dos33fsprogs/games/tfv/tfv_battle.s
2021-01-05 15:32:11 -05:00

1645 lines
26 KiB
ArmAsm

;================================
; do battle
;================================
do_battle:
; int i,ch;
; int saved_drawpage;
; int ax=34;
; int enemy_count=30;
; int old;
jsr rotate_intro
.if 0
battle_count=20;
; Setup Enemy */
; enemy_type=X
; 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);
saved_drawpage=ram[DRAW_PAGE];
ram[DRAW_PAGE]=PAGE2;
;******************/
; Draw background */
; Draw sky */
color_equals(COLOR_MEDIUMBLUE);
for(i=0;i<10;i++) {
hlin_double(ram[DRAW_PAGE],0,39,i);
}
; Draw ground */
color_equals(ground_color);
for(i=10;i<40;i++) {
hlin_double(ram[DRAW_PAGE],0,39,i);
}
; Draw some background images for variety? */
ram[DRAW_PAGE]=saved_drawpage;
draw_battle_bottom(enemy_type);
while(1) {
gr_copy_to_current(0xc00);
if (hp==0) {
grsim_put_sprite(tfv_defeat,ax-2,24);
}
else if (running) {
; if (battle_count%2) {
grsim_put_sprite(tfv_stand_right,ax,20);
}
else {
grsim_put_sprite(tfv_walk_right,ax,20);
}
}
else {
grsim_put_sprite(tfv_stand_left,ax,20);
grsim_put_sprite(tfv_led_sword,ax-5,20);
}
; grsim_put_sprite(enemies[enemy_type].sprite,enemy_x,20);
draw_battle_bottom(enemy_type);
page_flip();
if (hp==0) {
for(i=0;i<15;i++) usleep(100000);
break;
}
usleep(100000);
ch=grsim_input();
if (ch=='q') return 0;
if (enemy_count==0) {
; attack and decrement HP
enemy_attack(ax);
; update limit count
if (limit<4) limit++;
; reset enemy time. FIXME: variable?
enemy_count=50;
}
else {
enemy_count--;
}
if (battle_count>=64) {
; TODO: randomly fail at running? */
if (running) {
break;
}
if (menu_state==MENU_NONE) menu_state=MENU_MAIN;
menu_keypress(ch);
} else {
battle_count++;
}
old=battle_bar;
battle_bar=(battle_count/16);
if (battle_bar!=old) draw_battle_bottom(enemy_type);
if (enemy_hp==0) {
victory_dance();
break;
}
}
ram[DRAW_PAGE]=PAGE0;
clear_bottom();
ram[DRAW_PAGE]=PAGE1;
clear_bottom();
running=0;
.endif
rts
.if 0
; Do Battle */
; 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
;
;****** ** **** **** ** ** ****** **** ****** ****** ******
;** ** **** ** ** ** ** ** ** ** ** ** ** **
;** ** ** **** **** ****** **** ****** ** ****** ******
;** ** ** ** ** ** ** ** ** ** ** ** **
;****** ****** ****** **** ** **** ****** ** ****** **
static int battle_bar=0;
static int susie_out=0;
; 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;
};
;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,
; },
;};
static int gr_put_num(int xx,int yy,int number) {
int xt=xx,digit,left,hundreds;
digit=number/100;
if ((digit) && (digit<10)) {
grsim_put_sprite(numbers[digit],xt,yy);
xt+=4;
}
hundreds=digit;
left=number%100;
digit=left/10;
if ((digit) || (hundreds)) {
grsim_put_sprite(numbers[digit],xt,yy);
xt+=4;
}
left=number%10;
digit=left;
grsim_put_sprite(numbers[digit],xt,yy);
return 0;
}
;
; 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
;
;
#define MENU_NONE 0
#define MENU_MAIN 1
