dos33fsprogs/mist/meche_rotation.s
2020-04-21 17:12:08 -04:00

992 lines
14 KiB
ArmAsm

;==============================
; book page stuff
;==============================
take_blue_page:
; FIXME: if we came back we could return page
; should check to see if carrying first
; also what if holding red, click blu
lda BLUE_PAGES_TAKEN
eor #MECHE_PAGE
sta BLUE_PAGES_TAKEN
; FIXME: if holding another page, put it down?
and #MECHE_PAGE
beq dropped_blue_page
lda #HOLDING_BLUE_PAGE
sta HOLDING_PAGE
rts
dropped_blue_page:
lda #0
sta HOLDING_PAGE
rts
take_red_page:
; FIXME: if we came back we could return page
; should check to see if carrying first
; also what if holding red, click blu
lda RED_PAGES_TAKEN
eor #MECHE_PAGE
sta RED_PAGES_TAKEN
; FIXME: if holding another page, put it down?
and #MECHE_PAGE
beq dropped_red_page
lda #HOLDING_RED_PAGE
sta HOLDING_PAGE
rts
dropped_red_page:
lda #0
sta HOLDING_PAGE
rts
enter_blue_secret:
lda #MECHE_BLUE_SECRET_DOOR
sta LOCATION
jsr change_location
rts
enter_red_secret:
lda #MECHE_RED_SECRET_DOOR
sta LOCATION
jsr change_location
rts
;===============================
;===============================
; exit puzzle stuff
;===============================
;===============================
exit_puzzle_button_press:
bit $c030 ; click speaker
lda CURSOR_Y
cmp #40
bcs check_valid ; bge
; handle 4 chars
lda CURSOR_X
cmp #10
bcc handle_char1
cmp #20
bcc handle_char2
cmp #30
bcc handle_char3
bcs handle_char4
handle_char1:
inc MECHE_LOCK1
lda MECHE_LOCK1
cmp #10
bne wrap_lock1
lda #0
sta MECHE_LOCK1
wrap_lock1:
rts
handle_char2:
inc MECHE_LOCK2
lda MECHE_LOCK2
cmp #10
bne wrap_lock2
lda #0
sta MECHE_LOCK2
wrap_lock2:
rts
handle_char3:
inc MECHE_LOCK3
lda MECHE_LOCK3
cmp #10
bne wrap_lock3
lda #0
sta MECHE_LOCK3
wrap_lock3:
rts
handle_char4:
inc MECHE_LOCK4
lda MECHE_LOCK4
cmp #10
bne wrap_lock4
lda #0
sta MECHE_LOCK4
wrap_lock4:
rts
check_valid:
jsr check_puzzle_solved
bcs proper_code
bcc not_valid
proper_code:
; move to in front of open door
lda #MECHE_BOOK_STAIRS
sta LOCATION
jsr change_location
not_valid:
rts
;=======================
; check if puzzle solved
;=======================
check_puzzle_solved:
lda MECHE_LOCK1
cmp #2
bne keep_door_closed
lda MECHE_LOCK2
cmp #8
bne keep_door_closed
lda MECHE_LOCK3
cmp #5
bne keep_door_closed
lda MECHE_LOCK4
cmp #1
bne keep_door_closed
keep_door_open:
; change to open stairwell
ldy #LOCATION_NORTH_BG
lda #<entrance_open_n_lzsa
sta location4,Y
lda #>entrance_open_n_lzsa
sta location4+1,Y
; path to stairs handled elsewhere
; set carry to indicate open
sec
rts
keep_door_closed:
; change to closed stairwell
ldy #LOCATION_NORTH_BG
lda #<entrance_n_lzsa
sta location4,Y
lda #>entrance_n_lzsa
sta location4+1,Y
; path to stairs handled elsewhere
; clear carry to indicate closed
clc
rts
;========================
; draw sprites
draw_exit_puzzle_sprites:
lda MECHE_LOCK1
asl
tay
lda exit_puzzle_sprites,Y
sta INL
lda exit_puzzle_sprites+1,Y
sta INH
lda #5
sta XPOS
lda #8
sta YPOS
jsr put_sprite_crop
lda MECHE_LOCK2
asl
tay
lda exit_puzzle_sprites,Y
sta INL
lda exit_puzzle_sprites+1,Y
sta INH
lda #14
sta XPOS
lda #8
sta YPOS
jsr put_sprite_crop
lda MECHE_LOCK3
asl
tay
lda exit_puzzle_sprites,Y
sta INL
lda exit_puzzle_sprites+1,Y
sta INH
lda #23
sta XPOS
lda #8
sta YPOS
jsr put_sprite_crop
lda MECHE_LOCK4
asl
tay
lda exit_puzzle_sprites,Y
sta INL
lda exit_puzzle_sprites+1,Y
sta INH
lda #32
sta XPOS
lda #8
sta YPOS
jsr put_sprite_crop
rts
;=========================================
; exit puzzle first
; we really have two entrance points but on same node
; so can't have both??
