dos33fsprogs/ootw/physicist.s
Vince Weaver 8aa63389e1 ootw: fix bug where the door limits were only calculated at beginning
this doesn't work if we're falling and so no doors are on our Y
so re-call the room-limit routine once we land
2020-01-29 22:23:55 -05:00

697 lines
9.8 KiB
ArmAsm

;=======================================
; Move physicist based on current state
;
move_physicist:
lda PHYSICIST_STATE
cmp #P_WALKING
beq move_physicist_walking
cmp #P_RUNNING
beq move_physicist_running
rts
;======================
; walking
move_physicist_walking:
inc GAIT ; cycle through animation
lda GAIT
and #$7
cmp #$4 ; only walk roughly 1/8 of time
bne no_move_walk
lda DIRECTION
beq p_walk_left
inc PHYSICIST_X ; walk right
rts
p_walk_left:
dec PHYSICIST_X ; walk left
no_move_walk:
rts
;======================
; running
move_physicist_running:
; inc GAIT ; cycle through animation
inc GAIT ; cycle through animation
lda GAIT
and #$3
cmp #$2 ; only run roughly 1/4 of time
bne no_move_run
lda DIRECTION
beq p_run_left
inc PHYSICIST_X ; run right
rts
p_run_left:
dec PHYSICIST_X ; run left
no_move_run:
rts
;======================
; standing
move_physicist_standing:
pstate_table_lo:
.byte <physicist_standing ; 00
.byte <physicist_walking ; 01
.byte <physicist_running ; 02
.byte <physicist_crouching ; 03
.byte <physicist_kicking ; 04
.byte <physicist_jumping ; 05
.byte <physicist_collapsing ; 06
.byte <physicist_falling_sideways; 07
.byte <physicist_standing ; 08 swinging
.byte <physicist_standing ; 09 elevator up
.byte <physicist_standing ; 0A elevator down
.byte <physicist_shooting ; 0B
.byte <physicist_falling_down ; 0C
.byte <physicist_impaled ; 0D
.byte <physicist_crouch_shooting; 0E
.byte <physicist_crouch_kicking ; 0F
.byte <physicist_disintegrating ; 10
pstate_table_hi:
.byte >physicist_standing
.byte >physicist_walking
.byte >physicist_running
.byte >physicist_crouching
.byte >physicist_kicking
.byte >physicist_jumping
.byte >physicist_collapsing
.byte >physicist_falling_sideways
.byte >physicist_standing ; 08 swinging
.byte >physicist_standing ; 09 elevator up
.byte >physicist_standing ; 0A elevator down
.byte >physicist_shooting ; 0B
.byte >physicist_falling_down ; 0C
.byte >physicist_impaled ; 0D
.byte >physicist_crouch_shooting; 0E
.byte >physicist_crouch_kicking ; 0F
.byte >physicist_disintegrating ; 10
; Urgh, make sure this doesn't end up at $FF or you hit the
; NMOS 6502 bug
.align 2
pjump:
.word $0000
.align 1
;======================================
; draw physicist
;======================================
draw_physicist:
lda PHYSICIST_STATE
and #$1f ; mask off high state bits
tax
lda pstate_table_lo,x
sta pjump
lda pstate_table_hi,x
sta pjump+1
jmp (pjump)
;==================================
; STANDING
;==================================
physicist_standing:
lda #<phys_stand
sta INL
lda #>phys_stand
sta INH
jmp finally_draw_him
;==================================
; SHOOTING
;==================================
physicist_shooting:
lda #<shooting1
sta INL
lda #>shooting1
sta INH
jmp finally_draw_him
;==================================
; KICKING
;==================================
physicist_kicking:
lda #<kick1
sta INL
lda #>kick1
sta INH
; If kicking long enough, return to standing
dec GAIT
bne short_draw
lda #P_STANDING
sta PHYSICIST_STATE
short_draw:
jmp finally_draw_him
;===================================
; CROUCHING
;===================================
physicist_crouching:
; FIXME: we have an animation?
