dos33fsprogs/mist/dentist.s
Vince Weaver 2db93b5ca4 mist: consolidate sounds
have in one central location, so we can toggle more easily
2020-07-17 09:39:27 -04:00

331 lines
5.3 KiB
ArmAsm

; The Planetarium / Dentist Office
; by deater (Vince Weaver) <vince@deater.net>
; Zero Page
.include "zp.inc"
.include "hardware.inc"
.include "common_defines.inc"
.include "common_routines.inc"
dentist_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
; handle light switch
jsr setup_backgrounds
; set up initial location
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 special-case forground logic
;====================================
jsr draw_marker_switch
lda LOCATION
cmp #DENTIST_PANEL
beq fg_draw_panel
jmp nothing_special
fg_draw_panel:
jsr draw_date
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
;===========================
;===========================
; back to mist
;===========================
;===========================
back_to_mist:
lda DIRECTION
cmp #DIRECTION_S
beq go_back_to_mist
oh_its_the_marker_switch:
lda CURSOR_X
cmp #10
bcs use_door
lda CURSOR_Y
cmp #28
bcc use_door
cmp #40
bcs use_door
lda #MARKER_DENTIST
jmp click_marker_switch
use_door:
lda LOCATION
cmp #DENTIST_OUTSIDE
bne go_inside
open_door:
lda #DENTIST_OUTSIDE_OPEN
sta LOCATION
jmp change_location
go_inside:
lda #DENTIST_INSIDE_DOOR
sta LOCATION
jmp change_location
go_back_to_mist:
lda #MIST_STEPS_4TH_LANDING
sta LOCATION
lda CURSOR_X
cmp #20
bcs go_west_young_man
lda #DIRECTION_E
jmp steps_direction
go_west_young_man:
lda #DIRECTION_W
steps_direction:
sta DIRECTION
lda #LOAD_MIST
sta WHICH_LOAD
set_level_over:
lda #$ff
sta LEVEL_OVER
done_door:
rts
;===========================
;===========================
; pull down panel
;===========================
;===========================
pull_down_panel:
lda #0
sta button_smc+1 ; turn off blink
lda #31
sta startup_animate_smc+1 ; start startup animation
lda #DENTIST_PANEL
sta LOCATION
lda #DIRECTION_N|DIRECTION_SPLIT
sta DIRECTION
jmp change_location
light_switch:
lda DENTIST_LIGHT
eor #$1
sta DENTIST_LIGHT
jsr setup_backgrounds
jmp change_location
; setup backgrounds based on light switch being on or off
setup_backgrounds:
lda DENTIST_LIGHT
bne lights_are_off
; lights are on
lights_are_on:
ldy #LOCATION_NORTH_BG
lda #<dentist_door_open_n_lzsa
sta location1,Y
lda #>dentist_door_open_n_lzsa
sta location1+1,Y ; DENTIST_OUTSIDE_OPEN
lda #<chair_view_n_lzsa
sta location2,Y
lda #>chair_view_n_lzsa
sta location2+1,Y ; DENTIST_INSIDE_DOOR
lda #<chair_close_n_lzsa
sta location3,Y
lda #>chair_close_n_lzsa
sta location3+1,Y ; DENTIST_CHAIR_CLOSE
lda #<panel_up_lzsa
sta location4,Y
lda #>panel_up_lzsa
sta location4+1,Y ; DENTIST_PANEL_UP
ldy #LOCATION_SOUTH_BG
lda #<chair_view_s_lzsa
sta location2,Y
lda #>chair_view_s_lzsa
sta location2+1,Y ; DENTIST_INSIDE_DOOR
lda #<chair_close_s_lzsa
sta location3,Y
lda #>chair_close_s_lzsa
sta location3+1,Y ; DENTIST_CHAIR_CLOSE
rts
; lights are off
lights_are_off:
ldy #LOCATION_NORTH_BG
lda #<dentist_door_open_dark_n_lzsa
sta location1,Y
lda #>dentist_door_open_dark_n_lzsa
sta location1+1,Y ; DENTIST_OUTSIDE_OPEN
lda #<chair_view_dark_n_lzsa
sta location2,Y
lda #>chair_view_dark_n_lzsa
sta location2+1,Y ; DENTIST_INSIDE_DOOR
lda #<chair_close_dark_n_lzsa
sta location3,Y
lda #>chair_close_dark_n_lzsa
sta location3+1,Y ; DENTIST_CHAIR_CLOSE
lda #<panel_up_dark_lzsa
sta location4,Y
lda #>panel_up_dark_lzsa
sta location4+1,Y ; DENTIST_PANEL_UP
ldy #LOCATION_SOUTH_BG
lda #<chair_view_dark_s_lzsa
sta location2,Y
lda #>chair_view_dark_s_lzsa
sta location2+1,Y ; DENTIST_INSIDE_DOOR
lda #<chair_close_dark_s_lzsa
sta location3,Y
lda #>chair_close_dark_s_lzsa
sta location3+1,Y ; DENTIST_CHAIR_CLOSE
rts
;==========================
; includes
;==========================
.include "gr_putsprite_raw.s"
; level graphics
.include "graphics_dentist/dentist_graphics.inc"
; puzzles
.include "dentist_panel.s"
.include "marker_switch.s"
; level data
.include "leveldata_dentist.inc"
; sound
.include "simple_sounds.s"