; also handle path to book
try_exit_puzzle:
lda CURSOR_X
cmp #14
bcc do_puzzle
; not puzzle, instead go down steps if available
jsr check_puzzle_solved
bcc cant_go_there
lda #MECHE_BOOK_STAIRS
sta LOCATION
jsr change_location
cant_go_there:
rts
do_puzzle:
lda #MECHE_EXIT_PUZZLE
sta LOCATION
jsr change_location
rts
;=================================
;=================================
; rotation stuff
;=================================
;=================================
handle_rotation_controls:
lda CURSOR_Y
cmp #34
bcs rot_button_press
lda CURSOR_X
cmp #19
bcc handle_left ; blt
handle_right:
lda MECHE_LEVERS
eor #RIGHT_LEVER
sta MECHE_LEVERS
rts
handle_left:
lda MECHE_LEVERS
eor #LEFT_LEVER
sta MECHE_LEVERS
; if flip to 0, then update rotation
and #LEFT_LEVER
bne done_handle_left
jsr rotate_fortress
done_handle_left:
rts
rot_button_press:
; get outside and face elevator
lda #MECHE_TOP_FLOOR
sta LOCATION
lda #DIRECTION_W
sta DIRECTION
; change to plain elevator
ldy #LOCATION_WEST_BG
lda #<top_floor_ye_w_lzsa
sta location27,Y
lda #>top_floor_ye_w_lzsa
sta location27+1,Y
; change destination to controls
ldy #LOCATION_WEST_EXIT
lda #MECHE_IN_ELEVATOR
sta location27,Y
jmp change_location ; tail call
;=================================
; draw rotation controls
;=================================
draw_rotation_controls:
;==========================
; rotate, where applicable
lda MECHE_LEVERS
and #LEFT_LEVER
beq draw_rotation
lda MECHE_LEVERS
and #RIGHT_LEVER
beq draw_rotation
lda FRAMEL
and #$f
bne draw_rotation
inc MECHE_ROTATION
lda MECHE_ROTATION
and #$f
sta MECHE_ROTATION
draw_rotation:
; draw rotation
lda MECHE_ROTATION
lsr
lsr
; 0 -> $C1 at 19,8
; 1 -> $10 at 21,4
; 2 -> $01 at 19,2
; 3 -> $10 at 17,4
beq rot0
cmp #1
beq rot1
cmp #2
beq rot2
bne rot3
rot0:
lda #$C1
sta $613
sta $A13
jmp draw_levers
rot1:
lda #$10
sta $515
sta $915
jmp draw_levers
rot2:
lda #$01
sta $493
sta $893
jmp draw_levers
rot3:
lda #$10
sta $511
sta $911
jmp draw_levers
draw_levers:
; draw left lever
lda #<lever_sprite
sta INL
lda #>lever_sprite
sta INH
lda #15
sta XPOS
lda MECHE_LEVERS
and #LEFT_LEVER
eor #LEFT_LEVER
asl
asl
asl
clc
adc #20
sta YPOS
jsr put_sprite_crop
; draw right lever
lda #<lever_sprite
sta INL
lda #>lever_sprite
sta INH
lda #21
sta XPOS
lda MECHE_LEVERS
and #RIGHT_LEVER
eor #RIGHT_LEVER
asl
asl
clc
adc #20
sta YPOS
jsr put_sprite_crop
rts
lever_sprite:
.byte 4,3
.byte $0A,$00,$00,$0A
.byte $00,$00,$05,$00
.byte $A0,$00,$00,$A0
;========================
