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

493 lines
7.0 KiB
ArmAsm

; draw/move our friend
friend_room: .byte 0 ; $FF means not out
friend_x: .byte 0
friend_y: .byte 0
friend_state: .byte 0
friend_gait: .byte 0
friend_direction: .byte 0
friend_ai_state: .byte 0
FAI_FOLLOWING = 0
FAI_RUNTO_PANEL = 1
FAI_OPENING_PANEL = 2
FAI_DISINTEGRATING = 3
FAI_END_L2 = 4
F_STANDING = 0
F_WALKING = 1
F_RUNNING = 2
F_CROUCHING = 3
F_TURNING = 4
F_KEYPAD = 5
F_OPEN_VENT = 6
F_DISINTEGRATING= 7
fai_table_lo:
.byte <friend_ai_following ; 00
.byte <friend_ai_runto_panel ; 01
.byte <friend_ai_opening_panel ; 02
.byte <friend_ai_disintegrating ; 03
.byte <friend_ai_end_l2 ; 04
fai_table_hi:
.byte >friend_ai_following ; 00
.byte >friend_ai_runto_panel ; 01
.byte >friend_ai_opening_panel ; 02
.byte >friend_ai_disintegrating ; 03
.byte >friend_ai_end_l2 ; 04
;=======================================
; Process friend AI
;
handle_friend_ai:
lda friend_ai_state
tay
lda fai_table_lo,y
sta fjump
lda fai_table_hi,y
sta fjump+1
jmp (fjump)
rts
friend_ai_end_l2:
; FAI_END_L2
; crouch, holding panel open
rts
friend_ai_following:
; FAI_FOLLOWING
; if x> phys_x by more than 8, walk left
; if x< phys_x by more than 8, walk right
friend_ai_runto_panel:
; FAI_RUNTO_PANEL
; otherwise, if not in ROOM#2, run right
; if in room#2, run to panel
lda #1
sta friend_direction
lda #F_RUNNING
sta friend_state
lda WHICH_ROOM
cmp #3
bne ai_runto_panel_done
lda friend_x
cmp #30
bcc ai_runto_panel_done
; hack, if running stop wrong place?
lda #31
sta friend_x
lda #FAI_OPENING_PANEL
sta friend_ai_state
lda #0
sta friend_direction
ai_runto_panel_done:
jmp friend_ai_done
friend_ai_opening_panel:
; FAI_OPENING_PANEL
; if door2 unlocked -> FAI_FOLLOWING
; FIXME: open panel for a bit, then open door and continue
lda #F_KEYPAD
sta friend_state
friend_ai_disintegrating:
friend_ai_done:
rts
;=======================================
; Move friend based on current state
;
move_friend:
lda friend_room
cmp WHICH_ROOM
bne done_move_friend
jsr handle_friend_ai
lda friend_state
beq done_move_friend
lda friend_state
cmp #F_WALKING
beq move_friend_walking
cmp #F_RUNNING
beq move_friend_running
done_move_friend:
rts
;======================
; walking
move_friend_walking:
inc friend_gait ; cycle through animation
lda friend_gait
and #$f
cmp #$8 ; only walk roughly 1/8 of time
bne friend_no_move_walk
lda friend_direction
beq f_walk_left
inc friend_x ; walk right
rts
f_walk_left:
dec friend_x ; walk left
friend_no_move_walk:
rts
;======================
; running
move_friend_running:
inc friend_gait ; cycle through animation
lda friend_gait
and #$7
cmp #5 ; only run roughly 3/8 of time
bcc friend_no_move_run
lda friend_direction
beq f_run_left
inc friend_x ; run right
jmp friend_running_check_limits
f_run_left:
dec friend_x ; run left
friend_no_move_run:
friend_running_check_limits:
lda friend_x
cmp #39
bcc friend_done_running ; blt
; move to next room
lda #0
sta friend_x
inc friend_room
friend_done_running:
rts
;======================
; standing
move_friend_standing:
fstate_table_lo:
.byte <friend_standing ; 00
.byte <friend_walking ; 01
.byte <friend_running ; 02
.byte <friend_crouching ; 03
.byte <friend_turning ; 04
.byte <friend_keypad ; 05 KEYPAD
.byte <friend_open_vent ; 06
.byte <friend_disintegrating ; 07
fstate_table_hi:
.byte >friend_standing ; 00
.byte >friend_walking ; 01
.byte >friend_running ; 02
.byte >friend_crouching ; 03
.byte >friend_turning ; 04
.byte >friend_keypad ; 05 KEYPAD
.byte >friend_open_vent ; 06
.byte >friend_disintegrating ; 07
; Urgh, make sure this doesn't end up at $FF or you hit the
; NMOS 6502 bug
.align 2
fjump:
.word $0000
.align 1
;======================================
; draw friend
;======================================
draw_friend:
lda friend_room
cmp WHICH_ROOM
bne no_friend
lda friend_state
tay
lda fstate_table_lo,y
sta fjump
lda fstate_table_hi,y
sta fjump+1
jmp (fjump)
no_friend:
rts
;==================================
; STANDING
;==================================
friend_standing:
lda #<friend_stand
sta INL
lda #>friend_stand
sta INH
jmp finally_draw_friend
;===================================
; CROUCHING
;===================================
friend_crouching:
; FIXME: we have an animation?
