dos33fsprogs/games/ootw/ootw_c1_pool.s
Vince Weaver b1238af49d re-arranged the entire directory structure
this will probably upset people
2021-01-05 15:29:31 -05:00

629 lines
7.4 KiB
ArmAsm

; Ootw Pool Party
ootw_pool:
;================
; Enable graphics
bit LORES
bit SET_GR
bit FULLGR
;===================
; disable earthquake
lda #0
sta EARTH_OFFSET
lda #4
sta WHICH_CAVE
;===========================
; Setup pages (is this necessary?)
lda #0
sta DRAW_PAGE
lda #1
sta DISP_PAGE
;===========================
; Setup right/left exit paramaters
lda #(39+128)
sta RIGHT_LIMIT
sta RIGHT_WALK_LIMIT
lda #(-4+128)
sta LEFT_LIMIT
sta LEFT_WALK_LIMIT
;=============================
; Load background to $c00
lda #>(pool_rle)
sta GBASH
lda #<(pool_rle)
sta GBASL
lda #$c ; load image off-screen $c00
jsr load_rle_gr
;=================================
; setup vars
lda #0
sta GAIT
sta GAME_OVER
sta TENTACLE_GRAB
lda #30
sta TENTACLE_PROGRESS
;==================================
; setup beast if we're running from it
jsr setup_beast
;============================
;============================
;============================
; Pool Loop (palindrome)
;============================
;============================
;============================
pool_loop:
;================================
; copy background to current page
jsr gr_copy_to_current
;================================
; draw bg beast, if needed
jsr draw_bg_beast
;=======================
; draw pool ripples
jsr draw_ripples
;==============================
; handle being grabbed
lda TENTACLE_GRAB
beq tentacle_action
;=================================
; actively being grabbed
lda TENTACLE_PROGRESS
tax
lda caught_progression,X
sta INL
lda caught_progression+1,X
sta INH
lda TENTACLE_X
sta XPOS
lda #22
sta YPOS
lda FRAMEL
and #$1f
bne no_caught_progress
inc TENTACLE_PROGRESS
inc TENTACLE_PROGRESS
no_caught_progress:
jsr put_sprite
lda TENTACLE_PROGRESS
cmp #24
bne beyond_tentacles
lda #$ff
sta GAME_OVER
jmp beyond_tentacles
;===============
; move/draw tentacle monster
tentacle_action:
lda FRAMEH
and #3
bne tentacle_move
lda FRAMEL
cmp #$ff
bne tentacle_move
tentacle_init:
sec
lda PHYSICIST_X
sbc #2
sta TENTACLE_X
lda #0
sta TENTACLE_PROGRESS
tentacle_move:
lda TENTACLE_PROGRESS
cmp #26
bpl no_tentacle
tax
lda tentacle_progression,X
sta INL
lda tentacle_progression+1,X
sta INH
lda TENTACLE_X
sta XPOS
lda #22
sta YPOS
lda FRAMEL
and #$3f
bne no_tentacle_progress
inc TENTACLE_PROGRESS
inc TENTACLE_PROGRESS
no_tentacle_progress:
jsr put_sprite
; See if we are fully extended
; if we are close enough to grab
lda TENTACLE_PROGRESS
cmp #12
bne no_tentacle
sec
lda PHYSICIST_X
sbc TENTACLE_X ; want -4 to 4
clc
adc #4 ; want 0 to 8
and #$f8
bne no_tentacle
lda #0
sta TENTACLE_PROGRESS
lda #1
sta TENTACLE_GRAB
no_tentacle:
;===============================
; check keyboard
jsr handle_keypress
;===============================
; move physicist
jsr move_physicist
;===============================
; check limits
jsr check_screen_limit
;===============
; draw physicist
jsr draw_physicist
;================
; handle beast
lda BEAST_OUT
beq pool_no_beast
;================
; move beast
jsr move_beast
;================
; draw beast
jsr draw_beast
pool_no_beast:
beyond_tentacles:
;======================
; draw foreground plant
jsr draw_fg_plant
;===============
; page flip
jsr page_flip
;================
; inc frame count
inc FRAMEL
bne frame_no_oflo
inc FRAMEH
frame_no_oflo:
; pause?
