tfv: split enemy code off battle

This commit is contained in:
Vince Weaver 2021-01-17 15:34:23 -05:00
parent 21ead6d010
commit 403cd5a3b4
5 changed files with 297 additions and 303 deletions

View File

@ -77,7 +77,7 @@ TFV_WORLD: tfv_world.o
tfv_world.o: tfv_world.s zp.inc \
tfv_overworld.s tfv_drawmap.s \
tfv_battle.s tfv_battle_menu.s tfv_battle_limit.s tfv_battle_summons.s \
tfv_battle_magic.s \
tfv_battle_magic.s tfv_battle_enemy.s \
tfv_battle_boss.s \
help_overworld.s rotate_intro.s \
sound_effects.s speaker_tone.s \

View File

@ -292,191 +292,13 @@ done_battle:
rts
; Metrocat (summon?)
; Environment: grass, beach, forest, ice
; Enemies: HP ATTACK WEAKNESS RESIST
; Killer Crab RND-32 PINCH MALAISE FIRE
; Plain Fish BUBBLE FIRE ICE
; Evil Tree RND-16 LEAVE FIRE ICE
; Wood Elf SING MALAISE BOLT
; Giant Bee RND-64 BUZZSAW ICE NONE
; Procrastinon RND-32 PUTOFF NONE MALAISE
; Ice Fish RND-32 AUGER FIRE ICE
; EvilPenguin WADDLE FIRE ICE
; Battle.
; Forest? Grassland? Artic? Ocean?
; ATTACK REST
; MAGIC LIMIT
; SUMMON RUN
;
; SUMMONS -> METROCAT VORTEXCN
; MAGIC -> HEAL FIRE
; ICE MALAISE
; BOLT
; LIMIT -> SLICE ZAP
; DROP
;
; 1 2 3
;0123456789012345678901234567890123456789|
;----------------------------------------|
; | HP LIMIT | -> FIGHT/LIMIT 21
;KILLER CRAB | DEATER 128/255 128 | ZAP 22
; | | REST 23
; | | RUN AWAY 24
;
;Sound effects?
;
;List hits
;
;****** ** **** **** ** ** ****** **** ****** ****** ******
;** ** **** ** ** ** ** ** ** ** ** ** ** **
;** ** ** **** **** ****** **** ****** ** ****** ******
;** ** ** ** ** ** ** ** ** ** ** ** **
;****** ****** ****** **** ** **** ****** ** ****** **
; Background depend on map location?
; Room for guinea pig in party?
; Attacks -> HIT, ZAP, HEAL, RUNAWAY
;#define MAGIC_NONE 0
;#define MAGIC_FIRE 1
;#define MAGIC_ICE 2
;#define MAGIC_MALAISE 4
;#define MAGIC_BOLT 8
;#define MAGIC_HEAL 16
; struct enemy_type {
; char *name;
; int hp_base,hp_mask;
; char *attack_name;
; int weakness,resist;
; unsigned char *sprite;
;};
;=============================
; Init Enemy
;=============================
init_enemy:
; select type
; random, with weight toward proper terrain
; 50% completely random, 50% terrain based?
; enemy_type=random_8()%0x7;
; enemy_hp=enemies[enemy_type].hp_base+
; (rand()&enemies[enemy_type].hp_mask);
lda #0 ; hardcode crab for now
sta ENEMY_TYPE
sta ENEMY_X
lda #$30 ; BCD
sta ENEMY_HP
lda #30
sta ENEMY_COUNT
lda #<killer_crab_sprite
sta draw_enemy_smc1+1
lda #>killer_crab_sprite
sta draw_enemy_smc2+1
rts
;static struct enemy_type enemies[9]={
; [0]= {
; .name="Killer Crab",
; .hp_base=50,
; .hp_mask=0x1f,
; .attack_name="Pinch",
; .weakness=MAGIC_MALAISE,
; .resist=MAGIC_FIRE,
; .sprite=killer_crab,
; },
; [1]= {
; .name="Plain Fish",
; .hp_base=10,
; .hp_mask=0x1f,
; .attack_name="Bubble",
; .weakness=MAGIC_FIRE,
; .resist=MAGIC_ICE,
; .sprite=plain_fish,
; },
; [2]= {
; .name="Evil Tree",
; .hp_base=10,
; .hp_mask=0x1f,
; .attack_name="Leaves",
; .weakness=MAGIC_FIRE,
; .resist=MAGIC_ICE,
; .sprite=evil_tree,
; },