#define MENU_MAGIC 2
#define MENU_SUMMON 3
#define MENU_LIMIT 4
static int enemy_attacking=0;
static int menu_state=MENU_NONE;
static int menu_position=0;
static int battle_count=0;
static int draw_battle_bottom(int enemy_type) {
int i;
clear_bottom();
vtab(22);
htab(1);
move_cursor();
; print(enemies[enemy_type].name);
if (enemy_attacking) {
vtab(24);
htab(2);
move_cursor();
; print_inverse(enemies[enemy_type].attack_name);
}
vtab(22);
htab(15);
move_cursor();
; should print "NAMEO"
; print("DEATER");
print(nameo);
if (susie_out) {
vtab(23);
htab(15);
move_cursor();
print("SUSIE");
}
if (menu_state==MENU_NONE) {
; TFV Stats */
vtab(21);
htab(25);
move_cursor();
print("HP");
vtab(21);
htab(28);
move_cursor();
print("MP");
vtab(21);
htab(31);
move_cursor();
print("TIME");
vtab(21);
htab(36);
move_cursor();
if (limit<4) {
print("LIMIT");
}
else {
; Make if flash? set bit 0x40 */
print_flash("LIMIT");
}
vtab(22);
htab(24);
move_cursor();
print_byte(hp);
vtab(22);
htab(27);
move_cursor();
print_byte(mp);
; Draw Time bargraph */
; printf("Battle_bar=%d Limit=%d\n",battle_bar,limit);
ram[COLOR]=0xa0;
hlin_double(ram[DRAW_PAGE],30,34,42);
ram[COLOR]=0x20;
if (battle_bar) {
hlin_double(ram[DRAW_PAGE],30,30+(battle_bar-1),42);
}
; Draw Limit break bargraph */
ram[COLOR]=0xa0;
hlin_double(ram[DRAW_PAGE],35,39,42);
ram[COLOR]=0x20;
if (limit) hlin_double(ram[DRAW_PAGE],35,35+limit,42);
; Susie Stats */
if (susie_out) {
vtab(23);
htab(24);
move_cursor();
print_byte(255);
vtab(23);
htab(27);
move_cursor();
print_byte(0);
#if 0
; Draw Time bargraph */
ram[COLOR]=0xa0;
hlin_double(ram[DRAW_PAGE],30,34,42);
ram[COLOR]=0x20;
if (battle_bar) {
hlin_double(ram[DRAW_PAGE],30,30+(battle_bar-1),42);
}
; Draw Limit break bargraph */
ram[COLOR]=0xa0;
hlin_double(ram[DRAW_PAGE],35,39,42);
ram[COLOR]=0x20;
if (limit) hlin_double(ram[DRAW_PAGE],35,35+limit,42);
#endif
}
}
if (menu_state==MENU_MAIN) {
if (limit>3) {
if (menu_position>5) menu_position=5;
}
else {
if (menu_position>4) menu_position=4;
}
vtab(21);
htab(24);
move_cursor();
if (menu_position==0) print_inverse("ATTACK");
else print("ATTACK");
vtab(22);
htab(24);
move_cursor();
if (menu_position==2) print_inverse("MAGIC");
else print("MAGIC");
vtab(23);
htab(24);
move_cursor();
if (menu_position==4) print_inverse("SUMMON");
else print("SUMMON");
vtab(21);
htab(32);
move_cursor();
if (menu_position==1) print_inverse("SKIP");
else print("SKIP");
vtab(22);
htab(32);
move_cursor();
if (menu_position==3) print_inverse("ESCAPE");
else print("ESCAPE");
if (limit>3) {
vtab(23);
htab(32);
move_cursor();
if (menu_position==5) print_inverse("LIMIT");
else print("LIMIT");
}
}
if (menu_state==MENU_SUMMON) {
if (menu_position>1) menu_position=1;
vtab(21);
htab(25);
move_cursor();
print("SUMMONS:");
vtab(22);
htab(25);
move_cursor();
if (menu_position==0) print_inverse("METROCAT");
else print("METROCAT");
vtab(23);
htab(25);
move_cursor();
if (menu_position==1) print_inverse("VORTEXCN");
