dos33fsprogs/games/keen/item_level1.s

232 lines
4.4 KiB
ArmAsm

;======================
; check touching things
;======================
; do head, than foot
; FIXME: should we check both left/right head/feet
check_items:
; check if going out door
jsr check_door
; check if touching enemy
jsr check_enemy
; check head items
ldx KEEN_HEAD_POINTER_L
jsr check_item
ldx KEEN_HEAD_POINTER_R
jsr check_item
; check feet items
ldx KEEN_FOOT_POINTER_L
jsr check_item
ldx KEEN_FOOT_POINTER_R
; fallthrough
;==================
; check for items
;==================
check_item:
lda tilemap,X
do_check_item:
cmp #27
bcc done_check_item ; not an item
cmp #32
bcs done_check_item ; not an item
sec
sbc #27 ; subtract off to get index
; 0 = laser gun
; 1 = lollipop 100 pts
; 2 = book 1000 pts
; 3 = pizza 500 pts
; 4 = carbonated beverage 200 pts
; ? = bear 5000 pts
beq get_laser_gun
; otherwise look up points and add it
tay
lda score_lookup,Y
jsr inc_score
jmp done_item_pickup
get_laser_gun:
lda RAYGUNS
clc
sed
adc #$05
sta RAYGUNS
cld
jmp done_item_pickup
; keycards go here too...
get_keycard:
done_item_pickup:
; erase small tilemap
lda #1 ; plain tile
sta tilemap,X
; big tilemap:
; to find... urgh
; X is currently (KEEN_Y/4)*20)+(KEEN_X/2)
; (X mod 20) = KEEN_X/2
; X/20 = KEEN_Y/4
;
lda div20_table,X
; lda KEEN_Y ; divide by 4 as tile 4 blocks tall
; lsr
; lsr
clc
adc TILEMAP_Y ; add in tilemap Y (each row 256 bytes)
adc #>big_tilemap ; add in offset of start
sta btc_smc+2
lda TILEMAP_X ; add in X offset of tilemap
sta btc_smc+1
lda mod20_table,X
; lda KEEN_X
; lsr
tay
lda #1 ; background tile
btc_smc:
sta $b000,Y
; play sound
ldy #SFX_GOTITEMSND
jsr play_sfx
done_check_item:
rts
;==========================
; check if feet at door
;==========================
check_door:
lda KEEN_FOOT_TILE1
cmp #11 ; door tile
beq at_door
lda KEEN_FOOT_TILE2
cmp #11
bne done_check_door
at_door:
inc LEVEL_OVER
; TODO: mark level complete somehow
ldy #SFX_LVLDONESND
jsr play_sfx
done_check_door:
rts
;=============================
; check if feet touching enemy
;=============================
; level1 at least you can't touch with head?
check_enemy:
lda KEEN_FOOT_TILE1
cmp #21 ; green tentacles
beq touched_enemy
cmp #22 ; clam thing
beq touched_enemy
lda KEEN_FOOT_TILE2
cmp #21 ; green tentacles
beq touched_enemy
cmp #22 ; clam thing
bne done_check_enemy
touched_enemy:
dec KEENS
inc LEVEL_OVER
ldy #SFX_KEENDIESND
jsr play_sfx
; TODO: ANIMATION
; keen turns to head, flies up screen
; play game over music if out of keens
lda KEENS
bpl done_check_enemy
ldy #SFX_GAMEOVERSND
jsr play_sfx
done_check_enemy:
rts
score_lookup:
.byte $00,$01,$10,$05,$02,$50 ; BCD
; 0 = laser gun
; 1 = lollipop 100 pts
; 2 = book 1000 pts
; 3 = pizza 500 pts
; 4 = carbonated beverage 200 pts
; ? = bear 5000 pts
; bit of a hack
; TODO: auto-generate at startup
div20_table:
.byte 0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0
.byte 1,1,1,1,1, 1,1,1,1,1, 1,1,1,1,1, 1,1,1,1,1
.byte 2,2,2,2,2, 2,2,2,2,2, 2,2,2,2,2, 2,2,2,2,2
.byte 3,3,3,3,3, 3,3,3,3,3, 3,3,3,3,3, 3,3,3,3,3
.byte 4,4,4,4,4, 4,4,4,4,4, 4,4,4,4,4, 4,4,4,4,4
.byte 5,5,5,5,5, 5,5,5,5,5, 5,5,5,5,5, 5,5,5,5,5
.byte 6,6,6,6,6, 6,6,6,6,6, 6,6,6,6,6, 6,6,6,6,6
.byte 7,7,7,7,7, 7,7,7,7,7, 7,7,7,7,7, 7,7,7,7,7
.byte 8,8,8,8,8, 8,8,8,8,8, 8,8,8,8,8, 8,8,8,8,8
.byte 9,9,9,9,9, 9,9,9,9,9, 9,9,9,9,9, 9,9,9,9,9
.byte 10,10,10,10,10, 10,10,10,10,10, 10,10,10,10,10, 10,10,10,10,10
.byte 11,11,11,11,11, 11,11,11,11,11, 11,11,11,11,11, 11,11,11,11,11
.byte 12,12,12,12,12, 12,12,12,12,12, 12,12,12,12,12 ;, 12,12,12,12,12
mod20_table:
.byte 0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19
.byte 0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19
.byte 0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19
.byte 0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19
.byte 0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19
.byte 0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19
.byte 0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19
.byte 0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19
.byte 0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19
.byte 0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19
.byte 0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19
.byte 0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19
.byte 0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19
.byte 0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15