dos33fsprogs/demosplash2019/starbase_doors.s
2019-11-15 22:28:28 -05:00

401 lines
6.9 KiB
ArmAsm

DOOR_STATUS_OPENING1 = $00
DOOR_STATUS_OPENING2 = $01
DOOR_STATUS_OPEN = $02
DOOR_STATUS_CLOSING1 = $03
DOOR_STATUS_CLOSING2 = $04
DOOR_STATUS_CLOSED = $05
DOOR_STATUS_EXPLODED = $06
DOOR_STATUS_LOCKED = $07
DOOR_STATUS_EXPLODING1 = $08
DOOR_STATUS_EXPLODING2 = $09
DOOR_STATUS_EXPLODING3 = $0A
DOOR_STATUS_EXPLODING4 = $0B
DOOR_STATUS_EXPLODING5 = $0C
DOOR_STATUS_EXPLODING6 = $0D
;==================================
; draw_doors
;==================================
; be sure to smc to point to right place
draw_doors:
lda NUM_DOORS
beq done_draw_doors
ldy #0
draw_doors_loop:
lda (DOOR_STATUS),Y
tax
lda door_sprite_lookup_lo,X
sta INL
lda door_sprite_lookup_hi,X
sta INH
actually_draw_door:
lda (DOOR_X),Y
sta XPOS
lda (DOOR_Y),Y
sta YPOS
tya
pha
lda (DOOR_STATUS),Y
cmp #DOOR_STATUS_EXPLODING1
bcs draw_exploding_door
jsr put_sprite_crop
after_door_put_sprite:
pla
tay
draw_doors_continue:
iny
cpy NUM_DOORS
bne draw_doors_loop
done_draw_doors:
rts
draw_exploding_door:
lda FRAMEL
and #$7
bne not_done_exploding_door
lda (DOOR_STATUS),Y
clc
adc #1
sta (DOOR_STATUS),Y
cmp #DOOR_STATUS_EXPLODING6
bcc not_done_exploding_door
lda #DOOR_STATUS_EXPLODED
sta (DOOR_STATUS),Y
not_done_exploding_door:
dec XPOS
jsr put_sprite_crop
jmp after_door_put_sprite
;==========================
;==========================
; handle doors
;==========================
;==========================
handle_doors:
lda NUM_DOORS
beq done_handle_doors
ldy #0
handle_doors_loop:
; state machine
lda (DOOR_STATUS),Y
; if locked->do nothing
cmp #DOOR_STATUS_LOCKED
beq handle_doors_continue
; if exploded->do nothing
cmp #DOOR_STATUS_EXPLODED
beq handle_doors_continue
; if closed and xpos/ypos in range: open
; if open and xpos/ypos not ni range: close
cmp #DOOR_STATUS_OPEN
beq handle_doors_open
cmp #DOOR_STATUS_CLOSED
beq handle_doors_closed
; if exploding: continue exploding
; we handle the increment elsewhere
cmp #DOOR_STATUS_EXPLODING1
bcs handle_doors_continue ; bge
; if opening, continue to open
; if closing, continue to close
handle_door_inc_state:
lda (DOOR_STATUS),Y
clc
adc #1
sta (DOOR_STATUS),Y
handle_doors_continue:
iny
cpy NUM_DOORS
bne handle_doors_loop
done_handle_doors:
rts
handle_doors_open:
; only open/close if on same level
lda (DOOR_Y),Y
clc
adc #4
cmp ASTRONAUT_Y
bne close_door
lda ASTRONAUT_X
cmp (DOOR_XMAX),Y
bcs close_door ; bge
cmp (DOOR_XMIN),Y
bcc close_door ; blt
; made it here, we are in bounds, stay open
jmp handle_doors_continue
close_door:
lda #DOOR_STATUS_CLOSING1
sta (DOOR_STATUS),Y
jmp handle_doors_continue
handle_doors_closed:
; only open if on same level
lda (DOOR_Y),Y
clc
adc #4
cmp ASTRONAUT_Y
bne handle_doors_continue
lda ASTRONAUT_X
cmp (DOOR_XMAX),Y
bcs handle_doors_continue
cmp (DOOR_XMIN),Y
bcc handle_doors_continue
open_door:
lda #DOOR_STATUS_OPENING1
sta (DOOR_STATUS),Y
jmp handle_doors_continue
;====================
;====================
; setup door table
;====================
;====================
setup_door_table:
ldx #9
setup_door_table_loop:
setup_door_table_loop_smc:
lda $1000,X
sta DOOR_STATUS,X
dex
bpl setup_door_table_loop
rts
;======================================
;======================================
; door sprites
;======================================
;======================================
door_sprite_lookup_lo:
.byte <door_opening_sprite1 ; DOOR_STATUS_OPENING1