else print("VORTEXCN");
}
if (menu_state==MENU_MAGIC) {
if (menu_position>4) menu_position=4;
vtab(21);
htab(24);
move_cursor();
print("MAGIC:");
vtab(22);
htab(25);
move_cursor();
if (menu_position==0) print_inverse("HEAL");
else print("HEAL");
vtab(23);
htab(25);
move_cursor();
if (menu_position==2) print_inverse("ICE");
else print("ICE");
vtab(24);
htab(25);
move_cursor();
if (menu_position==4) print_inverse("BOLT");
else print("BOLT");
vtab(22);
htab(32);
move_cursor();
if (menu_position==1) print_inverse("FIRE");
else print("FIRE");
vtab(23);
htab(32);
move_cursor();
if (menu_position==3) print_inverse("MALAISE");
else print("MALAISE");
}
if (menu_state==MENU_LIMIT) {
if (menu_position>2) menu_position=2;
vtab(21);
htab(24);
move_cursor();
print("LIMIT BREAKS:");
vtab(22);
htab(25);
move_cursor();
if (menu_position==0) print_inverse("SLICE");
else print("SLICE");
vtab(23);
htab(25);
move_cursor();
if (menu_position==2) print_inverse("DROP");
else print("DROP");
vtab(22);
htab(32);
move_cursor();
if (menu_position==1) print_inverse("ZAP");
else print("ZAP");
}
; Draw inverse separator */
ram[COLOR]=0x20;
for(i=40;i<50;i+=2) {
hlin_double(ram[DRAW_PAGE],12,12,i);
}
; ram[DRAW_PAGE]=saved_page;
return 0;
}
static int enemy_hp=0,enemy_type=0,enemy_x=0;
static int damage_enemy(int value) {
if (enemy_hp>value) enemy_hp-=value;
else enemy_hp=0;
return 0;
}
static int heal_self(int value) {
hp+=value;
if (hp>max_hp) hp=max_hp;
return 0;
}
static int damage_tfv(int value) {
if (hp>value) hp-=value;
else hp=0;
return 0;
}
static int attack(void) {
int ax=34;
int damage=10;
while(ax>10) {
gr_copy_to_current(0xc00);
if (ax&1) {
grsim_put_sprite(tfv_stand_left,ax,20);
}
else {
grsim_put_sprite(tfv_walk_left,ax,20);
}
grsim_put_sprite(tfv_led_sword,ax-5,20);
; grsim_put_sprite(enemies[enemy_type].sprite,enemy_x,20);
draw_battle_bottom(enemy_type);
page_flip();
ax-=1;
usleep(20000);
}
damage_enemy(damage);
gr_put_num(2,10,damage);
page_flip();
usleep(250000);
return 0;
}
static int enemy_attack(int tfv_x) {
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;
}
static int victory_dance(void) {
int ax=34;
int i;
int saved_drawpage;
saved_drawpage=ram[DRAW_PAGE];
ram[DRAW_PAGE]=PAGE2; ; 0xc00
clear_bottom();
vtab(21);
htab(10);
move_cursor();
print("EXPERIENCE +2");
experience+=2;
vtab(22);
htab(10);
move_cursor();
print("MONEY +1");
money+=1;
ram[DRAW_PAGE]=saved_drawpage;
for(i=0;i<25;i++) {
gr_copy_to_current(0xc00);
if (i&1) {
grsim_put_sprite(tfv_stand_left,ax,20);
grsim_put_sprite(tfv_led_sword,ax-5,20);
}
else {
grsim_put_sprite(tfv_victory,ax,20);
grsim_put_sprite(tfv_led_sword,ax-2,14);
}
page_flip();
usleep(200000);
}
return 0;
}
static int rotate_intro(void) {
int xx,yy,color,x2,y2;
double h,theta,dx,dy,theta2,thetadiff,nx,ny;
int i;
gr_copy(0x400,0xc00);
; gr_copy_to_current(0xc00);
; page_flip();
; gr_copy_to_current(0xc00);
; page_flip();
thetadiff=0;
for(i=0;i<8;i++) {
grsim_update();