; check if done this level
lda GAME_OVER
cmp #$ff
beq done_pool
; check if done this level
cmp #$2
bne not_to_right
; exit to right
lda #0
sta PHYSICIST_X
sta WHICH_CAVE
jmp ootw_cavern
not_to_right:
cmp #$1
bne not_done_pool
lda #36
sta PHYSICIST_X
jmp ootw_rope
not_done_pool:
; loop forever
jmp pool_loop
done_pool:
rts
;=======================
; draw pool ripples
draw_ripples:
lda FRAMEL
and #$30 ; 0110 1100
lsr
lsr
lsr
tax
lda pool_ripples,X
sta INL
lda pool_ripples+1,X
sta INH
lda #9
sta XPOS
lda #30
sta YPOS
jsr put_sprite
lda FRAMEL
and #$30 ; 0110 1100
lsr
lsr
lsr
clc
adc #2
and #$6
tax
lda pool_ripples,X
sta INL
lda pool_ripples+1,X
sta INH
lda #27
sta XPOS
lda #30
sta YPOS
jsr put_sprite
lda FRAMEL
and #$30 ; 0110 1100
lsr
lsr
lsr
clc
adc #4
and #$6
tax
lda #18
sta XPOS
lda #28
sta YPOS
jmp put_sprite ; tail call
; rts
;======================
; draw foreground plant
draw_fg_plant:
lda FRAMEL
and #$c0 ; 0110 1100
lsr
lsr
lsr
lsr
lsr
tax
lda plant_wind,X
sta INL
lda plant_wind+1,X
sta INH
lda #4
sta XPOS
lda #30
sta YPOS
jmp put_sprite
; rts
;============================
;============================
; exit pool
;============================
;============================
exit_pool:
lda #0
sta BG_BEAST
sta EXIT_COUNT
;=============================
; Load background to $c00
lda #>(pool_rle)
sta GBASH
lda #<(pool_rle)
sta GBASL
lda #$c ; load image off-screen $c00
jsr load_rle_gr
exit_pool_loop:
;================================
; copy background to current page
jsr gr_copy_to_current
;=======================
; draw pool ripples
jsr draw_ripples
;================
; draw background beast
jsr draw_bg_beast
;===============
; draw physicist
lda EXIT_COUNT
and #$fe
tay
lda #20
sta XPOS
lda #22
sta YPOS
lda pool_exit_progression,Y
sta INL
lda pool_exit_progression+1,Y
sta INH
jsr put_sprite
;=================
; draw foreground plant
jsr draw_fg_plant
;===============
; page flip
jsr page_flip
;================
; inc frame count
inc FRAMEL
bne framee_no_oflo
inc FRAMEH
framee_no_oflo:
; increment exit count
lda FRAMEL
and #$0f
bne exit_count_same
inc EXIT_COUNT
exit_count_same:
; see if start bg beast going
lda EXIT_COUNT
cmp #(14*2)
bne check_done_exiting_pool
lda #2
sta BG_BEAST
check_done_exiting_pool:
; check if done
lda EXIT_COUNT
cmp #(26*2)
beq done_exit_pool
jmp exit_pool_loop
done_exit_pool:
bit KEYRESET
rts
;=========================
; draw background beast
;=========================
draw_bg_beast:
; if 0, skip altogether
lda BG_BEAST
beq done_draw_bg_beast
cmp #14
bcc bg_beast_incoming ; blt
cmp #$44
bcs bg_beast_outgoing ; bge
bg_beast_just_standing:
; FIXME: look at you when close
lda PHYSICIST_X
cmp #30
bcs beast_staring ; bge
lda #<beast_bg7
sta INL
lda #>beast_bg7
sta INH
lda #33
sta XPOS
jmp bg_beast_callsprite
beast_staring:
lda #<beast_bg8
sta INL
lda #>beast_bg8
sta INH
lda #33
sta XPOS
jmp bg_beast_callsprite
bg_beast_incoming:
lda BG_BEAST
and #$fe
asl
tay
lda beast_incoming,Y
sta INL
lda beast_incoming+1,Y
sta INH
lda beast_incoming+2,Y
jmp bg_beast_callsprite
bg_beast_outgoing:
lda BG_BEAST
sec
sbc #$44
and #$fe
asl
tay
lda beast_outgoing,Y
sta INL
lda beast_outgoing+1,Y
sta INH
lda beast_outgoing+2,Y
jmp bg_beast_callsprite
bg_beast_callsprite:
sta XPOS
lda #8
sta YPOS
jsr put_sprite_crop
lda FRAMEL
and #$7
bne done_draw_bg_beast
inc BG_BEAST
lda BG_BEAST
cmp #$50
bcc done_draw_bg_beast
; disable if hit $50
lda #0
sta BG_BEAST
done_draw_bg_beast:
rts