; rotate fortress
rotate_fortress:
lda MECHE_ROTATION
lsr
lsr
beq fortress_south
cmp #1
beq fortress_east
cmp #2
beq fortress_north
bne fortress_west
fortress_south:
; point exit south (original entry point)
ldy #LOCATION_SOUTH_EXIT
lda #MECHE_BRIDGE2
sta location8,Y ; MECH_FORT_ENTRY
ldy #LOCATION_SOUTH_EXIT_DIR
lda #DIRECTION_S
sta location8,Y ; MECH_FORT_ENTRY
; set bg to orig entry background
ldy #LOCATION_SOUTH_BG
lda #<fort_entry_s_lzsa
sta location8,Y
lda #>fort_entry_s_lzsa
jmp rotate_fortress_done
fortress_west:
; point exit south (original entry point)
ldy #LOCATION_SOUTH_EXIT
lda #MECHE_WEST_PLATFORM
sta location8,Y ; MECH_FORT_ENTRY
ldy #LOCATION_SOUTH_EXIT_DIR
lda #DIRECTION_W
sta location8,Y ; MECH_FORT_ENTRY
; set bg to orig entry background
ldy #LOCATION_SOUTH_BG
lda #<fort_exit_w_lzsa
sta location8,Y
lda #>fort_exit_w_lzsa
jmp rotate_fortress_done
fortress_east:
; point exit south (original entry point)
ldy #LOCATION_SOUTH_EXIT
lda #MECHE_EAST_PLATFORM
sta location8,Y ; MECH_FORT_ENTRY
ldy #LOCATION_SOUTH_EXIT_DIR
lda #DIRECTION_E
sta location8,Y ; MECH_FORT_ENTRY
; set bg to orig entry background
ldy #LOCATION_SOUTH_BG
lda #<fort_exit_e_lzsa
sta location8,Y
lda #>fort_exit_e_lzsa
jmp rotate_fortress_done
fortress_north:
; point exit south (original entry point)
ldy #LOCATION_SOUTH_EXIT
lda #MECHE_NORTH_PLATFORM
sta location8,Y ; MECH_FORT_ENTRY
ldy #LOCATION_SOUTH_EXIT_DIR
lda #DIRECTION_N
sta location8,Y ; MECH_FORT_ENTRY
; set bg to orig entry background
ldy #LOCATION_SOUTH_BG
lda #<fort_exit_n_lzsa
sta location8,Y
lda #>fort_exit_n_lzsa
jmp rotate_fortress_done
rotate_fortress_done:
sta location8+1,Y
rts
;==================================
; elevator stuff
;==================================
;==============================
; handle elevator button pushes
elevator_button:
lda CURSOR_Y
cmp #24
bcs elevator_goto_ground
cmp #20
bcs elevator_goto_half
elevator_goto_top:
; set exit to top floor
ldy #LOCATION_EAST_EXIT
lda #MECHE_TOP_FLOOR
sta location26,Y
; set bg to top-floor backround
ldy #LOCATION_EAST_BG
lda #<elevator_top_e_lzsa
sta location26,Y
lda #>elevator_top_e_lzsa
jmp elevator_button_done
elevator_goto_ground:
; set exit to top floor
ldy #LOCATION_EAST_EXIT
lda #MECHE_ELEVATOR_PATH
sta location26,Y
; set bg to top-floor backround
ldy #LOCATION_EAST_BG
lda #<elevator_ground_e_lzsa
sta location26,Y
lda #>elevator_ground_e_lzsa
jmp elevator_button_done
elevator_goto_half:
; if at top kick outside and lower
; TODO: animation?
