; ; projectile ; Code and data structures related to the projectiles ; ; Created by Quinn Dunki on 8/13/17 ; projectileData: ; Gameobject data (we're a subclass, effectively) .word -1 ; Pos X in pixels (from left terrain edge) .word 0 ; Pos Y in pixels (from bottom terrain edge) .word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ; Saved background .word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 .word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 .word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 .word 0 ; Pos X (12.4 fixed point) .word 0 ; Pos Y (12.4 fixed point) .word 0 ; Velocity X (8.8 fixed point) .word 0 ; Velocity Y (8.8 fixed point) .word 0 ; Type .word 1 ; New? .word 0 ; Static? .word 0 ; Owner (player index) .word 0 ; Facing (0,1) = (+X,-X) .word 0 ; Scratch space for subclasses .word 0 ; Age (in turns) .word 0 ; Deployment delay needed? .repeat 100 .byte 0 ; Padding to 256-byte boundary .endrepeat ; Gameobject data (we're a subclass, effectively) .word -1 ; Pos X in pixels (from left terrain edge) .word 0 ; Pos Y in pixels (from bottom terrain edge) .word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ; Saved background .word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 .word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 .word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 .word 0 ; Pos X (12.4 fixed point) .word 0 ; Pos Y (12.4 fixed point) .word 0 ; Velocity X (8.8 fixed point) .word 0 ; Velocity Y (8.8 fixed point) .word 0 ; Type .word 1 ; New? .word 0 ; Static? .word 0 ; Owner (player index) .word 0 ; Facing (0,1) = (+X,-X) .word 0 ; Scratch space for subclasses .word 0 ; Age (in turns) .repeat 102 .byte 0 ; Padding to 256-byte boundary .endrepeat ; Gameobject data (we're a subclass, effectively) .word -1 ; Pos X in pixels (from left terrain edge) .word 0 ; Pos Y in pixels (from bottom terrain edge) .word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ; Saved background .word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 .word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 .word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 .word 0 ; Pos X (12.4 fixed point) .word 0 ; Pos Y (12.4 fixed point) .word 0 ; Velocity X (8.8 fixed point) .word 0 ; Velocity Y (8.8 fixed point) .word 0 ; Type .word 1 ; New? .word 0 ; Static? .word 0 ; Owner (player index) .word 0 ; Facing (0,1) = (+X,-X) .word 0 ; Scratch space for subclasses .word 0 ; Age (in turns) .repeat 102 .byte 0 ; Padding to 256-byte boundary .endrepeat ; Byte offsets for that-^ data structure can be found in equates.s GRAVITY = $fffa ; 8.8 fixed point projectileTypes: PT_SPIT = 0 PT_BOMB = 1 PT_FAN = 2 PT_MOVELEFT = 3 PT_MOVERIGHT = 4 ; Spit .word 4 ; Damage .word 3 ; Crater radius .word 4 ; Frame 0 .word 6 ; Frame 1 .word 8 ; Frame 2 .addr 0 ; Deploy .addr 0 ; Update .addr 0 ; Render .addr 0 ; Unrender .addr 0 ; Protect .addr 0 ; Cleanup .word 1 ; Directional .word 1 ; Mining .repeat 6 .byte 0 ; Padding to 32-byte boundary .endrepeat ; Bomb .word 50 ; Damage .word 10 ; Crater radius .word 3 ; Frame 0 .word 3 ; Frame 1 .word 3 ; Frame 2 .addr 0 ; Deploy .addr 0 ; Update .addr 0 ; Render .addr 0 ; Unrender .addr 0 ; Protect .addr 0 ; Cleanup .word 0 ; Directional .word 0 ; Mining .repeat 6 .byte 0 ; Padding to 32-byte boundary .endrepeat ; Fan .word 0 ; Damage .word 3 ; Crater radius .word 12 ; Frame 0 .word 12 ; Frame 1 .word 12 ; Frame 2 .addr deployFan ; Deploy .addr updateFan ; Update .addr renderFan ; Render .addr unrenderFan ; Unrender .addr protectFan ; Protect .addr deleteFan ; Cleanup .word 1 ; Directional .word 0 ; Mining .repeat 6 .byte 0 ; Padding to 32-byte boundary .endrepeat ; Move Left .word 0 ; Damage .word 0 ; Crater radius .word 0 ; Frame 0 .word 38 ; Frame 1 .word 0 ; Frame 2 .addr 0 ; Deploy .addr 0 ; Update .addr 