dos33fsprogs/ootw/door.s

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DOOR_STATUS_OPENING1 = $00
DOOR_STATUS_OPENING2 = $01
DOOR_STATUS_OPEN = $02
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DOOR_STATUS_CLOSING1 = $03
DOOR_STATUS_CLOSING2 = $04
DOOR_STATUS_CLOSED = $05
DOOR_STATUS_EXPLODED = $06
DOOR_STATUS_LOCKED = $07
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DOOR_STATUS_EXPLODING1 = $08
DOOR_STATUS_EXPLODING2 = $09
DOOR_STATUS_EXPLODING3 = $0A
DOOR_STATUS_EXPLODING4 = $0B
DOOR_STATUS_EXPLODING5 = $0C
DOOR_STATUS_EXPLODING6 = $0D
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;==================================
; draw_doors
;==================================
; be sure to smc to point to right place
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draw_doors:
lda NUM_DOORS
beq done_draw_doors
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ldy #0
draw_doors_loop:
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lda (DOOR_STATUS),Y
tax
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lda door_sprite_lookup_lo,X
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sta INL
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lda door_sprite_lookup_hi,X
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sta INH
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actually_draw_door:
lda (DOOR_X),Y
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sta XPOS
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lda (DOOR_Y),Y
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sta YPOS
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tya
pha
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lda (DOOR_STATUS),Y
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cmp #DOOR_STATUS_EXPLODING1
bcs draw_exploding_door
jsr put_sprite_crop
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after_door_put_sprite:
pla
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tay
draw_doors_continue:
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iny
cpy NUM_DOORS
bne draw_doors_loop
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done_draw_doors:
rts
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draw_exploding_door:
lda FRAMEL
and #$7
bne not_done_exploding_door
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lda (DOOR_STATUS),Y
clc
adc #1
sta (DOOR_STATUS),Y
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cmp #DOOR_STATUS_EXPLODING6
bcc not_done_exploding_door
lda #DOOR_STATUS_EXPLODED
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sta (DOOR_STATUS),Y
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not_done_exploding_door:
dec XPOS
jsr put_sprite_crop
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jmp after_door_put_sprite
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;==========================
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;==========================
; handle doors
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;==========================
;==========================
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handle_doors:
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lda NUM_DOORS
beq done_handle_doors
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ldy #0
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handle_doors_loop:
; state machine
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lda (DOOR_STATUS),Y
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; if locked->do nothing
cmp #DOOR_STATUS_LOCKED
beq handle_doors_continue
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; if exploded->do nothing
cmp #DOOR_STATUS_EXPLODED
beq handle_doors_continue
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; if closed and xpos/ypos in range: open
; if open and xpos/ypos not ni range: close
cmp #DOOR_STATUS_OPEN
beq handle_doors_open
cmp #DOOR_STATUS_CLOSED
beq handle_doors_closed
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; if exploding: continue exploding
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; we handle the increment elsewhere
cmp #DOOR_STATUS_EXPLODING1
bcs handle_doors_continue ; bge
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; if opening, continue to open
; if closing, continue to close
handle_door_inc_state:
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lda (DOOR_STATUS),Y
clc
adc #1
sta (DOOR_STATUS),Y
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handle_doors_continue:
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iny
cpy NUM_DOORS
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bne handle_doors_loop
done_handle_doors:
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rts
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handle_doors_open:
; only open/close if on same level
lda (DOOR_Y),Y
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clc
adc #4
cmp PHYSICIST_Y
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bne close_door
lda PHYSICIST_X
cmp (DOOR_XMAX),Y
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bcs close_door ; bge
cmp (DOOR_XMIN),Y
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bcc close_door ; blt
; made it here, we are in bounds, stay open
jmp handle_doors_continue
close_door:
lda #DOOR_STATUS_CLOSING1
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sta (DOOR_STATUS),Y
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jmp handle_doors_continue
