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