mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-12-26 11:30:12 +00:00
455 lines
7.6 KiB
ArmAsm
455 lines
7.6 KiB
ArmAsm
; The Stone Ship level
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; o/~ The monument of granite sent a beam into my eye o/~
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; by deater (Vince Weaver) <vince@deater.net>
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; Zero Page
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.include "zp.inc"
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.include "hardware.inc"
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.include "common_defines.inc"
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.include "common_routines.inc"
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stoney_start:
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;===================
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; init screen
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jsr TEXT
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jsr HOME
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bit KEYRESET
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bit SET_GR
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bit PAGE0
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bit LORES
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bit FULLGR
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;=================
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; set up location
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;=================
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lda #<locations
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sta LOCATIONS_L
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lda #>locations
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sta LOCATIONS_H
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lda #0
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sta DRAW_PAGE
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sta LEVEL_OVER
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; resets if you leave and come back
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sta BATTERY_CHARGE
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; init cursor
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lda #20
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sta CURSOR_X
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sta CURSOR_Y
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; set up initial location
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jsr change_location
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; make sure book access and lights set up right
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jsr update_compass_state
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jsr update_tunnel_lights
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jsr update_pump_state
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jsr update_hatch_state
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jsr update_inside_lighthouse_action
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lda #1
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sta CURSOR_VISIBLE ; visible at first
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lda #0
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sta ANIMATE_FRAME
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game_loop:
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;=================
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; reset things
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;=================
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lda #0
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sta IN_SPECIAL
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sta IN_RIGHT
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sta IN_LEFT
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;====================================
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; turn lights off (if applicable)
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;====================================
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; first check ship_lights
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check_ship_lights:
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lda COMPASS_STATE
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bne check_tunnel_lights
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; turn off the ship cabin lights if applicable
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lda LOCATION
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cmp #STONEY_BOOK_STAIRS1
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beq turn_off_the_lights
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cmp #STONEY_BOOK_STAIRS2
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beq turn_off_the_lights
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cmp #STONEY_BOOK_ROOM
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beq turn_off_the_lights
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check_tunnel_lights:
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lda BATTERY_CHARGE
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bne dont_touch_lights
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lda LOCATION
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cmp #STONEY_LEFT_TUNNEL1
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beq turn_off_the_lights
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cmp #STONEY_LEFT_TUNNEL2
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beq turn_off_the_lights
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cmp #STONEY_LEFT_AIRLOCK
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beq turn_off_the_lights
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cmp #STONEY_CRAWLWAY_LEFT
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beq turn_off_the_lights
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cmp #STONEY_COMPASS_ROOM_LEFT
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beq turn_off_the_lights
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cmp #STONEY_COMPASS_ROSE_LEFT
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beq turn_off_the_lights
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cmp #STONEY_RIGHT_TUNNEL1
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beq turn_off_the_lights
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cmp #STONEY_RIGHT_TUNNEL2
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beq turn_off_the_lights
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cmp #STONEY_RIGHT_AIRLOCK
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beq turn_off_the_lights
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cmp #STONEY_CRAWLWAY_RIGHT
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beq turn_off_the_lights
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cmp #STONEY_COMPASS_ROOM_RIGHT
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beq turn_off_the_lights
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cmp #STONEY_COMPASS_ROSE_RIGHT
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beq turn_off_the_lights
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cmp #STONEY_CRAWLWAY_ENTRANCE_LEFT
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beq turn_off_the_lights
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cmp #STONEY_CRAWLWAY_ENTRANCE_RIGHT
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beq turn_off_the_lights
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cmp #STONEY_LEFT_AIRLOCK_OPEN
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beq open_airlock_check
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cmp #STONEY_RIGHT_AIRLOCK_OPEN
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bne dont_touch_lights
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open_airlock_check:
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; lights only off if facing tunnel
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lda DIRECTION
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cmp #DIRECTION_S
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bne dont_touch_lights
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turn_off_the_lights:
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jsr dark_translate
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dont_touch_lights:
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;====================================
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; copy background to current page
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;====================================
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jsr gr_copy_to_current
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;====================================
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; handle special-case forground logic
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;====================================
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; check to see if draw compass light
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jsr compass_draw_light
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; check doorways for water/darkness
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lda LOCATION
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cmp #STONEY_DOORWAY1
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beq handle_doorway1
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cmp #STONEY_DOORWAY2
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beq handle_doorway2
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cmp #STONEY_RIGHT_TUNNEL1
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beq handle_doorway_light
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cmp #STONEY_LEFT_TUNNEL1
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beq handle_doorway_light
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cmp #STONEY_LEFT_AIRLOCK
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beq handle_airlock_doorknob
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cmp #STONEY_RIGHT_AIRLOCK
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beq handle_airlock_doorknob
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cmp #STONEY_ARRIVAL
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beq handle_exit_tunnel
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bne not_a_doorway
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handle_exit_tunnel:
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jsr draw_exit_tunnel
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jmp not_a_doorway
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handle_doorway1:
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jsr draw_doorway1
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jmp not_a_doorway
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handle_doorway2:
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jsr draw_doorway2
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jmp not_a_doorway
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handle_doorway_light:
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jsr draw_light_doorway
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jmp not_a_doorway
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handle_airlock_doorknob:
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jsr draw_airlock_doorknob
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jmp not_a_doorway
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not_a_doorway:
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lda LOCATION
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cmp #STONEY_BOOK_TABLE_OPEN
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beq animate_mist_book
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cmp #STONEY_RED_DRESSER_OPEN
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beq fg_draw_red_page
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cmp #STONEY_BLUE_ROOM
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beq fg_draw_blue_page
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cmp #STONEY_UMBRELLA
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beq draw_umbrella_light
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cmp #STONEY_LIGHTHOUSE_UPSTAIRS
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beq draw_crank_handle
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cmp #STONEY_LIGHTHOUSE_BATTERY