for(yy=0;yy<40;yy++) {
for(xx=0;xx<40;xx++) {
dx=(xx-20);
dy=(yy-20);
h=sqrt((dx*dx)+(dy*dy));
theta=atan2(dy,dx);
theta2=theta+thetadiff;
nx=h*cos(theta2);
ny=h*sin(theta2);
x2=nx+20;
y2=ny+20;
if ((x2<0) || (x2>39)) color=0;
else if ((y2<0) || (y2>39)) color=0;
else color=scrn_page(x2,y2,PAGE2);
color_equals(color);
plot(xx,yy);
}
}
thetadiff+=(6.28/16.0);
page_flip();
usleep(100000);
}
return 0;
}
#define MENU_MAGIC_HEAL 0
#define MENU_MAGIC_ICE 1
#define MENU_MAGIC_FIRE 2
#define MENU_MAGIC_MALAISE 3
#define MENU_MAGIC_BOLT 4
static void magic_attack(int which) {
int ax=34,ay=20;
int mx,my;
int damage=20;
int i;
unsigned char *sprite;
if (which==MENU_MAGIC_HEAL) {
sprite=magic_health;
mx=33;
my=20;
}
if (which==MENU_MAGIC_FIRE) {
sprite=magic_fire;
mx=2;
my=20;
}
if (which==MENU_MAGIC_ICE) {
sprite=magic_ice;
mx=2;
my=20;
}
if (which==MENU_MAGIC_BOLT) {
sprite=magic_bolt;
mx=2;
my=20;
}
if (which==MENU_MAGIC_MALAISE) {
sprite=magic_malaise;
mx=2;
my=20;
}
; FIXME: damage based on weakness of enemy
; FIXME: disallow if not enough MP
; cast the magic */
i=0;
while(i<10) {
gr_copy_to_current(0xc00);
grsim_put_sprite(tfv_victory,34,20);
; grsim_put_sprite(enemies[enemy_type].sprite,enemy_x,20);
draw_battle_bottom(enemy_type);
page_flip();
i++;
usleep(20000);
}
ax=34;
ay=20;
i=0;
; Actually put the magic */
while(i<=20) {
gr_copy_to_current(0xc00);
; grsim_put_sprite(enemies[enemy_type].sprite,enemy_x,20);
grsim_put_sprite(tfv_stand_left,ax,ay);
grsim_put_sprite(tfv_led_sword,ax-5,ay);
grsim_put_sprite(sprite,mx+(i&1),my);
draw_battle_bottom(enemy_type);
page_flip();
i++;
usleep(100000);
}
mp-=5;
gr_copy_to_current(0xc00);
; grsim_put_sprite(enemies[enemy_type].sprite,enemy_x,20);
grsim_put_sprite(tfv_stand_left,ax,ay);
grsim_put_sprite(tfv_led_sword,ax-5,ay);
draw_battle_bottom(enemy_type);
if (which!=MENU_MAGIC_HEAL) {
damage_enemy(damage);
gr_put_num(2,10,damage);
}
else {
heal_self(damage);
}
draw_battle_bottom(enemy_type);
page_flip();
for(i=0;i<20;i++) {
usleep(100000);
}
}
; Limit Break "Drop" */
; Jump into sky, drop down and slice enemy in half */
static void limit_break_drop(void) {
int ax=34,ay=20;
int damage=100;
int i;
while(ay>0) {
gr_copy_to_current(0xc00);
grsim_put_sprite(tfv_stand_left,ax,ay);
grsim_put_sprite(tfv_led_sword,ax-5,ay);
; grsim_put_sprite(enemies[enemy_type].sprite,enemy_x,20);
draw_battle_bottom(enemy_type);
page_flip();
ay-=1;
usleep(20000);
}
ax=10;
ay=0;
; Falling */
while(ay<=20) {
gr_copy_to_current(0xc00);
; grsim_put_sprite(enemies[enemy_type].sprite,enemy_x,20);
grsim_put_sprite(tfv_stand_left,ax,ay);
grsim_put_sprite(tfv_led_sword,ax-5,ay);
draw_battle_bottom(enemy_type);
color_equals(13);
vlin(0,ay,ax-5);
page_flip();
ay+=1;
usleep(100000);
}
i=0;
while(i<13) {
gr_copy_to_current(0xc00);
; grsim_put_sprite(enemies[enemy_type].sprite,enemy_x,20);
grsim_put_sprite(tfv_stand_left,ax,ay);
grsim_put_sprite(tfv_led_sword,ax-5,ay);
draw_battle_bottom(enemy_type);