handle_doors_closed:
; only open if on same level
lda (DOOR_Y),Y
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clc
adc #4
cmp PHYSICIST_Y
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bne handle_doors_continue
lda PHYSICIST_X
cmp (DOOR_XMAX),Y
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bcs handle_doors_continue
cmp (DOOR_XMIN),Y
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bcc handle_doors_continue
open_door:
lda #DOOR_STATUS_OPENING1
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sta (DOOR_STATUS),Y
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jmp handle_doors_continue
;====================
;====================
; setup door table
;====================
;====================
setup_door_table:
ldx #9
setup_door_table_loop:
setup_door_table_loop_smc:
lda $1000,X
sta DOOR_STATUS,X
dex
bpl setup_door_table_loop
rts
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;======================================
;======================================
; door sprites
;======================================
;======================================
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door_sprite_lookup_lo:
.byte <door_opening_sprite1 ; DOOR_STATUS_OPENING1
.byte <door_opening_sprite2 ; DOOR_STATUS_OPENING2
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.byte <door_open_sprite ; DOOR_STATUS_OPEN
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.byte <door_closing_sprite1 ; DOOR_STATUS_CLOSING1
.byte <door_closing_sprite2 ; DOOR_STATUS_CLOSING2
.byte <door_closed_sprite ; DOOR_STATUS_CLOSED
.byte <door_exploded_sprite ; DOOR_STATUS_EXPLODED
.byte <door_closed_sprite ; DOOR_STATUS_LOCKED
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.byte <door_exploding_sprite1 ; DOOR_STATUS_EXPLODING1
.byte <door_exploding_sprite2 ; DOOR_STATUS_EXPLODING2
.byte <door_exploding_sprite3 ; DOOR_STATUS_EXPLODING3
.byte <door_exploding_sprite4 ; DOOR_STATUS_EXPLODING4
.byte <door_exploding_sprite5 ; DOOR_STATUS_EXPLODING5
.byte <door_exploding_sprite6 ; DOOR_STATUS_EXPLODING6
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door_sprite_lookup_hi:
.byte >door_opening_sprite1 ; DOOR_STATUS_OPENING1
.byte >door_opening_sprite2 ; DOOR_STATUS_OPENING2
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.byte >door_open_sprite ; DOOR_STATUS_OPEN
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.byte >door_closing_sprite1 ; DOOR_STATUS_CLOSING1
.byte >door_closing_sprite2 ; DOOR_STATUS_CLOSING2
.byte >door_closed_sprite ; DOOR_STATUS_CLOSED
.byte >door_exploded_sprite ; DOOR_STATUS_EXPLODED
.byte >door_closed_sprite ; DOOR_STATUS_LOCKED
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.byte >door_exploding_sprite1 ; DOOR_STATUS_EXPLODING1
.byte >door_exploding_sprite2 ; DOOR_STATUS_EXPLODING2
.byte >door_exploding_sprite3 ; DOOR_STATUS_EXPLODING3
.byte >door_exploding_sprite4 ; DOOR_STATUS_EXPLODING4
.byte >door_exploding_sprite5 ; DOOR_STATUS_EXPLODING5
.byte >door_exploding_sprite6 ; DOOR_STATUS_EXPLODING6
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door_closed_sprite:
.byte 1,10
.byte $00
.byte $00
.byte $00
.byte $00
.byte $00
.byte $00
.byte $00
.byte $00
.byte $00
.byte $00
door_open_sprite:
.byte 1,10
.byte $AA
.byte $AA
.byte $AA
.byte $AA
.byte $AA
.byte $AA
.byte $AA
.byte $AA
.byte $AA
.byte $AA
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door_opening_sprite2:
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door_closing_sprite1:
.byte 1,10
.byte $00
.byte $A0
.byte $AA
.byte $AA
.byte $AA
.byte $AA
.byte $AA
.byte $AA
.byte $0A
.byte $00
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door_opening_sprite1:
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door_closing_sprite2:
.byte 1,10
.byte $00
.byte $00
.byte $00
.byte $AA
.byte $AA
.byte $AA
.byte $AA
.byte $00
.byte $00
.byte $00
door_exploded_sprite:
.byte 1,10
.byte $00
.byte $A5
.byte $AA
.byte $AA
.byte $AA
.byte $AA
.byte $AA
.byte $AA
.byte $AA
.byte $A5
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door_exploding_sprite1:
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.byte 3,10
.byte $AA,$FF,$66
.byte $AA,$FF,$66
.byte $AA,$FF,$AA
.byte $AA,$FF,$AA
.byte $AA,$FF,$AA
.byte $AA,$FF,$AA
.byte $AA,$FF,$AA
.byte $AA,$FF,$AA
.byte $AA,$FF,$66
.byte $AA,$FF,$66
door_exploding_sprite2:
.byte 3,10
.byte $AA,$FF,$EE
.byte $AA,$FF,$EE
.byte $EE,$FF,$EE
.byte $FF,$FF,$EE
.byte $FF,$FF,$EE
.byte $FF,$FF,$EE
.byte $EE,$FF,$EE
.byte $AA,$FF,$EE
.byte $AA,$FF,$EE
.byte $AA,$FF,$EE
door_exploding_sprite3:
.byte 3,10
.byte $AA,$00,$AA
.byte $AA,$A5,$AA
.byte $FF,$AA,$AA
.byte $FF,$AA,$AA
.byte $AA,$AA,$AA
.byte $AA,$AA,$AA
.byte $FF,$AA,$AA
.byte $AA,$AA,$AA
.byte $AA,$AA,$AA
.byte $AA,$A5,$AA
door_exploding_sprite4:
.byte 3,10
.byte $AA,$00,$AA
.byte $AA,$A5,$AA
.byte $AA,$AA,$AA
.byte $AA,$AA,$AA
.byte $FF,$AA,$AA
.byte $FF,$AA,$AA
.byte $AA,$AA,$AA
.byte $AA,$AA,$AA
.byte $FF,$AA,$AA
.byte $AA,$A5,$AA
door_exploding_sprite5:
.byte 3,10
.byte $AA,$00,$AA
.byte $AA,$A5,$AA
.byte $AA,$AA,$AA
.byte $AA,$AA,$AA
.byte $AA,$AA,$AA
.byte $AA,$AA,$AA
.byte $AA,$AA,$AA
.byte $AA,$AA,$AA
.byte $FA,$AA,$AA
.byte $AF,$A5,$AA
door_exploding_sprite6:
.byte 3,10
.byte $AA,$00,$AA
.byte $AA,$A5,$AA
.byte $AA,$AA,$AA
.byte $AA,$AA,$AA
.byte $AA,$AA,$AA
.byte $AA,$AA,$AA
.byte $AA,$AA,$AA
.byte $AA,$AA,$AA
.byte $FA,$AA,$AA
.byte $AF,$A5,$AA