ldy #LOCATION_EAST_EXIT
lda location26,Y
cmp #MECHE_TOP_FLOOR
bne regular_half
half_and_controls:
;=============================
; kick us out, lower controls
; get outside and face elevator
lda #MECHE_TOP_FLOOR
sta LOCATION
lda #DIRECTION_W
sta DIRECTION
; change to elevator roof
ldy #LOCATION_WEST_BG
lda #<top_floor_ne_w_lzsa
sta location27,Y
lda #>top_floor_ne_w_lzsa
sta location27+1,Y
; change destination to controls
ldy #LOCATION_WEST_EXIT
lda #MECHE_ROTATE_CONTROLS
sta location27,Y
jmp elevator_button_done_no_update
regular_half:
; set exit to top floor
ldy #LOCATION_EAST_EXIT
lda #$ff
sta location26,Y
; set bg to half-floor backround
ldy #LOCATION_EAST_BG
lda #<elevator_half_e_lzsa
sta location26,Y
lda #>elevator_half_e_lzsa
jmp elevator_button_done
elevator_goto_controls:
elevator_button_done:
sta location26+1,Y
elevator_button_done_no_update:
jsr change_location ; tail call?
rts
;=================
; elevator panel clicked
; behavior a bit different in real game (it slides around more)
; also in theory could animate handle
; Apple II doesn't let you know length of keypress
elevator_panel_clicked:
lda MECHE_ELEVATOR
clc
adc #1
and #$83
sta MECHE_ELEVATOR
jsr adjust_basement_door
rts
;=====================
; draw elevator panel
draw_elevator_panel:
lda MECHE_ELEVATOR
and #$f
asl
tay
lda elevator_rotation_sprites,Y
sta INL
lda elevator_rotation_sprites+1,Y
sta INH
lda #13
sta XPOS
lda #20
sta YPOS
jsr put_sprite_crop
rts
;==================================
; basement door button
;==================================
basement_button:
; flip switch
lda #$80
eor MECHE_ELEVATOR
sta MECHE_ELEVATOR
jsr adjust_basement_door
jsr change_location
rts
;==================================
; adjust basement door
;==================================
adjust_basement_door:
lda MECHE_ELEVATOR
bmi floor_open
floor_closed:
and #$f
cmp #2
beq floor_closed_elevator_on
bne floor_closed_elevator_off
floor_open:
; point exit to basement
ldy #LOCATION_WEST_EXIT
lda #MECHE_BASEMENT
sta location18,Y
lda MECHE_ELEVATOR
and #$f
cmp #2
beq floor_open_elevator_on
bne floor_open_elevator_off
floor_open_elevator_on:
; point background to open floor / open elevator
ldy #LOCATION_WEST_BG
lda #<red_button_of_oe_w_lzsa
sta location18,Y
lda #>red_button_of_oe_w_lzsa
jmp adjust_basement_door_done
floor_open_elevator_off:
; point background to open floor / closed elevator
ldy #LOCATION_WEST_BG
lda #<red_button_of_ce_w_lzsa
sta location18,Y
lda #>red_button_of_ce_w_lzsa
jmp adjust_basement_door_done
floor_closed_elevator_on:
; point hallway to elevator path
ldy #LOCATION_WEST_EXIT
lda #MECHE_ELEVATOR_PATH
sta location18,Y
ldy #LOCATION_WEST_BG
lda #<red_button_cf_oe_w_lzsa
sta location18,Y
lda #>red_button_cf_oe_w_lzsa
jmp adjust_basement_door_done
floor_closed_elevator_off:
; disabl exit
ldy #LOCATION_WEST_EXIT
lda #$ff
sta location18,Y
ldy #LOCATION_WEST_BG
lda #<red_button_cf_ce_w_lzsa
sta location18,Y
lda #>red_button_cf_ce_w_lzsa
jmp adjust_basement_door_done
adjust_basement_door_done:
sta location18+1,Y
rts
adjust_fortress_rotation:
rts
;==================================
; sprites
;==================================
elevator_rotation_sprites:
.word elevator0,elevator1,elevator2,elevator3
elevator0:
.byte 3,2
.byte $00,$ff,$00
.byte $f0,$0f,$f0
elevator1:
.byte 3,2
.byte $0f,$f0,$f0
.byte $f0,$0f,$0f
elevator2:
.byte 3,2
.byte $1f,$f1,$1f
.byte $11,$ff,$11
elevator3:
.byte 3,2
.byte $f0,$f0,$0f
.byte $0f,$0f,$f0
exit_puzzle_sprites:
.word exit_char0,exit_char1,exit_char2,exit_char3,exit_char4
.word exit_char5,exit_char6,exit_char7,exit_char8,exit_char9
exit_char0: ; +
.byte 4,5
.byte $ff,$4f,$4f,$ff
.byte $ff,$44,$44,$ff
.byte $44,$44,$44,$44
.byte $ff,$44,$44,$ff
.byte $ff,$f4,$f4,$ff
exit_char1: ; half circle
.byte 4,5
.byte $ff,$4f,$44,$ff
.byte $4f,$44,$44,$ff
.byte $44,$44,$44,$ff
.byte $ff,$44,$44,$ff
.byte $ff,$ff,$f4,$ff
exit_char2: ; Cyan Logo
.byte 4,5
.byte $4f,$f4,$f4,$4f
.byte $44,$ff,$ff,$44
.byte $44,$ff,$ff,$44
.byte $44,$ff,$ff,$44
.byte $f4,$ff,$ff,$f4
exit_char3: ; Right Triangle
.byte 4,5
.byte $44,$44,$44,$44
.byte $44,$44,$44,$ff
.byte $44,$44,$f4,$ff
.byte $44,$f4,$ff,$ff
.byte $f4,$ff,$ff,$ff
exit_char4: ; split square
.byte 4,5
.byte $44,$f4,$ff,$44
.byte $44,$ff,$ff,$44
.byte $44,$ff,$ff,$44
.byte $44,$ff,$ff,$44
.byte $f4,$ff,$f4,$f4
exit_char5: ; spikes with ball
.byte 4,5
.byte $ff,$44,$44,$ff
.byte $ff,$f4,$f4,$ff
.byte $44,$ff,$ff,$44
.byte $44,$ff,$ff,$44
.byte $f4,$ff,$ff,$f4
exit_char6: ; ping pong
.byte 4,5
.byte $44,$ff,$44,$44
.byte $f4,$4f,$ff,$ff
.byte $ff,$f4,$4f,$ff
.byte $ff,$ff,$f4,$4f
.byte $ff,$ff,$ff,$f4
exit_char7: ; zig-zag
.byte 4,5
.byte $f4,$44,$4f,$ff
.byte $ff,$4f,$44,$f4
.byte $f4,$44,$4f,$ff
.byte $ff,$4f,$44,$f4
.byte $f4,$f4,$ff,$ff
exit_char8: ; triangles alternating
.byte 4,5
.byte $44,$44,$ff,$44
.byte $44,$44,$ff,$44
.byte $44,$ff,$4f,$44
.byte $44,$ff,$44,$44
.byte $f4,$ff,$f4,$f4
exit_char9: ; circle with square
.byte 4,5
.byte $4f,$f4,$f4,$4f
.byte $44,$4f,$4f,$44
.byte $44,$44,$44,$44
.byte $44,$ff,$ff,$44
.byte $ff,$f4,$f4,$ff