0 ; Render .addr 0 ; Unrender .addr 0 ; Protect .addr 0 ; Cleanup .word 0 ; Directional .word 0 ; Mining .repeat 6 .byte 0 ; Padding to 32-byte boundary .endrepeat ; Move Right .word 0 ; Damage .word 0 ; Crater radius .word 0 ; Frame 0 .word 39 ; Frame 1 .word 0 ; Frame 2 .addr 0 ; Deploy .addr 0 ; Update .addr 0 ; Render .addr 0 ; Unrender .addr 0 ; Protect .addr 0 ; Cleanup .word 0 ; Directional .word 0 ; Mining .repeat 6 .byte 0 ; Padding to 32-byte boundary .endrepeat PT_DAMAGE = 0 ; Byte offsets into projectile type data structure PT_RADIUS = 2 PT_FRAME0 = 4 PT_FRAME1 = 6 PT_FRAME2 = 8 PT_DEPLOY = 10 PT_UPDATE = 12 PT_RENDER = 14 PT_UNRENDER = 16 PT_PROTECT = 18 PT_CLEANUP = 20 PT_DIRECTIONAL = 22 PT_MINING = 24 .macro PROJECTILEPTR_Y tya ; Pointer to projectile structure from index asl asl asl asl asl asl asl asl tay .endmacro .macro PROJECTILETYPEPTR_Y tya ; Pointer to projectile type structure from index asl asl asl asl asl tay .endmacro .macro PROJECTILETYPEPTR_X txa ; Pointer to projectile type structure from index asl asl asl asl asl tax .endmacro projectileParams: .word 0 ; Starting pos X .word 0 ; Starting pos Y .word 0 ; Initial angle .word 0 ; Initial power .word 0 ; Type ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; allocProjectile ; ; Returns offset of projectile structure in Y, or -1 if none available ; allocProjectile: SAVE_AX ldx #0 allocProjectileLoop: txy PROJECTILEPTR_Y lda projectileData+GO_POSX,y bmi allocProjectileDone inx cpx #MAXPROJECTILES bne allocProjectileLoop ldy #-1 allocProjectileDone: RESTORE_AX rts ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; fireProjectile ; ; fireProjectile: SAVE_AXY ; Allocate a projectile jsr allocProjectile cpy #-1 beq fireProjectileDone ; Set up projectile structure lda projectileParams ; X pos sta projectileData+GO_POSX,y lda projectileParams+2 ; Y pos sta projectileData+GO_POSY,y lda #0 sta projectileData+JD_STATIC,y sta projectileData+JD_AGE,y sty projectileActive lda currentPlayer sta projectileData+JD_OWNER,y ; Set facing. For now assume player orientations are constant beq fireProjectilePosX lda #1 sta projectileData+JD_FACING,y bra fireProjectileSetup fireProjectilePosX: lda #0 sta projectileData+JD_FACING,y fireProjectileSetup: lda projectileParams ; Fixed point version of X pos asl asl asl asl sta projectileData+JD_PRECISEX,y lda projectileParams+2 ; Fixed point version of Y pos asl asl asl asl sta projectileData+JD_PRECISEY,y lda projectileParams+8 ; Type sta projectileData+JD_TYPE,y ; Check for special deployment code phy tay ; Find projectile type data PROJECTILETYPEPTR_Y lda projectileTypes+PT_DEPLOY,y beq fireProjectileStandardDeploy ply JSRA bra fireProjectileFinish fireProjectileStandardDeploy: ply ; Standard physics setup jsr prepareProjectilePhysics fireProjectileFinish: lda #1 sta projectileData+JD_NEW,y fireProjectileDone: RESTORE_AXY rts ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; prepareProjectilePhysics ; ; Y: Index to projectile structure ; prepareProjectilePhysics: SAVE_AXY lda projectileParams+6 ; Convert power to 8.8 asl asl asl asl asl asl asl asl sta projectileParams+6 lda projectileParams+4 ; Convert angle to vector asl tax lda angleToVectorX,x ; Velocity X (unit vector) sta PARAML1 lda projectileParams+6 ; Scale by power sta PARAML0 jsr mult88 sta projectileData+JD_VX,y lda projectileParams+4 ; Convert angle to vector asl tax lda angleToVectorY,x ; Velocity Y (unit vector) sta PARAML1 lda projectileParams+6 ; Scale by power sta PARAML0 jsr mult88 sta projectileData+JD_VY,y RESTORE_AXY rts ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; updateProjectilesPhysics ; ; updateProjectilesPhysics: SAVE_AXY ldx #0 updateProjectilesPhysicsLoop: txy PROJECTILEPTR_Y jsr updateProjectilePhysics updateProjectilesPhysicsSkip: inx cpx #MAXPROJECTILES bne updateProjectilesPhysicsLoop