dos33fsprogs/mist/channel.s
Vince Weaver 787ddcd905 mist: channel: reset some state at begin of level
do it in linking book so going to trees doesn't do it
2020-07-27 14:16:55 -04:00

226 lines
3.6 KiB
ArmAsm

; The Channely Wood level
; by deater (Vince Weaver) <vince@deater.net>
; Zero Page
.include "zp.inc"
.include "hardware.inc"
.include "common_defines.inc"
.include "common_routines.inc"
channel_start:
;===================
; init screen
jsr TEXT
jsr HOME
bit KEYRESET
bit SET_GR
bit PAGE0
bit LORES
bit FULLGR
;=================
; set up location
;=================
lda #<locations
sta LOCATIONS_L
lda #>locations
sta LOCATIONS_H
lda #0
sta DRAW_PAGE
sta LEVEL_OVER
; init cursor
lda #20
sta CURSOR_X
sta CURSOR_Y
; set up initial location
jsr change_location
lda #1
sta CURSOR_VISIBLE ; visible at first
lda #0
sta ANIMATE_FRAME
; reset elevators and bridges at start
; actual game does this too?
; do this in the linking book otherwise this happens
; when we take the elevator back down
; lda CHANNEL_SWITCHES
; ; hack to avoid "RANGE ERROR" on some versions of ca65
; and #<(~(CHANNEL_BRIDGE_UP|CHANNEL_PIPE_EXTENDED|CHANNEL_BOOK_ELEVATOR_UP))
; sta CHANNEL_SWITCHES
; set up bridges
jsr adjust_after_changes
game_loop:
;=================
; reset things
;=================
lda #0
sta IN_SPECIAL
sta IN_RIGHT
sta IN_LEFT
;====================================
; copy background to current page
;====================================
jsr gr_copy_to_current
;====================================
; handle special-case forground logic
;====================================
lda LOCATION
cmp #CHANNEL_TANK_CLOSE
beq fg_draw_faucet
cmp #CHANNEL_WINDMILL
beq fg_draw_windmill_handle
cmp #CHANNEL_BOOK_OPEN
beq animate_mist_book
jmp nothing_special
fg_draw_windmill_handle:
jsr draw_windmill_handle
jmp nothing_special
fg_draw_faucet:
jsr draw_water_faucet
jmp nothing_special
animate_mist_book:
lda DIRECTION
cmp #DIRECTION_S
bne done_animate_book
lda ANIMATE_FRAME
cmp #6
bcc mist_book_good ; blt
lda #0
sta ANIMATE_FRAME
mist_book_good:
asl
tay
lda mist_movie,Y
sta INL
lda mist_movie+1,Y
sta INH
lda #24
sta XPOS
lda #12
sta YPOS
jsr put_sprite_crop
lda FRAMEL
and #$f
bne done_animate_book
inc ANIMATE_FRAME
done_animate_book:
jmp nothing_special
nothing_special:
;====================================
; draw pointer
;====================================
jsr draw_pointer
;====================================
; page flip
;====================================
jsr page_flip
;====================================
; handle keypress/joystick
;====================================
jsr handle_keypress
;====================================
; inc frame count
;====================================
inc FRAMEL
bne room_frame_no_oflo
inc FRAMEH
room_frame_no_oflo:
;====================================
; check level over
;====================================
lda LEVEL_OVER
bne really_exit
jmp game_loop
really_exit:
jmp end_level
look_at_faucet:
lda #CHANNEL_TANK_CLOSE
sta LOCATION
jmp change_location
toggle_windmill:
lda CHANNEL_SWITCHES
eor #CHANNEL_SW_WINDMILL
sta CHANNEL_SWITCHES
rts
toggle_faucet:
lda CHANNEL_SWITCHES
eor #CHANNEL_SW_FAUCET
sta CHANNEL_SWITCHES
rts
;==========================
; includes
;==========================
; level graphics
.include "graphics_channel/channel_graphics.inc"
; sound
.include "simple_sounds.s"
; puzzles
.include "channel_switches.s"
; level data
.include "leveldata_channel.inc"
; linking books
.include "link_book_mist.s"