.byte <door_opening_sprite2 ; DOOR_STATUS_OPENING2
.byte <door_open_sprite ; DOOR_STATUS_OPEN
.byte <door_closing_sprite1 ; DOOR_STATUS_CLOSING1
.byte <door_closing_sprite2 ; DOOR_STATUS_CLOSING2
.byte <door_closed_sprite ; DOOR_STATUS_CLOSED
.byte <door_exploded_sprite ; DOOR_STATUS_EXPLODED
.byte <door_closed_sprite ; DOOR_STATUS_LOCKED
.byte <door_exploding_sprite1 ; DOOR_STATUS_EXPLODING1
.byte <door_exploding_sprite2 ; DOOR_STATUS_EXPLODING2
.byte <door_exploding_sprite3 ; DOOR_STATUS_EXPLODING3
.byte <door_exploding_sprite4 ; DOOR_STATUS_EXPLODING4
.byte <door_exploding_sprite5 ; DOOR_STATUS_EXPLODING5
.byte <door_exploding_sprite6 ; DOOR_STATUS_EXPLODING6
door_sprite_lookup_hi:
.byte >door_opening_sprite1 ; DOOR_STATUS_OPENING1
.byte >door_opening_sprite2 ; DOOR_STATUS_OPENING2
.byte >door_open_sprite ; DOOR_STATUS_OPEN
.byte >door_closing_sprite1 ; DOOR_STATUS_CLOSING1
.byte >door_closing_sprite2 ; DOOR_STATUS_CLOSING2
.byte >door_closed_sprite ; DOOR_STATUS_CLOSED
.byte >door_exploded_sprite ; DOOR_STATUS_EXPLODED
.byte >door_closed_sprite ; DOOR_STATUS_LOCKED
.byte >door_exploding_sprite1 ; DOOR_STATUS_EXPLODING1
.byte >door_exploding_sprite2 ; DOOR_STATUS_EXPLODING2
.byte >door_exploding_sprite3 ; DOOR_STATUS_EXPLODING3
.byte >door_exploding_sprite4 ; DOOR_STATUS_EXPLODING4
.byte >door_exploding_sprite5 ; DOOR_STATUS_EXPLODING5
.byte >door_exploding_sprite6 ; DOOR_STATUS_EXPLODING6
door_closed_sprite:
.byte 1,10
.byte $00
.byte $00
.byte $00
.byte $00
.byte $00
.byte $00
.byte $00
.byte $00
.byte $00
.byte $00
door_open_sprite:
.byte 1,10
.byte $AA
.byte $AA
.byte $AA
.byte $AA
.byte $AA
.byte $AA
.byte $AA
.byte $AA
.byte $AA
.byte $AA
door_opening_sprite2:
door_closing_sprite1:
.byte 1,10
.byte $00
.byte $A0
.byte $AA
.byte $AA
.byte $AA
.byte $AA
.byte $AA
.byte $AA
.byte $0A
.byte $00
door_opening_sprite1:
door_closing_sprite2:
.byte 1,10
.byte $00
.byte $00
.byte $00
.byte $AA
.byte $AA
.byte $AA
.byte $AA
.byte $00
.byte $00
.byte $00
door_exploded_sprite:
.byte 1,10
.byte $00
.byte $A5
.byte $AA
.byte $AA
.byte $AA
.byte $AA
.byte $AA
.byte $AA
.byte $AA
.byte $A5
door_exploding_sprite1:
.byte 3,10
.byte $AA,$FF,$66
.byte $AA,$FF,$66
.byte $AA,$FF,$AA
.byte $AA,$FF,$AA
.byte $AA,$FF,$AA
.byte $AA,$FF,$AA
.byte $AA,$FF,$AA
.byte $AA,$FF,$AA
.byte $AA,$FF,$66
.byte $AA,$FF,$66
door_exploding_sprite2:
.byte 3,10
.byte $AA,$FF,$EE
.byte $AA,$FF,$EE
.byte $EE,$FF,$EE
.byte $FF,$FF,$EE
.byte $FF,$FF,$EE
.byte $FF,$FF,$EE
.byte $EE,$FF,$EE
.byte $AA,$FF,$EE
.byte $AA,$FF,$EE
.byte $AA,$FF,$EE
door_exploding_sprite3:
.byte 3,10
.byte $AA,$00,$AA
.byte $AA,$A5,$AA
.byte $FF,$AA,$AA
.byte $FF,$AA,$AA
.byte $AA,$AA,$AA
.byte $AA,$AA,$AA
.byte $FF,$AA,$AA
.byte $AA,$AA,$AA
.byte $AA,$AA,$AA
.byte $AA,$A5,$AA
door_exploding_sprite4:
.byte 3,10
.byte $AA,$00,$AA
.byte $AA,$A5,$AA
.byte $AA,$AA,$AA
.byte $AA,$AA,$AA
.byte $FF,$AA,$AA
.byte $FF,$AA,$AA
.byte $AA,$AA,$AA
.byte $AA,$AA,$AA
.byte $FF,$AA,$AA
.byte $AA,$A5,$AA
door_exploding_sprite5:
.byte 3,10
.byte $AA,$00,$AA
.byte $AA,$A5,$AA
.byte $AA,$AA,$AA
.byte $AA,$AA,$AA
.byte $AA,$AA,$AA
.byte $AA,$AA,$AA
.byte $AA,$AA,$AA
.byte $AA,$AA,$AA
.byte $FA,$AA,$AA
.byte $AF,$A5,$AA
door_exploding_sprite6:
.byte 3,10
.byte $AA,$00,$AA
.byte $AA,$A5,$AA
.byte $AA,$AA,$AA
.byte $AA,$AA,$AA
.byte $AA,$AA,$AA
.byte $AA,$AA,$AA
.byte $AA,$AA,$AA
.byte $AA,$AA,$AA
.byte $FA,$AA,$AA
.byte $AF,$A5,$AA