color_equals(COLOR_LIGHTGREEN);
vlin(ay,ay+i,ax-5);
page_flip();
i++;
usleep(100000);
}
ax=34;
ay=20;
gr_copy_to_current(0xc00);
; grsim_put_sprite(enemies[enemy_type].sprite,enemy_x,20);
grsim_put_sprite(tfv_stand_left,ax,ay);
grsim_put_sprite(tfv_led_sword,ax-5,ay);
draw_battle_bottom(enemy_type);
color_equals(COLOR_LIGHTGREEN);
vlin(20,33,5);
damage_enemy(damage);
gr_put_num(2,10,damage);
page_flip();
for(i=0;i<20;i++) {
usleep(100000);
}
}
; Limit Break "Slice" */
; Run up and slap a bunch with sword */
; TODO: cause damage value to bounce around more? */
static void limit_break_slice(void) {
int tx=34,ty=20;
int damage=5;
int i;
while(tx>10) {
gr_copy_to_current(0xc00);
grsim_put_sprite(tfv_stand_left,tx,ty);
grsim_put_sprite(tfv_led_sword,tx-5,ty);
; grsim_put_sprite(enemies[enemy_type].sprite,enemy_x,20);
draw_battle_bottom(enemy_type);
page_flip();
tx-=1;
usleep(20000);
}
; Slicing */
for(i=0;i<20;i++) {
gr_copy_to_current(0xc00);
; grsim_put_sprite(enemies[enemy_type].sprite,enemy_x,20);
if (i&1) {
grsim_put_sprite(tfv_stand_left,tx,20);
grsim_put_sprite(tfv_led_sword,tx-5,20);
}
else {
grsim_put_sprite(tfv_victory,tx,20);
grsim_put_sprite(tfv_led_sword,tx-2,14);
}
damage_enemy(damage);
; gr_put_num(2+(i%2),10+((i%2)*2),damage);
draw_battle_bottom(enemy_type);
page_flip();
usleep(100000);
}
tx=34;
ty=20;
gr_copy_to_current(0xc00);
; grsim_put_sprite(enemies[enemy_type].sprite,enemy_x,20);
grsim_put_sprite(tfv_stand_left,tx,ty);
grsim_put_sprite(tfv_led_sword,tx-5,ty);
draw_battle_bottom(enemy_type);
page_flip();
for(i=0;i<20;i++) {
usleep(100000);
}
}
; Limit Break "Zap" */
; Zap with a laser out of the LED sword */
static void limit_break_zap(void) {
int tx=34,ty=20;
int damage=100;
int i;
gr_copy_to_current(0xc00);
; Draw background */
color_equals(COLOR_AQUA);
vlin(12,24,34);
hlin_double(ram[DRAW_PAGE],28,38,18);
; Sword in air */
grsim_put_sprite(tfv_victory,tx,20);
grsim_put_sprite(tfv_led_sword,tx-2,14);
; grsim_put_sprite(enemies[enemy_type].sprite,enemy_x,20);
draw_battle_bottom(enemy_type);
page_flip();
usleep(500000);
for(i=0;i<32;i++) {
gr_copy_to_current(0xc00);
; grsim_put_sprite(enemies[enemy_type].sprite,enemy_x,20);
color_equals(i%16);
hlin_double(ram[DRAW_PAGE],5,30,22);
grsim_put_sprite(tfv_stand_left,tx,ty);
grsim_put_sprite(tfv_led_sword,tx-5,ty);
draw_battle_bottom(enemy_type);
page_flip();
usleep(100000);
}
gr_copy_to_current(0xc00);
; grsim_put_sprite(enemies[enemy_type].sprite,enemy_x,20);
grsim_put_sprite(tfv_stand_left,tx,ty);
grsim_put_sprite(tfv_led_sword,tx-5,ty);
draw_battle_bottom(enemy_type);
damage_enemy(damage);
gr_put_num(2,10,damage);
page_flip();
for(i=0;i<20;i++) {
usleep(100000);
}
}
#define MENU_LIMIT_SLICE 0
#define MENU_LIMIT_ZAP 1
#define MENU_LIMIT_DROP 2
static void limit_break(int which) {
if (which==MENU_LIMIT_DROP) limit_break_drop();
else if (which==MENU_LIMIT_SLICE) limit_break_slice();
else if (which==MENU_LIMIT_ZAP) limit_break_zap();