; if we have some gait left, slide a bit
lda GAIT
beq crouch_done_slide
dec GAIT
bne crouch_done_slide
lda DIRECTION
beq p_slide_left
inc PHYSICIST_X
jmp crouch_done_slide
p_slide_left:
dec PHYSICIST_X
crouch_done_slide:
lda #<crouch2
sta INL
lda #>crouch2
sta INH
jmp finally_draw_him
;===================================
; CROUCH KICKING
;===================================
physicist_crouch_kicking:
dec GAIT
lda GAIT
bpl still_kicking
lda #P_CROUCHING
sta PHYSICIST_STATE
still_kicking:
lda #<crouch_kicking
sta INL
lda #>crouch_kicking
sta INH
jmp finally_draw_him
;===================================
; CROUCH SHOOTING
;===================================
physicist_crouch_shooting:
lda #<crouch_shooting
sta INL
lda #>crouch_shooting
sta INH
jmp finally_draw_him
;===================================
; JUMPING
;===================================
physicist_jumping:
lda GAIT
cmp #32
bcc still_jumping ; blt
; done juming
lda #STATE_RUNNING
bit PHYSICIST_STATE
beq jump_to_stand
jump_to_run:
lda #0
sta GAIT
lda #P_RUNNING
sta PHYSICIST_STATE
jmp physicist_running
jump_to_stand:
lda #0
sta GAIT
lda #P_STANDING
sta PHYSICIST_STATE
jmp physicist_standing
still_jumping:
lsr
and #$fe
tax
lda phys_jump_progression,X
sta INL
lda phys_jump_progression+1,X
sta INH
inc GAIT
lda #STATE_RUNNING
bit PHYSICIST_STATE
beq jump_change_x_regular
jump_change_x_running:
lda GAIT
; 1/4 not enough, 1/2 too much
; 3/8?
and #$7
cmp #5
bcc jump_no_move
jmp jump_change_x
; only change X every 8th frame
jump_change_x_regular:
lda GAIT
and #$7
bne jump_no_move
jump_change_x:
lda DIRECTION
beq jump_left
jump_right:
inc PHYSICIST_X
jmp finally_draw_him
jump_left:
dec PHYSICIST_X
jump_no_move:
jmp finally_draw_him
;===============================
; Walking
;================================
physicist_walking:
lda GAIT
cmp #40
bcc gait_fine ; blt
lda #0
sta GAIT
gait_fine:
lsr
and #$fe
tax
lda phys_walk_progression,X
sta INL
lda phys_walk_progression+1,X
sta INH
jmp finally_draw_him
;===============================
; Running
;================================
physicist_running:
lda GAIT
cmp #40
bcc run_gait_fine ; blt
lda #0
sta GAIT
run_gait_fine:
lsr
and #$fe
tax
lda phys_run_progression,X
sta INL
lda phys_run_progression+1,X
sta INH
jmp finally_draw_him
;==================================
; COLLAPSING
;==================================
physicist_collapsing:
lda GAIT
cmp #18
bne collapse_not_done
really_dead:
lda #$ff
sta GAME_OVER
jmp finally_draw_him
collapse_not_done:
ldx GAIT
lda collapse_progression,X
sta INL
lda collapse_progression+1,X
sta INH
lda FRAMEL
and #$1f
bne no_collapse_progress
inc GAIT
inc GAIT
no_collapse_progress:
jmp finally_draw_him
;==================================
; DISINTEGRATING
;==================================
physicist_disintegrating:
lda GAIT
cmp #28
bne disintegrate_not_done
disintegrate_really_dead:
lda #$ff
sta GAME_OVER
jmp finally_draw_him
disintegrate_not_done:
ldx GAIT
lda disintegrate_progression,X
sta INL
lda disintegrate_progression+1,X
sta INH
lda FRAMEL
and #$7
bne no_disintegrate_progress
inc GAIT
inc GAIT
no_disintegrate_progress:
jmp finally_draw_him
;==================================
; FALLING SIDEWAYS
;==================================
physicist_falling_sideways:
lda FRAMEL
and #$3
bne no_fall_progress
inc PHYSICIST_X
inc PHYSICIST_Y ; must me mul of 2
inc PHYSICIST_Y
no_fall_progress:
lda PHYSICIST_Y
fall_sideways_destination_smc:
cmp #22
bne still_falling
done_falling:
; lda #0
; sta GAIT
lda #P_CROUCHING
sta PHYSICIST_STATE
jmp physicist_crouching
still_falling:
lda #<phys_falling
sta INL
lda #>phys_falling
sta INH
jmp finally_draw_him
;==================================
; FALLING DOWN
;==================================
physicist_falling_down:
falling_stop_smc: ; $2C to fall, $4C for not
bit still_falling_down
lda FRAMEL
and #$1
bne no_fall_down_progress
inc PHYSICIST_Y ; must be mul of 2
inc PHYSICIST_Y
no_fall_down_progress:
lda PHYSICIST_Y
fall_down_destination_smc:
cmp #22
bne still_falling_down
done_falling_down:
jsr recalc_walk_collision
lda #P_CROUCHING
sta PHYSICIST_STATE
jmp physicist_crouching
still_falling_down:
lda #<phys_stand
sta INL
lda #>phys_stand
sta INH
jmp finally_draw_him
;==================================
; IMPALED
;==================================
physicist_impaled:
lda GAIT
cmp #$80
bne impale_not_done
impale_really_dead:
lda #$ff
sta GAME_OVER
jmp finally_draw_him
impale_not_done:
cmp #2 ; slide down one more
bne impale_enough
inc PHYSICIST_Y
inc PHYSICIST_Y
impale_enough:
inc GAIT
lda #<physicist_spike_sprite
sta INL
lda #>physicist_spike_sprite
sta INH
jmp finally_draw_him
;=============================
; Actually Draw Him
;=============================
finally_draw_him:
lda PHYSICIST_X
sta XPOS
lda PHYSICIST_Y
sec
sbc EARTH_OFFSET ; adjust for earthquakes
sta YPOS
lda DIRECTION
bne facing_right
facing_left:
jmp put_sprite_crop
facing_right:
jmp put_sprite_flipped_crop
;======================================
;======================================
; Check screen limits
;======================================
;======================================
; If too far right or left, stop at boundary
; If also > 39 or < -4 then exit room
check_screen_limit:
clc
lda PHYSICIST_X
adc #$80
cmp LEFT_WALK_LIMIT
bcs just_fine_left ; (bge==bcs)
left_on_screen:
; if limit was -4, means we are off screen
; otherwise, stop physicist at limit
lda LEFT_WALK_LIMIT
cmp #($80 - 4)
beq too_far_left
left_stop_at_barrier:
lda #0
sta PHYSICIST_STATE
lda LEFT_WALK_LIMIT
sec
sbc #$7f
sta PHYSICIST_X
rts
too_far_left:
lda #1
sta GAME_OVER
rts
just_fine_left:
; Check right edge of screen
; lda PHYSICIST_X
cmp RIGHT_WALK_LIMIT
bcc just_fine_right ; blt
right_on_screen:
; if limit was 39, means we are off screen
; otherwise, stop physicist at limit
lda RIGHT_WALK_LIMIT
cmp #($80 + 39)
beq too_far_right
right_stop_at_barrier:
lda #0
sta PHYSICIST_STATE
lda RIGHT_WALK_LIMIT
clc
adc #$7f
sta PHYSICIST_X
rts
too_far_right:
lda #2
sta GAME_OVER
just_fine_right:
rts
; LIMIT VALUE FLAGS
; 0 10 -----
; 0 0 Z----
; 0 FF
; 1 -> 129
; 0 -> 128
; -1 -> 127 FF + 80 = 7f
; XPOS XSIZE XMAX
; -5 8 3
; -4 4
; -3 5
; -2 6
; -1 7
; 0 8
; 1 9
; 2
; 3
; 4
; 5