RESTORE_AXY rts ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; updateProjectilePhysics ; ; Y = Offset to projectile structure ; updateProjectilePhysics: SAVE_AXY lda projectileData+GO_POSX,y bmi updateProjectilePhysicsDone ; Not allocated lda projectileData+JD_STATIC,y bne updateProjectilePhysicsSpecial ; Static updateProjectilePhysicsActive: ; Integrate gravity over velocity lda projectileData+JD_VY,y clc adc #GRAVITY sta projectileData+JD_VY,y ; Integrate X velocity over position lda projectileData+JD_VX,y ; Convert 8.8 to 12.4 cmp #$8000 ror cmp #$8000 ror cmp #$8000 ror cmp #$8000 ror clc adc projectileData+JD_PRECISEX,y adc globalWind ; Add wind sta projectileData+JD_PRECISEX,y ; Convert to integer for rendering lsr lsr lsr lsr sta projectileData+GO_POSX,y bmi updateProjectilePhysicsDelete cmp #TERRAINWIDTH-GAMEOBJECTWIDTH-1 bpl updateProjectilePhysicsDelete updateProjectilePhysicsContinue: ; Integrate Y velocity over position lda projectileData+JD_VY,y ; Convert 8.8 to 12.4 cmp #$8000 ror cmp #$8000 ror cmp #$8000 ror cmp #$8000 ror clc adc projectileData+JD_PRECISEY,y sta projectileData+JD_PRECISEY,y ; Convert to integer for rendering lsr lsr lsr lsr sta projectileData+GO_POSY,y cmp #GAMEOBJECTHEIGHT bmi updateProjectilePhysicsDelete updateProjectilePhysicsSpecial: ; Check for special update code phy lda projectileData+JD_TYPE,y tay PROJECTILETYPEPTR_Y lda projectileTypes+PT_UPDATE,y beq updateProjectilePhysicsNormalUpdate ply JSRA updateProjectilePhysicsDone: RESTORE_AXY rts updateProjectilePhysicsDelete: jsr endDeleteCurrProjectile bra updateProjectilePhysicsDone updateProjectilePhysicsNormalUpdate: ply bra updateProjectilePhysicsDone ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; updateProjectilesCollisions ; ; updateProjectilesCollisions: SAVE_AXY ldx #0 updateProjectilesCollisionsLoop: txy PROJECTILEPTR_Y jsr updateProjectileCollisions updateProjectilesCollisionsSkip: inx cpx #MAXPROJECTILES bne updateProjectilesCollisionsLoop RESTORE_AXY rts ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; updateProjectileCollisions ; ; Y = Offset to projectile structure ; updateProjectileCollisions: SAVE_AXY ; Check for player collisions lda projectileData+JD_STATIC,y bne updateProjectileCollisionsDone ; Static lda projectileData+GO_POSX,y bmi updateProjectileCollisionsDone ; Not allocated sta rectParams lda projectileData+GO_POSY,y sta rectParams+2 lda #GAMEOBJECTWIDTH sta rectParams+4 lda #GAMEOBJECTHEIGHT sta rectParams+6 ldx #0 updateProjectileCollisionsPlayerLoop: cpx currentPlayer beq updateProjectileCollisionsPlayerNext jsr playerIntersectRect cmp #0 bne updateProjectileCollisionsPlayerHit updateProjectileCollisionsPlayerNext: inx cpx #NUMPLAYERS bne updateProjectileCollisionsPlayerLoop ; Check for terrain collisions lda projectileData+GO_POSX,y inc inc sta rectParams lda projectileData+GO_POSY,y clc inc inc sta rectParams+2 lda #GAMEOBJECTWIDTH-4 sta rectParams+4 lda #GAMEOBJECTHEIGHT-4 sta rectParams+6 jsr intersectRectTerrain cmp #0 bne updateProjectileCollisionsTerrainHit updateProjectileCollisionsDone: RESTORE_AXY rts updateProjectileCollisionsPlayerHit: jsr processPlayerImpact jsr endDeleteCurrProjectile bra updateProjectileCollisionsDone updateProjectileCollisionsTerrainHit: jsr processTerrainImpact jsr endDeleteCurrProjectile bra updateProjectileCollisionsDone ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; processTurnForProjectiles ; ; processTurnForProjectiles: SAVE_AXY ldx #0 processTurnForProjectilesLoop: txy PROJECTILEPTR_Y lda projectileData+JD_AGE,y inc sta projectileData+JD_AGE,y processTurnForProjectilesSkip: inx cpx #MAXPROJECTILES bne processTurnForProjectilesLoop RESTORE_AXY rts ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; endDeleteCurrProjectile ; ; Trashes A and Y ; endDeleteCurrProjectile: lda #projectileData