; reset limit counter */
limit=0;
}
static void summon_metrocat(void) {
int tx=34,ty=20;
int damage=100;
int i;
int ax=28,ay=2;
i=0;
while(i<30) {
gr_copy_to_current(0xc00);
grsim_put_sprite(tfv_stand_left,tx,ty);
grsim_put_sprite(tfv_led_sword,tx-5,ty);
; grsim_put_sprite(enemies[enemy_type].sprite,enemy_x,20);
grsim_put_sprite(metrocat,ax,ay);
draw_battle_bottom(enemy_type);
page_flip();
i++;
usleep(20000);
}
while(ax>15) {
gr_copy_to_current(0xc00);
grsim_put_sprite(tfv_stand_left,tx,ty);
grsim_put_sprite(tfv_led_sword,tx-5,ty);
; grsim_put_sprite(enemies[enemy_type].sprite,enemy_x,20);
grsim_put_sprite(metrocat,ax,ay);
draw_battle_bottom(enemy_type);
page_flip();
ax-=1;
usleep(20000);
}
while(ax>5) {
gr_copy_to_current(0xc00);
grsim_put_sprite(tfv_stand_left,tx,ty);
grsim_put_sprite(tfv_led_sword,tx-5,ty);
; grsim_put_sprite(enemies[enemy_type].sprite,enemy_x,20);
grsim_put_sprite(metrocat,ax,ay);
draw_battle_bottom(enemy_type);
page_flip();
ay+=1;
ax-=1;
usleep(20000);
}
i=0;
while(i<30) {
gr_copy_to_current(0xc00);
grsim_put_sprite(tfv_stand_left,tx,ty);
grsim_put_sprite(tfv_led_sword,tx-5,ty);
; grsim_put_sprite(enemies[enemy_type].sprite,enemy_x,20);
grsim_put_sprite(metrocat,ax,ay);
draw_battle_bottom(enemy_type);
page_flip();
i++;
usleep(20000);
}
gr_copy_to_current(0xc00);
; grsim_put_sprite(enemies[enemy_type].sprite,enemy_x,20);
grsim_put_sprite(tfv_stand_left,tx,ty);
grsim_put_sprite(tfv_led_sword,tx-5,ty);
draw_battle_bottom(enemy_type);
damage_enemy(damage);
gr_put_num(2,10,damage);
page_flip();
for(i=0;i<20;i++) {
usleep(100000);
}
}
static void summon_vortex_cannon(void) {
int tx=34,ty=20;
int damage=5;
int i;
int ax=20,ay=20;
; draw the cannon */
i=0;
while(i<30) {
gr_copy_to_current(0xc00);
grsim_put_sprite(tfv_stand_left,tx,ty);
grsim_put_sprite(tfv_led_sword,tx-5,ty);
; grsim_put_sprite(enemies[enemy_type].sprite,enemy_x,20);
grsim_put_sprite(vortex_cannon,ax,ay);
draw_battle_bottom(enemy_type);
page_flip();
i++;
usleep(20000);
}
; Fire vortices */
ax=20;
for(i=0;i<5;i++) {
while(ax>5) {
gr_copy_to_current(0xc00);
grsim_put_sprite(tfv_stand_left,tx,ty);
grsim_put_sprite(tfv_led_sword,tx-5,ty);
; grsim_put_sprite(enemies[enemy_type].sprite,enemy_x,20);
grsim_put_sprite(vortex_cannon,20,20);
grsim_put_sprite(vortex,ax,24);
draw_battle_bottom(enemy_type);
if (ax<10) {
gr_put_num(2,10,damage);
}
page_flip();
ax-=1;
usleep(50000);
}
damage_enemy(damage);
ax=20;
}
gr_copy_to_current(0xc00);
; grsim_put_sprite(enemies[enemy_type].sprite,enemy_x,20);
grsim_put_sprite(tfv_stand_left,tx,ty);
grsim_put_sprite(tfv_led_sword,tx-5,ty);
draw_battle_bottom(enemy_type);
page_flip();
for(i=0;i<20;i++) {
usleep(100000);
}
}
static void summon(int which) {
if (which==0) summon_metrocat();
else summon_vortex_cannon();
}
static void done_attack(void) {
; reset battle time
battle_count=0;
menu_state=MENU_NONE;
}
#define MENU_MAIN_ATTACK 0
#define MENU_MAIN_SKIP 1
#define MENU_MAIN_MAGIC 2
#define MENU_MAIN_ESCAPE 3