; [3]= {
; .name="Wood Elf",
; .hp_base=10,
; .hp_mask=0x1f,
; .attack_name="Song",
; .weakness=MAGIC_MALAISE,
; .resist=MAGIC_BOLT|MAGIC_HEAL,
; .sprite=wood_elf,
; },
; [4]= {
; .name="Giant Bee",
; .hp_base=10,
; .hp_mask=0x1f,
; .attack_name="Buzzsaw",
; .weakness=MAGIC_ICE,
; .resist=MAGIC_NONE,
; .sprite=giant_bee,
; },
; [5]= {
; .name="Procrastinon",
; .hp_base=10,
; .hp_mask=0x1f,
; .attack_name="Putoff",
; .weakness=MAGIC_NONE,
; .resist=MAGIC_MALAISE,
; .sprite=procrastinon,
; },
; [6]= {
; .name="Ice Fish",
; .hp_base=10,
; .hp_mask=0x1f,
; .attack_name="Auger",
; .weakness=MAGIC_FIRE,
; .resist=MAGIC_ICE,
; .sprite=ice_fish,
; },
; [7]= {
; .name="Evil Penguin",
; .hp_base=10,
; .hp_mask=0x1f,
; .attack_name="Waddle",
; .weakness=MAGIC_FIRE,
; .resist=MAGIC_ICE,
; .sprite=evil_penguin,
; },
; [8]= {
; .name="Act.Principl",
; .hp_base=10,
; .hp_mask=0x1f,
; .attack_name="BIRDIE",
; .weakness=MAGIC_NONE,
; .resist=MAGIC_ICE|MAGIC_FIRE,
; .sprite=roboknee1,
; },
;};
;===========================
; gr put num
;===========================
@ -537,64 +359,9 @@ gr_put_num_ones:
rts
;
; ATTACK SKIP
; MAGIC LIMIT
; SUMMON ESCAPE
;
; SUMMONS -> METROCAT VORTEXCN
; MAGIC -> HEAL FIRE
; ICE MALAISE
; BOLT
; LIMIT -> SLICE ZAP
; DROP
;
; State Machine
;
; time
; BOTTOM -------> MAIN_MENU ----->ATTACK
; ------->SKIP
; ------->MAGIC_MENU
; ------->LIMIT_MENU
; ------->SUMMON_MENU
; ------->ESCAPE
;
;
; static int enemy_attacking=0;
;=========================
; damage enemy
;=========================
; amount to damage in DAMAGE_VAL
damage_enemy:
lda DAMAGE_VAL
cmp ENEMY_HP
bcs damage_enemy_too_much ; bge
; enemy hp is BCD
sed
sec
lda ENEMY_HP
sbc DAMAGE_VAL
cld
jmp damage_enemy_update
damage_enemy_too_much:
lda #0
damage_enemy_update:
sta ENEMY_HP
rts
;===================
; heal self
;===================
@ -757,58 +524,6 @@ attack_actually_draw:
rts
;===============================
; enemy attack
;===============================
enemy_attack:
; int ax=enemy_x;
; int damage=10;
; enemy_attacking=1;
; while(ax<30) {
; put attack name on
; occasionally attack with that enemy's power?
; occasionally heal self?
; gr_copy_to_current(0xc00);
; draw first so behind enemy
; grsim_put_sprite(tfv_stand_left,tfv_x,20);
; grsim_put_sprite(tfv_led_sword,tfv_x-5,20);
; if (ax&1) {
; grsim_put_sprite(enemies[enemy_type].sprite,ax,20);
; }
; else {
; grsim_put_sprite(enemies[enemy_type].sprite,ax,20);
; }
; draw_battle_bottom(enemy_type);
; page_flip();
; ax+=1;
; usleep(20000);
; }
; enemy_attacking=0;
; damage_tfv(damage);
; gr_put_num(25,10,damage);
; draw_battle_bottom(enemy_type);
; page_flip();
; usleep(250000);
; return damage;
;}
rts
victory_string:
.byte 13,21,"EXPERIENCE +2",0
.byte 16,22,"MONEY +1",0
@ -891,23 +606,6 @@ done_attack:
;================================
; draw enemy
; relies on self-modifying code
; position in XPOS,YPOS
draw_enemy:
draw_enemy_smc1:
lda #$a5
sta INL
draw_enemy_smc2:
lda #$a5
battle_actual_draw_enemy:
sta INH
jmp put_sprite_crop ; tail call
;============================