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beq draw_battery_level
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cmp #STONEY_BOOK_TABLE
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beq animate_magic_table
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cmp #STONEY_TELESCOPE_VIEW
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beq draw_telescope_view
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cmp #STONEY_TRUNK_CLOSE
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beq fg_draw_trunk_close
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cmp #STONEY_LIGHTHOUSE_INSIDE
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beq fg_draw_inside_lighthouse
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cmp #STONEY_LIGHTHOUSE_DOOR
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beq fg_lighthouse_door
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cmp #STONEY_TRUNK
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beq fg_draw_trunk
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jmp nothing_special
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animate_magic_table:
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jsr do_animate_magic_table
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jmp nothing_special
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animate_mist_book:
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lda ANIMATE_FRAME
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cmp #6
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bcc mist_book_good ; blt
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lda #0
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sta ANIMATE_FRAME
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mist_book_good:
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asl
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tay
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lda mist_movie,Y
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sta INL
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lda mist_movie+1,Y
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sta INH
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lda #24
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sta XPOS
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lda #12
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sta YPOS
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jsr put_sprite_crop
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lda FRAMEL
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and #$f
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bne done_animate_mist_book
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inc ANIMATE_FRAME
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done_animate_mist_book:
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jmp nothing_special
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fg_draw_red_page:
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jsr draw_red_page
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jmp nothing_special
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fg_draw_blue_page:
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jsr draw_blue_page
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jmp nothing_special
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draw_umbrella_light:
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jsr do_draw_umbrella_light
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jmp nothing_special
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draw_crank_handle:
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jsr do_draw_crank_handle
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jmp nothing_special
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draw_battery_level:
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jsr do_draw_battery_level
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jmp nothing_special
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draw_telescope_view:
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jsr display_telescope
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jmp nothing_special
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fg_draw_trunk_close:
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jsr draw_trunk_close
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jmp nothing_special
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fg_draw_inside_lighthouse:
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jsr draw_inside_lighthouse
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jmp nothing_special
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fg_draw_trunk:
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jsr draw_floor_key
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jmp nothing_special
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fg_lighthouse_door:
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lda HOLDING_ITEM
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beq not_holding_key
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; if outside door, drop key and close lid
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lda #0
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sta HOLDING_ITEM
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jsr update_inside_lighthouse_action
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lda TRUNK_STATE
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ora #TRUNK_KEY_ON_FLOOR ; drop key on floor
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sta TRUNK_STATE
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not_holding_key:
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; close lid
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lda TRUNK_STATE
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and #<~(TRUNK_LID_OPEN)
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sta TRUNK_STATE
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jsr update_pump_state
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nothing_special:
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;====================================
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; draw pointer
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;====================================
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jsr draw_pointer
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;====================================
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; page flip
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;====================================
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jsr page_flip
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;====================================
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; handle keypress/joystick
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;====================================
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jsr handle_keypress
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;====================================
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; inc frame count
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;====================================
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inc FRAMEL
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bne room_frame_no_oflo
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inc FRAMEH
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room_frame_no_oflo:
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;====================================
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; check level over
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;====================================
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lda LEVEL_OVER
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bne really_exit
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jmp game_loop
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really_exit:
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jmp end_level
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stoney_take_red_page:
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lda #STONEY_PAGE
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jmp take_red_page
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stoney_take_blue_page:
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lda #STONEY_PAGE
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jmp take_blue_page
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;=============================
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; handle pages
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;=============================
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draw_red_page:
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lda RED_PAGES_TAKEN
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and #STONEY_PAGE
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bne no_draw_page
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lda #14
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sta XPOS
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lda #36
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sta YPOS
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lda #<red_page_sprite
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sta INL
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lda #>red_page_sprite
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sta INH
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jmp put_sprite_crop ; tail call
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draw_blue_page:
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lda DIRECTION
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cmp #DIRECTION_W
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bne no_draw_page
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lda BLUE_PAGES_TAKEN
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and #STONEY_PAGE
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bne no_draw_page
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lda #18
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sta XPOS
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lda #30
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sta YPOS
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lda #<blue_page_sprite
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sta INL
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lda #>blue_page_sprite
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sta INH
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jmp put_sprite_crop ; tail call
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no_draw_page:
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rts
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;======================
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; handle half message
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stoney_half_message:
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lda #STONEY_BLUE_HALFMESSAGE
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sta LOCATION
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jsr change_location
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bit SET_TEXT ; set text mode
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rts
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;==========================
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; includes
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;==========================
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; level graphics
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.include "graphics_stoney/stoney_graphics.inc"
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; linking books
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.include "link_book_mist.s"
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; puzzles
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.include "stoney_puzzles.s"
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.include "handle_pages.s"
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.include "lights_off.s"
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.include "simple_sounds.s"
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.include "hlin_list.s"
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; level data
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.include "leveldata_stoney.inc"
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