clc adc projectileActive sta PARAML0 jsr unrenderGameObject ldy projectileActive jsr deleteProjectile bra endProjectile ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; deleteVisibleProjectile ; ; Y = Projectile offset ; Trashes A ; deleteVisibleProjectile: lda #projectileData sta PARAML0 tya clc adc PARAML0 sta PARAML0 jsr unrenderGameObject bra deleteProjectile ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; endProjectile ; ; Trashes A ; endProjectile: lda #1 sta turnRequested lda #-1 sta projectileActive rts ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; deleteProjectile ; ; Y = Projectile offset ; Trashes A ; deleteProjectile: phx lda projectileData+GO_POSX,y bmi deleteProjectileDone ; Already deleted lda #-1 sta projectileData+GO_POSX,y ; Check for special cleanup code lda projectileData+JD_TYPE,y tax ; Find projectile type data PROJECTILETYPEPTR_X lda projectileTypes+PT_CLEANUP,x beq deleteProjectileDone JSRA deleteProjectileDone: plx rts ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; deleteAllProjectiles ; deleteAllProjectiles: SAVE_AXY ldx #0 deleteAllProjectilesLoop: txy PROJECTILEPTR_Y jsr deleteProjectile inx cpx #3 bne deleteAllProjectilesLoop RESTORE_AXY rts ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; protectProjectiles ; ; protectProjectiles: SAVE_AXY ldx #0 protectProjectilesLoop: txy PROJECTILEPTR_Y lda projectileData+GO_POSX,y bpl protectProjectilesGotOne protectProjectilesContinue: inx cpx #MAXPROJECTILES beq protectProjectilesDone bra protectProjectilesLoop protectProjectilesGotOne: lda #projectileData+GO_POSX sta PARAML0 clc tya adc PARAML0 sta PARAML0 phx jsr vramPtr cpx #$ffff beq protectProjectilesOffscreen lda #projectileData+GO_BACKGROUND sta PARAML0 clc tya adc PARAML0 sta PARAML0 jsr protectGameObject ; Check for special deployment code lda projectileData+JD_TYPE,y tax PROJECTILETYPEPTR_X lda projectileTypes+PT_PROTECT,x beq protectProjectilesNotSpecial JSRA protectProjectilesNotSpecial: plx bra protectProjectilesContinue protectProjectilesDone: RESTORE_AXY rts protectProjectilesOffscreen: plx bra protectProjectilesContinue UPANGLE = $00af DNANGLE = $ffaf ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; renderProjectiles ; ; renderProjectiles: SAVE_AXY ldx #0 renderProjectilesLoop: txy PROJECTILEPTR_Y jsr renderProjectile renderProjectilesSkip: inx cpx #MAXPROJECTILES bne renderProjectilesLoop RESTORE_AXY rts ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; renderProjectile ; ; Y = Offset to projectile structure ; Trashes SCRATCHL ; renderProjectile: SAVE_AXY lda projectileData+GO_POSX,y bpl renderProjectileDoIt jmp renderProjectileDone renderProjectileDoIt: lda projectileData+JD_TYPE,y tax PROJECTILETYPEPTR_X lda #projectileData ; Calculate pointer for game object render sta PARAML0 clc tya adc PARAML0 sta PARAML0 ; Determine which sprite to use lda projectileData+JD_VY,y bmi renderProjectileNegYPosX cmp #UPANGLE bmi renderProjectileFlat renderProjectileUpAngle: lda projectileTypes+PT_FRAME0,x ; Up angle bra renderProjectileGoSprite renderProjectileNegYPosX: cmp #DNANGLE bpl renderProjectileFlat renderProjectileDownAngle: lda projectileTypes+PT_FRAME2,x ; Down angle bra renderProjectileGoSprite renderProjectileFlat: lda projectileTypes+PT_FRAME1,x ; Flat renderProjectileGoSprite: sta SCRATCHL lda projectileTypes+PT_DIRECTIONAL,x beq renderProjectileGoSpriteNormal lda projectileData+JD_FACING,y ; Projectile is directional, so flip sprite if needed beq renderProjectileGoSpriteNormal lda SCRATCHL inc ; Flip it! bra renderProjectileGoSpriteFlipped renderProjectileGoSpriteNormal: lda SCRATCHL renderProjectileGoSpriteFlipped: jsr renderGameObject ; Check for special deployment code lda projectileTypes+PT_RENDER,x beq renderProjectileDone JSRA renderProjectileDone: RESTORE_AXY rts ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; unrenderProjectiles ; ; unrenderProjectiles: SAVE_AXY ldx #0 unrenderProjectilesLoop: txy PROJECTILEPTR_Y jsr unrenderProjectile unrenderProjectilesSkip: inx cpx #MAXPROJECTILES bne unrenderProjectilesLoop RESTORE_AXY rts ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; unrenderProjectile ; ; Y = Offset to projectile structure ; unrenderProjectile: SAVE_AX lda projectileData+GO_POSX,y bpl unrenderProjectileActive jmp unrenderProjectileDone unrenderProjectileActive: lda projectileData+JD_NEW,y beq unrenderProjectileDoIt lda #0 sta projectileData+JD_NEW,y jmp unrenderProjectileDone unrenderProjectileDoIt: lda #projectileData sta PARAML0 clc tya adc PARAML0 sta PARAML0 jsr unrenderGameObject ; Check for special deployment code lda projectileData+JD_TYPE,y tax PROJECTILETYPEPTR_X lda projectileTypes+PT_UNRENDER,x beq unrenderProjectileDone JSRA unrenderProjectileDone: RESTORE_AX rts ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; processPlayerImpact ; ; X = Index of player that was hit ; Y = Offset to projectile structure ; processPlayerImpact: phy ; Do hit animation txy jsr renderHitAnimation PLAYERPTR_X ; Find projectile data structure ply lda projectileData+JD_TYPE,y tay PROJECTILETYPEPTR_Y ; Apply damage lda playerData+PD_ANGER,x clc adc projectileTypes+PT_DAMAGE,y ; Check for death cmp #MAX_ANGER bcs processPlayerImpactDeath sta playerData+PD_ANGER,x rts processPlayerImpactDeath: lda currentPlayer sta gameOver rts ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; processTerrainImpact ; ; Trashes A,Y, SCRATCHL, PARAML0, PARAML1 ; processTerrainImpact: ldy projectileActive ; Shift impact point to forward bottom corner according to V lda projectileData+JD_VX,y bmi processTerrainImpactNegative lda projectileData+GO_POSX,y clc adc #GAMEOBJECTWIDTH/2+1 ; A fudge that makes crater location look better in this direction, and tunneling work better bra processTerrainImpactStoreContinue processTerrainImpactNegative: lda projectileData+GO_POSX,y clc adc #GAMEOBJECTWIDTH/4-1 ; A fudge that makes crater location look better in this direction, and tunneling work better processTerrainImpactStoreContinue: sta PARAML0 pha ; Dirt explosion will need this sta compileTerrainRowStart ; Terrain chunk compiler will need this sta compileTerrainRowEnd lda projectileData+GO_POSY,y sec sbc #GAMEOBJECTHEIGHT ; This fudge makes tunneling work better sta PARAML1 pha ; Dirt explosion will need this lda projectileData+JD_TYPE,y tay PROJECTILETYPEPTR_Y sec ; Quick sidebar to calculate crater compiling extents while we have the pointers lda #TERRAINWIDTH sbc compileTerrainRowStart sbc projectileTypes+PT_RADIUS,y sbc projectileTypes+PT_RADIUS,y sta compileTerrainRowStart sec lda #TERRAINWIDTH sbc compileTerrainRowEnd clc adc projectileTypes+PT_RADIUS,y adc #GAMEOBJECTWIDTH sta compileTerrainRowEnd lda projectileTypes+PT_RADIUS,y tay phy ; We'll need the radius in a moment jsr craterTerrain jsr unclipTerrain ; Recompile the rows affected by the crater clc lda PARAML1 ; Impact point is top row to recompile adc #GAMEOBJECTHEIGHT ; Expand recompile area upwards because of tunneling fudge tax clc pla adc #GAMEOBJECTHEIGHT ; Expand "vertical" radius area because of tunneling fudge sta SCRATCHL ; Need radius in a memory location for this math txa sec sbc SCRATCHL ; Need to subtract diameter to ensure enough terrain is recompiled. Not 100% sure why? sbc SCRATCHL tay jsr compileTerrainChunk jsr clipTerrain pla sta PARAML1 pla sta PARAML0 jsr createDirtExplosion ; Cash in the dirt if needed ldy projectileActive lda projectileData+JD_TYPE,y tay PROJECTILETYPEPTR_Y lda projectileTypes+PT_MINING,y beq processTerrainImpactDone lda craterTerrainAccumulator lsr ; Dirt to treats conversion rate lsr lsr inc ; Ensure minimum one treat sta PARAML0 jsr awardTreats processTerrainImpactDone: rts