View File

@ -0,0 +1,272 @@
; Environment: grass, beach, forest, ice
; Enemies: HP ATTACK WEAKNESS RESIST
; Killer Crab RND-32 PINCH MALAISE FIRE
; Plain Fish BUBBLE FIRE ICE
; Evil Tree RND-16 LEAVE FIRE ICE
; Wood Elf SING MALAISE BOLT
; Giant Bee RND-64 BUZZSAW ICE NONE
; Procrastinon RND-32 PUTOFF NONE MALAISE
; Ice Fish RND-32 AUGER FIRE ICE
; EvilPenguin WADDLE FIRE ICE
; Battle.
; Forest? Grassland? Artic? Ocean?
; ATTACK REST
; MAGIC LIMIT
; SUMMON RUN
;
; SUMMONS -> METROCAT VORTEXCN
; MAGIC -> HEAL FIRE
; ICE MALAISE
; BOLT
; LIMIT -> SLICE ZAP
; DROP
;
; 1 2 3
;0123456789012345678901234567890123456789|
;----------------------------------------|
; | HP LIMIT | -> FIGHT/LIMIT 21
;KILLER CRAB | DEATER 128/255 128 | ZAP 22
; | | REST 23
; | | RUN AWAY 24
;
; struct enemy_type {
; char *name;
; int hp_base,hp_mask;
; char *attack_name;
; int weakness,resist;
; unsigned char *sprite;
;};
;=============================
; Init Enemy
;=============================
init_enemy:
; select type
; random, with weight toward proper terrain
; 50% completely random, 50% terrain based?
; enemy_type=random_8()%0x7;
; enemy_hp=enemies[enemy_type].hp_base+
; (rand()&enemies[enemy_type].hp_mask);
lda #0 ; hardcode crab for now
sta ENEMY_TYPE
sta ENEMY_X
lda #$30 ; BCD
sta ENEMY_HP
lda #30
sta ENEMY_COUNT
lda #<killer_crab_sprite
sta draw_enemy_smc1+1
lda #>killer_crab_sprite
sta draw_enemy_smc2+1
rts
;static struct enemy_type enemies[9]={
; [0]= {
; .name="Killer Crab",
; .hp_base=50,
; .hp_mask=0x1f,
; .attack_name="Pinch",
; .weakness=MAGIC_MALAISE,
; .resist=MAGIC_FIRE,
; .sprite=killer_crab,
; },
; [1]= {
; .name="Plain Fish",
; .hp_base=10,
; .hp_mask=0x1f,
; .attack_name="Bubble",
; .weakness=MAGIC_FIRE,
; .resist=MAGIC_ICE,
; .sprite=plain_fish,
; },
; [2]= {
; .name="Evil Tree",
; .hp_base=10,
; .hp_mask=0x1f,
; .attack_name="Leaves",
; .weakness=MAGIC_FIRE,
; .resist=MAGIC_ICE,
; .sprite=evil_tree,
; },
; [3]= {
; .name="Wood Elf",
; .hp_base=10,
; .hp_mask=0x1f,
; .attack_name="Song",
; .weakness=MAGIC_MALAISE,
; .resist=MAGIC_BOLT|MAGIC_HEAL,
; .sprite=wood_elf,
; },
; [4]= {
; .name="Giant Bee",
; .hp_base=10,
; .hp_mask=0x1f,
; .attack_name="Buzzsaw",
; .weakness=MAGIC_ICE,
; .resist=MAGIC_NONE,
; .sprite=giant_bee,
; },
; [5]= {
; .name="Procrastinon",
; .hp_base=10,
; .hp_mask=0x1f,
; .attack_name="Putoff",
; .weakness=MAGIC_NONE,
; .resist=MAGIC_MALAISE,
; .sprite=procrastinon,
; },
; [6]= {
; .name="Ice Fish",