lda #<friend_crouch2
sta INL
lda #>friend_crouch2
sta INH
jmp finally_draw_friend
;===================================
; OPEN_VENT
;===================================
friend_open_vent:
; draw vent -- HACK
lda #1
sta VENT_OPEN
lda #$00
sta COLOR
; X, V2 at Y
; from x=top, v2=bottom
ldy #18
lda #48
sta V2
ldx #24
jsr vlin
ldy #19
lda #48
sta V2
ldx #24
jsr vlin
lda #21
sta friend_x
lda #8
sta friend_y
lda #<friend_crouch2
sta INL
lda #>friend_crouch2
sta INH
jmp finally_draw_friend
;===============================
; Walking
;================================
friend_walking:
lda friend_gait
cmp #64
bcc friend_gait_fine ; blt
lda #0
sta friend_gait
friend_gait_fine:
lsr
lsr
and #$fe
tay
lda friend_walk_progression,Y
sta INL
lda friend_walk_progression+1,Y
sta INH
jmp finally_draw_friend
;===============================
; Running
;================================
friend_running:
lda friend_gait
cmp #32
bcc friend_run_gait_fine ; blt
lda #0
sta friend_gait
friend_run_gait_fine:
lsr
and #$fe
tay
lda friend_run_progression,Y
sta INL
lda friend_run_progression+1,Y
sta INH
jmp finally_draw_friend
;===============================
; Turning
;================================
friend_turning:
dec friend_gait
bpl friend_draw_turning
lda #0
sta friend_gait
; switch direction
lda friend_direction
eor #$1
sta friend_direction
lda #F_WALKING
sta friend_state
friend_draw_turning:
lda #<friend_turning_sprite
sta INL
lda #>friend_turning_sprite
sta INH
jmp finally_draw_friend
;===============================
; Using Keypad
;================================
friend_keypad:
inc friend_gait
lda friend_gait
and #$10
lsr
lsr
lsr
tay
friend_draw_keypad:
lda friend_keypad_progression,Y
sta INL
lda friend_keypad_progression+1,Y
sta INH
jmp finally_draw_friend
;===============================
; Disintegrating
;================================
friend_disintegrating:
lda friend_gait
cmp #13
bne friend_keep_disintegrating
lda #$ff
sta friend_room
rts
friend_keep_disintegrating:
asl
tay
; re-use alien sprites
lda alien_disintegrating_progression,Y
sta INL
lda alien_disintegrating_progression+1,Y
sta INH
lda FRAMEL
and #$7
bne slow_friend_disintegration
inc friend_gait
slow_friend_disintegration:
jmp finally_draw_friend
;=============================
; Actually Draw Friend
;=============================
finally_draw_friend:
lda friend_x
sta XPOS
lda friend_y
sta YPOS
lda friend_direction
bne friend_facing_right
friend_facing_left:
jmp put_sprite_crop
friend_facing_right:
jmp put_sprite_flipped_crop