#define MENU_MAIN_SUMMON 4
#define MENU_MAIN_LIMIT 5
static int running=0;
void menu_keypress(int ch) {
if ((ch==' ') || (ch==13)) {
if (menu_state==MENU_MAIN) {
switch(menu_position) {
case MENU_MAIN_ATTACK:
; attack and decrement HP
attack();
done_attack();
break;
case MENU_MAIN_SKIP:
done_attack();
break;
case MENU_MAIN_MAGIC:
menu_state=MENU_MAGIC;
menu_position=0;
break;
case MENU_MAIN_LIMIT:
menu_state=MENU_LIMIT;
menu_position=0;
break;
case MENU_MAIN_SUMMON:
menu_state=MENU_SUMMON;
menu_position=0;
break;
case MENU_MAIN_ESCAPE:
running=1;
done_attack();
break;
}
}
else if (menu_state==MENU_MAGIC) {
magic_attack(menu_position);
done_attack();
}
else if (menu_state==MENU_LIMIT) {
limit_break(menu_position);
done_attack();
}
else if (menu_state==MENU_SUMMON) {
summon(menu_position);
done_attack();
}
}
if (ch==27) {
menu_state=MENU_MAIN;
menu_position=0;
}
if (ch==APPLE_UP) {
if (menu_position>=2) menu_position-=2;
}
if (ch==APPLE_DOWN) {
menu_position+=2;
}
if (ch==APPLE_RIGHT) {
menu_position++;
}
if (ch==APPLE_LEFT) {
if (menu_position>0) menu_position--;
}
}
int boss_battle(void) {
int i,ch;
int saved_drawpage;
int ax=34;
int enemy_count=30;
int old;
susie_out=1;
rotate_intro();
battle_count=20;
enemy_type=8;
enemy_hp=255;
saved_drawpage=ram[DRAW_PAGE];
ram[DRAW_PAGE]=PAGE2;
;******************/
; Draw background */
; Draw sky */
color_equals(COLOR_BLACK);
for(i=0;i<20;i++) {
hlin_double(ram[DRAW_PAGE],0,39,i);
}
color_equals(COLOR_ORANGE);
for(i=20;i<39;i++) {
hlin_double(ram[DRAW_PAGE],0,39,i);
}
; Draw horizon */
; color_equals(COLOR_GREY);
; hlin_double(ram[DRAW_PAGE],0,39,10);
ram[DRAW_PAGE]=saved_drawpage;
draw_battle_bottom(enemy_type);
while(1) {
gr_copy_to_current(0xc00);
if (hp==0) {
grsim_put_sprite(tfv_defeat,ax-2,24);
}
else if (running) {
; if (battle_count%2) {
grsim_put_sprite(tfv_stand_right,ax,20);
}
else {
grsim_put_sprite(tfv_walk_right,ax,20);
}
}
else {
grsim_put_sprite(tfv_stand_left,ax,20);
grsim_put_sprite(tfv_led_sword,ax-5,20);
}
grsim_put_sprite(susie_left,28,30);
if ((enemy_count&0xf)<4) {
grsim_put_sprite(roboknee1,enemy_x,16);
}
else {
grsim_put_sprite(roboknee2,enemy_x,16);
}
draw_battle_bottom(enemy_type);
page_flip();
if (hp==0) {
for(i=0;i<15;i++) usleep(100000);
break;
}
usleep(100000);
ch=grsim_input();
if (ch=='q') return 0;
if (enemy_count==0) {
; attack and decrement HP
enemy_attack(ax);
; update limit count
if (limit<4) limit++;
; reset enemy time. FIXME: variable?
enemy_count=50;
}
else {
enemy_count--;
}
if (battle_count>=64) {
; TODO: randomly fail at running? */
if (running) {
break;
}
if (menu_state==MENU_NONE) menu_state=MENU_MAIN;
menu_keypress(ch);
} else {
battle_count++;
}
old=battle_bar;
battle_bar=(battle_count/16);
if (battle_bar!=old) draw_battle_bottom(enemy_type);
if (enemy_hp==0) {
; FIXME?
victory_dance();
break;
}
}
ram[DRAW_PAGE]=PAGE0;
clear_bottom();
ram[DRAW_PAGE]=PAGE1;
clear_bottom();
running=0;
return 0;
}
.endif