; .hp_base=10,
; .hp_mask=0x1f,
; .attack_name="Auger",
; .weakness=MAGIC_FIRE,
; .resist=MAGIC_ICE,
; .sprite=ice_fish,
; },
; [7]= {
; .name="Evil Penguin",
; .hp_base=10,
; .hp_mask=0x1f,
; .attack_name="Waddle",
; .weakness=MAGIC_FIRE,
; .resist=MAGIC_ICE,
; .sprite=evil_penguin,
; },
; [8]= {
; .name="Act.Principl",
; .hp_base=10,
; .hp_mask=0x1f,
; .attack_name="BIRDIE",
; .weakness=MAGIC_NONE,
; .resist=MAGIC_ICE|MAGIC_FIRE,
; .sprite=roboknee1,
; },
;};
;=========================
; damage enemy
;=========================
; amount to damage in DAMAGE_VAL
damage_enemy:
lda DAMAGE_VAL
cmp ENEMY_HP
bcs damage_enemy_too_much ; bge
; enemy hp is BCD
sed
sec
lda ENEMY_HP
sbc DAMAGE_VAL
cld
jmp damage_enemy_update
damage_enemy_too_much:
lda #0
damage_enemy_update:
sta ENEMY_HP
rts
;===============================
; enemy attack
;===============================
enemy_attack:
; int ax=enemy_x;
; int damage=10;
; enemy_attacking=1;
; while(ax<30) {
; put attack name on
; occasionally attack with that enemy's power?
; occasionally heal self?
; gr_copy_to_current(0xc00);
; draw first so behind enemy
; grsim_put_sprite(tfv_stand_left,tfv_x,20);
; grsim_put_sprite(tfv_led_sword,tfv_x-5,20);
; if (ax&1) {
; grsim_put_sprite(enemies[enemy_type].sprite,ax,20);
; }
; else {
; grsim_put_sprite(enemies[enemy_type].sprite,ax,20);
; }
; draw_battle_bottom(enemy_type);
; page_flip();
; ax+=1;
; usleep(20000);
; }
; enemy_attacking=0;
; damage_tfv(damage);
; gr_put_num(25,10,damage);
; draw_battle_bottom(enemy_type);
; page_flip();
; usleep(250000);
; return damage;
;}
rts
;================================
; draw enemy
; relies on self-modifying code
; position in XPOS,YPOS
draw_enemy:
draw_enemy_smc1:
lda #$a5
sta INL
draw_enemy_smc2:
lda #$a5
battle_actual_draw_enemy:
sta INH
jmp put_sprite_crop ; tail call

View File

@ -675,3 +675,26 @@ battle_menu_limit:
.byte 24,21,"SLICE",0 ; 0
.byte 24,22,"DROP",0 ; 2
.byte 31,21,"ZAP",0 ; 1
;
; ATTACK SKIP
; MAGIC LIMIT
; SUMMON ESCAPE
;
; SUMMONS -> METROCAT VORTEXCN
; MAGIC -> HEAL FIRE
; ICE MALAISE
; BOLT
; LIMIT -> SLICE ZAP
; DROP
;
; State Machine
;
; time
; BOTTOM -------> MAIN_MENU ----->ATTACK
; ------->SKIP
; ------->MAGIC_MENU
; ------->LIMIT_MENU
; ------->SUMMON_MENU
; ------->ESCAPE
;
;

View File

@ -59,6 +59,7 @@
.include "tfv_battle.s"
.include "tfv_battle_menu.s"
.include "tfv_battle_enemy.s"
.include "tfv_battle_magic.s"
.include "tfv_battle_limit.s"
.include "tfv_battle_summons.s"