262 lines
3.8 KiB
ArmAsm

; Riven -- chair room part 2
; by deater (Vince Weaver) <vince@deater.net>
; Zero Page
.include "../zp.inc"
.include "../hardware.inc"
.include "../common_defines.inc"
.include "../qload.inc"
.include "disk05_defines.inc"
chair2_start:
;===================
; init screen
;===================
; jsr TEXT
; jsr HOME
bit KEYRESET
bit SET_GR
bit PAGE1
bit HIRES
bit FULLGR
;========================
; set up location
;========================
lda #<locations
sta LOCATIONS_L
lda #>locations
sta LOCATIONS_H
lda #0
sta DRAW_PAGE
sta LEVEL_OVER
lda #0
sta JOYSTICK_ENABLED
sta UPDATE_POINTER
lda #1
sta CURSOR_VISIBLE
lda #20
sta CURSOR_X
sta CURSOR_Y
;===================================
; init
;===================================
; update the temple door switch if open/closed
jsr update_temple_door
jsr change_location
jsr save_bg_14x14 ; save old bg
game_loop:
;===================================
; draw pointer
;===================================
jsr draw_pointer
;===================================
; handle keypress/joystick
;===================================
jsr handle_keypress
;===================================
; increment frame count
;===================================
inc FRAMEL
bne frame_no_oflo
inc FRAMEH
frame_no_oflo:
;====================================
; check level over
;====================================
lda LEVEL_OVER
bne really_exit
jmp game_loop
really_exit:
rts
;==========================
; temple door switch
;==========================
temple_door_switch:
bit SPEAKER
; toggle switch
lda STATE_DOORS
eor #TEMPLE_DOOR
sta STATE_DOORS
jsr update_temple_door
lda #1
sta LEVEL_OVER
rts
;==========================
; update temple door
;==========================
; update data to point to right image
update_temple_door:
lda STATE_DOORS
and #TEMPLE_DOOR
beq make_door_closed
make_door_open:
lda #<porthole_l_open_s_zx02
sta location2+LOCATION_SOUTH_BG
lda #>porthole_l_open_s_zx02
jmp make_door_common
make_door_closed:
lda #<porthole_l_closed_s_zx02
sta location2+LOCATION_SOUTH_BG
lda #>porthole_l_closed_s_zx02
make_door_common:
sta location2+LOCATION_SOUTH_BG+1
rts
;==========================
; handle chair3
;==========================
chair3_handler:
; first check if lowering button pressed
; if Y in certain range, check button pressed
; if Ypos greater than 128 do nothing unless it's the button
lda CURSOR_Y
cmp #128
bcc check_exits
; check if between 146 and 166
cmp #146
bcc do_nothing
cmp #166
bcs do_nothing
lda CURSOR_X
cmp #32
bcc do_nothing
cmp #37
bcs do_nothing
; if got here, was switch
lda #RIVEN_CHAIR3_DOWN
exit_location_common:
sta LOCATION
lda #1
sta LEVEL_OVER
do_nothing:
rts
check_exits:
; if 10 or less, go to left portal
; if 30 or more, go to right portal
; else go forward as normal
lda CURSOR_X
cmp #11
bcc go_left
cmp #30
bcs go_right
go_straight:
lda #RIVEN_CHAIR2
jmp exit_location_common
go_left:
lda #RIVEN_PORTHOLE_L
jmp exit_location_common
go_right:
lda #RIVEN_PORTHOLE_R
jmp exit_location_common
;==========================
; chair3 flip switch
;==========================
; can only do this when button pressed to lower ribs
; really just changes the switch direction?
chair3_flip:
bit SPEAKER
lda #RIVEN_CHAIR3_DOWN_FLIP
sta LOCATION
lda #1
sta LEVEL_OVER
rts
;==========================
; chair3 done button
;==========================
; just go back to regular chair3
chair3_done:
bit SPEAKER
lda #RIVEN_CHAIR3
sta LOCATION
lda #1
sta LEVEL_OVER
rts
;==========================
; includes
;==========================
.include "graphics_chair2/chair2_graphics.inc"
.include "leveldata_chair2.inc"