GSCats/fan.s

243 lines
4.2 KiB
ArmAsm

;
; fan
; Code and data structures related to the special fan weapon
;
; Created by Quinn Dunki on 8/15/18
;
FANRANGE = 100 ; In pixels
FANMAGNITUDE = $20 ; 12.4 fixed point speed delta, in pixels
FAN_AGE = 10
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; deployFan
;
; Y: Index to projectile structure
;
deployFan:
SAVE_AY
lda #200 ; Drop in from the top of the view
sta projectileData+GO_POSY,y
lda #$c80
sta projectileData+JD_PRECISEY,y
lda #0
sta projectileData+JD_VX,y
sta projectileData+JD_VY,y
lda #1
sta projectileData+JD_DEPLOYDELAY,y ; Let player admire new fan
RESTORE_AY
rts
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; updateFan
;
; Y = Offset to projectile structure
;
updateFan:
SAVE_AXY
lda projectileData+JD_AGE,y
cmp #FAN_AGE
bcs updateFanWornOut
lda projectileData+JD_STATIC,y
bne updateFanWind ; We're set up, so apply our wind
; Wait for fan to collide with us as it falls from the sky
lda projectileData+GO_POSX,y
sta rectParams
lda projectileData+GO_POSY,y
sta rectParams+2
lda #GAMEOBJECTWIDTH
sta rectParams+4
lda #GAMEOBJECTHEIGHT
sta rectParams+6
ldx currentPlayer
jsr playerIntersectRect
cmp #0
beq updateFanDone
; Once fan is in place, make it static
lda projectileData+GO_POSY,y
inc
inc
sta projectileData+GO_POSY,y
lda #1
sta projectileData+JD_STATIC,y
jsr endProjectile
; Now set up the stand
jsr allocGameObject
cpx #-1
beq updateFanDone
txa
sta projectileData+JD_SCRATCH,y ; Remember where our stand is
lda projectileData+GO_POSX,y
sta gameObjectPool+GO_POSX,x
lda projectileData+GO_POSY,y
sec
sbc #GAMEOBJECTHEIGHT
sta gameObjectPool+GO_POSY,x
updateFanDone:
RESTORE_AXY
rts
updateFanWornOut:
jsr deleteVisibleProjectile
bra updateFanDone
updateFanWind:
lda projectileData+JD_OWNER,y
cmp currentPlayer ; We're not affected by our own fan
beq updateFanDone
tyx
ldy projectileActive
bmi updateFanDone ; No active projectile
; Calculate distance to fan
lda projectileData+GO_POSX,y
sta SCRATCHL
lda projectileData+GO_POSX,x
sec
sbc SCRATCHL
ABSA
cmp #FANRANGE ; Check if we're within range
bcs updateFanDone
; Apply wind
lda projectileData+JD_FACING,y
bne updateFanWindNeg
sec
lda projectileData+JD_PRECISEX,y
sbc #FANMAGNITUDE
sta projectileData+JD_PRECISEX,y
bra updateFanDone
updateFanWindNeg:
clc
lda projectileData+JD_PRECISEX,y
adc #FANMAGNITUDE
sta projectileData+JD_PRECISEX,y
bra updateFanDone
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; renderFan
;
; Y = Offset to projectile structure
;
renderFan:
SAVE_AXY
lda projectileData+JD_STATIC,y
beq renderFanDone ; Don't render the stand until we're static
; Render the stand under the fan
lda projectileData+JD_SCRATCH,y
sta PARAML0
clc
lda #gameObjectPool
adc PARAML0
sta PARAML0
lda #14
jsr renderGameObject
; Do deployment delay after first render
lda projectileData+JD_DEPLOYDELAY,y
beq renderFanDone
jsr delayLong
lda #0
sta projectileData+JD_DEPLOYDELAY,y
renderFanDone:
RESTORE_AXY
rts
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; unrenderFan
;
; Y = Offset to projectile structure
;
unrenderFan:
SAVE_AXY
; Unrender the stand under the fan
lda projectileData+JD_SCRATCH,y
sta PARAML0
clc
lda #gameObjectPool
adc PARAML0
sta PARAML0
jsr unrenderGameObject
RESTORE_AXY
rts
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; protectFan
;
; Y = Offset to projectile structure
;
protectFan:
SAVE_AXY
; Protect the stand under the fan
lda projectileData+JD_SCRATCH,y
sta PARAML0
clc
lda #gameObjectPool
adc PARAML0
sta PARAML0
jsr vramPtr
cpx #$ffff
beq protectFanDone
lda PARAML0
clc
adc #GO_BACKGROUND
sta PARAML0
jsr protectGameObject
protectFanDone:
RESTORE_AXY
rts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; deleteFan
;
; Y = Offset to projectile structure
;
deleteFan:
SAVE_AX
lda projectileData+JD_SCRATCH,y
tax
; Unrender the stand
lda #gameObjectPool
sta PARAML0
txa
clc
adc PARAML0
sta PARAML0
jsr unrenderGameObject
jsr deleteGameObject
jsr renderPlayers
RESTORE_AX
rts