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

333 lines
4.7 KiB
ArmAsm

; That Cabin in the woods
; by deater (Vince Weaver) <vince@deater.net>
; Zero Page
.include "zp.inc"
.include "hardware.inc"
.include "common_defines.inc"
.include "common_routines.inc"
cabin_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
; init cursor
lda #20
sta CURSOR_X
sta CURSOR_Y
; set up initial location
jsr cabin_update_state
jsr change_location
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
;====================================
; copy background to current page
;====================================
jsr gr_copy_to_current
;====================================
; handle matches
;====================================
check_match_lit_outside:
lda LOCATION
cmp #CABIN_OUTSIDE
bne check_match_on_pilot
; FIXME: actual game match sputters a bit before going out
lda HOLDING_ITEM
cmp #HOLDING_MATCH
beq put_out_match
cmp #HOLDING_LIT_MATCH
bne check_match_on_pilot
put_out_match:
lda #0
sta HOLDING_ITEM
check_match_on_pilot:
lda LOCATION
cmp #CABIN_INSIDE
bne done_match_handler
lda DIRECTION
and #$f
cmp #DIRECTION_E
bne done_match_handler
lda HOLDING_ITEM
cmp #HOLDING_LIT_MATCH
bne done_match_handler
lda CURSOR_Y
cmp #34
bcc done_match_handler
lda CURSOR_X
cmp #13
bcc done_match_handler
cmp #17
bcs done_match_handler
lda #$80 ; light pilot
sta BOILER_LEVEL
lda #$0 ; drop match
sta HOLDING_ITEM
done_match_handler:
;====================================
; handle special-case forground logic
;====================================
jsr update_boiler_state
jsr draw_marker_switch
lda LOCATION
cmp #CABIN_TREE_BOOK_OPEN
beq animate_channel_book
cmp #CABIN_SAFE
bne check_boiler
jsr draw_safe_combination
jmp nothing_special
check_boiler:
cmp #CABIN_INSIDE
bne check_basement
jsr draw_valve_cabin
jmp nothing_special
check_basement:
cmp #CABIN_TREE_BASEMENT
bne nothing_special
jsr draw_valve_basement
jmp nothing_special
animate_channel_book:
lda ANIMATE_FRAME
cmp #11
bcc channel_book_good
lda #0
sta ANIMATE_FRAME
channel_book_good:
; handle animated linking book
lda ANIMATE_FRAME
asl
tay
lda channel_movie,Y
sta INL
lda channel_movie+1,Y
sta INH
lda #22
sta XPOS
lda #12
sta YPOS
jsr put_sprite_crop
lda FRAMEL
and #$f
bne done_animate_book
inc ANIMATE_FRAME
done_animate_book:
jmp nothing_special
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
; exit back to mist by the clock path
enter_clock:
lda #DIRECTION_S
sta DIRECTION
lda #MIST_CLOCK
jmp exit_to_mist
handle_clearing:
lda DIRECTION
cmp #DIRECTION_W
beq enter_path
; else going east
lda CURSOR_X
cmp #22
bcc enter_cabin
cmp #27
bcc marker_switch
enter_tree_path:
lda #DIRECTION_E
sta DIRECTION
lda #CABIN_TREE_PATH
sta LOCATION
jmp change_location
marker_switch:
lda #MARKER_TREE
jmp click_marker_switch
enter_cabin:
lda #DIRECTION_E
sta DIRECTION
lda LOCATION
cmp #CABIN_OPEN
bne open_the_door
lda #CABIN_ENTRANCE
bne done_enter_cabin ; bra
open_the_door:
lda #CABIN_OPEN
done_enter_cabin:
sta LOCATION
jmp change_location
enter_path:
lda #DIRECTION_N
sta DIRECTION
lda #MIST_TREE_CORRIDOR_5
jmp exit_to_mist
exit_to_mist:
sta LOCATION
lda #$ff
sta LEVEL_OVER
lda #LOAD_MIST
sta WHICH_LOAD
rts
;==========================
; includes
;==========================
; level graphics
.include "graphics_cabin/cabin_graphics.inc"
.include "number_sprites.inc"
; puzzles
.include "marker_switch.s"
.include "cabin_boiler_puzzle.s"
; level data
.include "leveldata_cabin.inc"
; linking books
.include "link_book_channel.s"
.include "simple_sounds.s"