHTHOUSE_BATTERY
beq draw_battery_level
cmp #STONEY_BOOK_TABLE
beq animate_magic_table
cmp #STONEY_TELESCOPE_VIEW
beq draw_telescope_view
cmp #STONEY_TRUNK_CLOSE
beq fg_draw_trunk_close
cmp #STONEY_LIGHTHOUSE_INSIDE
beq fg_draw_inside_lighthouse
cmp #STONEY_LIGHTHOUSE_DOOR
beq fg_lighthouse_door
cmp #STONEY_TRUNK
beq fg_draw_trunk
jmp nothing_special
animate_magic_table:
jsr do_animate_magic_table
jmp nothing_special
animate_mist_book:
lda ANIMATE_FRAME
cmp #6
bcc mist_book_good ; blt
lda #0
sta ANIMATE_FRAME
mist_book_good:
asl
tay
lda mist_movie,Y
sta INL
lda mist_movie+1,Y
sta INH
lda #24
sta XPOS
lda #12
sta YPOS
jsr put_sprite_crop
lda FRAMEL
and #$f
bne done_animate_mist_book
inc ANIMATE_FRAME
done_animate_mist_book:
jmp nothing_special
fg_draw_red_page:
jsr draw_red_page
jmp nothing_special
fg_draw_blue_page:
jsr draw_blue_page
jmp nothing_special
draw_umbrella_light:
jsr do_draw_umbrella_light
jmp nothing_special
draw_crank_handle:
jsr do_draw_crank_handle
jmp nothing_special
draw_battery_level:
jsr do_draw_battery_level
jmp nothing_special
draw_telescope_view:
jsr display_telescope
jmp nothing_special
fg_draw_trunk_close:
jsr draw_trunk_close
jmp nothing_special
fg_draw_inside_lighthouse:
jsr draw_inside_lighthouse
jmp nothing_special
fg_draw_trunk:
jsr draw_floor_key
jmp nothing_special
fg_lighthouse_door:
lda HOLDING_ITEM
beq not_holding_key
; if outside door, drop key and close lid
lda #0
sta HOLDING_ITEM
jsr update_inside_lighthouse_action
lda TRUNK_STATE
ora #TRUNK_KEY_ON_FLOOR ; drop key on floor
sta TRUNK_STATE
not_holding_key:
; close lid
lda TRUNK_STATE
and #<~(TRUNK_LID_OPEN)
sta TRUNK_STATE
jsr update_pump_state
nothing_special:
;====================================
; draw pointer
;====================================
jsr draw_pointer
;====================================
; page flip
;====================================
jsr page_flip
;====================================
; handle keypress/joystick
;====================================
jsr handle_keypress
;====================================
; inc frame count
;====================================
inc FRAMEL
bne room_frame_no_oflo
inc FRAMEH
room_frame_no_oflo:
;====================================
; check level over
;====================================
lda LEVEL_OVER
bne really_exit
jmp game_loop
really_exit:
jmp end_level
stoney_take_red_page:
lda #STONEY_PAGE
jmp take_red_page
stoney_take_blue_page:
lda #STONEY_PAGE
jmp take_blue_page
;=============================
; handle pages
;=============================
draw_red_page:
lda RED_PAGES_TAKEN
and #STONEY_PAGE
bne no_draw_page
lda #14
sta XPOS
lda #36
sta YPOS
lda #<red_page_sprite
sta INL
lda #>red_page_sprite
sta INH
jmp put_sprite_crop ; tail call
draw_blue_page:
lda DIRECTION
cmp #DIRECTION_W
bne no_draw_page
lda BLUE_PAGES_TAKEN
and #STONEY_PAGE
bne no_draw_page
lda #18
sta XPOS
lda #30
sta YPOS
lda #<blue_page_sprite
sta INL
lda #>blue_page_sprite
sta INH
jmp put_sprite_crop ; tail call
no_draw_page:
rts
;======================
; handle half message
stoney_half_message:
lda #STONEY_BLUE_HALFMESSAGE
sta LOCATION
jsr change_location
bit SET_TEXT ; set text mode
rts
;==========================
; includes
;==========================
; level graphics
.include "graphics_stoney/stoney_graphics.inc"
; linking books
.include "link_book_mist.s"
; puzzles
.include "stoney_puzzles.s"
.include "handle_pages.s"
.include "lights_off.s"
.include "simple_sounds.s"
.include "hlin_list.s"
; level data
.include "leveldata_stoney.inc"